Fighter
Fighter
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Posts: 4
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Post by Fighter on May 21, 2012 16:43:57 GMT -7
[atrb=border,0,true][atrb=cellspacing,0,true][atrb=style,width: 500px; height: 168px; padding: 5px; vertical-align: top;][atrb=width,440px,true][atrb=border,0,true] | »Festival of the Hunt;; »the RULES;;
"Everyone's gathered here for me to explain just what's been going on for the past month or so, yeah? If you're not here for that, then go away. Kay? Kay.
"Right, so! No doubt, you've gotten word here and there about stuff to do with the Base and the trucks and the equipment being set up everywhere. That's becaaauuuuuse, the Base of Operations rounded up a crapload of Nightmares for you guys to test your strength on. They're holding a competition now, and the point of said competition is to find the Nightmares they let loose and beat them before they fade away, and whoever kills the most monsters or the strongest ones, wins!
"Yeah, I said fade away. They're gonna let those Nightmares run loose here in Alamira! Don't worry, the buildings and junk are gonna be barricaded, so the monsters are just gonna be running around in the streets and wrecking your shit if they find you rather than causing property damage.
"Good news is, you're not gonna go into this competition empty-handed. There's gonna be a preliminary period for you to stock up on any weapons you might need, and items you're gonna carry.
"There's a limit to how much you can have, and that limit is measured in points. Everyone starts off with 225 points, so keep that in mind when you pick up your supplies, or else you'll just make yourself a target with all that extra stuff on you.
"You can use the period to find some allies if you feel you need those too. Or, you can go solo. Doesn't matter to me.
"So! When the event starts, all of you participating are gonna take to the streets, find the nearest Nightmare, and beat it before it disappears. Granted, it's gonna disappear anyway when you beat it, but if it fades on its own while it's still standing, you don't get credit. We go by a point system here too, so each Nightmare'll give you points depending on how strong it is. Weak ones give a few points but there are a lot of 'em. Stronger ones give more points but there are less of 'em! Simple, right?
"Nuh-uh-uh! Not really. See, this competition is a competition for a reason. Whether you're goin' alone or with people, it's every other person or team versus you or your own. You might find yourself ambushed by somebody or other, in a standoff with entire teams of people, or your crew might even start a mutiny, and that's a-okay! You can fight back, set traps for them, maybe loot 'em of their things if you gotta.
"Just... it's not a fight to the death, so don't go overboard. And the judges are watching, so they will know when you do. Anybody caught purposely killing participants will be automatically disqualified.
"So, now that you know the rules, I'll let the Navigator show you some of the notes she took on the monsters. Remember what I said, and may the best Dreamwalker win!" [atrb=style,width: 500px; padding: 2px; text-align: right;]
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Navigator
Navigator
[M:0:6:][M:0:0:0:]
Posts: 5
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Post by Navigator on May 21, 2012 16:53:49 GMT -7
[atrb=border,0,true][atrb=cellspacing,0,true] | Festival of the Hunt« the BESTIARY«
"Ah. . . Zeph told you about my sketchbook, s-so, I suppose I'll. . . show the drawings to you? H-here. . .
"The Base caught Nightmares that, uhm, they aren't too strong or too weak, and, Zeph told me to write down a life-point and level system for them, s-so, their points range from . . . hold on . . . from 20 points, to, uh. . . 500 points, and I have the Nightmares, uhm, classified, by level, too. L-level ones go up to 150 points, level twos go up to, uh, 350 points, and level threes are the strongest, with, up to 500 points. We're in the middle, with 250 points.
"The life-points work, kind of like the accessory points? Except. . . instead of how much you can carry, it's how long you can last. If you, uhm, if you lose all of your points, then you're too injured. You won't be able to participate in the competition, so, you should be sure to carry the items you need to keep yourself in good condition! and if the Nightmares lose their points, then you won! Yay...
"So, uhm, just, take a look. I drew little thumbnails, of what the monsters look like. But, fuller sketches are on the other pages, so you can look at those... I, uhm, the notes are from, uhm, a few months ago, and some of them were, kinda, uhm, ghostwritten, so I didn't get to fix them for this competition... I, I guess you can read them anyway? go ahead... and, and, when you're finished, go see Archer, and he'll show you the items he has... does this mean I can go now?"
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Navigator
Navigator
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Posts: 5
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Post by Navigator on May 21, 2012 16:56:59 GMT -7
Click on the icons for a full picture of the Nightmares.[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 1, {20} [/style]
Given Name;; Pest
Details/Trivia;; Pests are numerous, and combined with their tendency to be loud and annoying, it makes them terrible monsters to fight. Despite being feral and animal-like, they seem to be the only Nightmares aside from Echo that have a concept of strength in numbers, and they won't hesitate in showing how good an understanding they have of that.
Attacks;; Rushdown/Minion Swarm, Bite, Screech |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 1, {145} [/style]
Given Name;; Migoi
Details/Trivia;; The creature towers over most others, standing at eleven feet tall and almost as wide. Its musculature is enough to dwarf anyone, and its hands are large enough to wrap around and crush a human head. It's best not to get on its bad side; there's not much one can do to avoid it once it starts chasing them, even if they do run away quickly enough to get out of its sight.
Attacks;; Enhanced tracking |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 1, {87} [/style]
Given Name;; Crawler
Details/Trivia;; This bloated insect closely resembles an ant, but much larger than one would expect, with overly long pincers it uses to bite its prey and cut apart smaller things. It's known to attack things on sight and swarm its enemy until it stops moving. The exoskeleton is hard to crack at the top of its body, but a few hits of concentrated force can cut it open.
Attacks;; Minion Swarm, Bite |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 1, {85} [/style]
Given Name;; Mortuus
Details/Trivia;; This Nightmare takes the form of a long-decayed warrior's body. Its empty eye sockets glow with a dull but strange light just before it attacks, and it's relentless in its assault. Once it finds a target, it will attack and continue to do so until its bones are completely ground to dust. It exists with one purpose: to create more of itself. Any Dreamwalker that falls to this Nightmare is turned into a soldier of the undead army. It's possible to find a Necrosis in its ranks.
Attacks;; Pain suppression, Instant Decay, Reanimation |
[/blockquote] [/div][/td][/tr][/table] [atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 1, {77} [/style]
Given Name;; Necrosis
Details/Trivia;; This hideous demon is like a much less organized Mortuus. It's a gangly, slimy corpse that shambles around on crooked legs and just looks to feed itself by biting every organic thing it sees. It has the power to make its bites sharp enough to cut clean through bones, and can extend its power to similarly undead Nightmares such as the Mortuus.
Attacks;; Vorpal Sharpness Manipulation |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 1, {92} [/style]
Given Name;; Edacious
Details/Trivia;; This massive worm is thirty feet long from mouth to tail, and its body emanates a large amount of heat. After spending most of its life underground, its beady eyes are sightless, but the feelers along its head and near its tail serve as sensors just fine. With rows upon rows of teeth, it devours everything in its path.
Attacks;; Tunneling and Concealment, Matter Ingestion |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 1, {51} [/style]
Given Name;; Garuda
Details/Trivia;; The weird bug looks like it was based on a wasp, with a striped carapace and jointed legs. The Garuda is good with intimidation tactics, using its unnatural size to unnerve would-be attackers and then screeching out additional warnings. If ignored, the Nightmare will respond by stinging its victim and crawling or flying away.
Attacks;; Poison sting, Wall crawling |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 1, {93} [/style]
Given Name;; Ephemeral
Details/Trivia;; An untamed form of Galahad's steed, Ephemeral is prone to angry outbursts and is known to rear and kick at anything in sight. It's easy to guess why: with only a tenuous grip on reality, it maintains a semi-solid form and can occasionally cross barriers and move through walls like a ghost, or disappear from peoples' sight completely.
Attacks;; Stampede, Zeroth Dimension Phasing |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 1, {84} [/style]
Given Name;; Be Be
Details/Trivia;; Be Be is extraordinarily fast and has a hard head built to withstand impact. Its sides and back are not as strong as its skull, though, making it easy to tranquilize. It can't make sharp turns at high speed, nor are its reflexes fast enough to avoid sudden obstacles thrown in its path.
Attacks;; Headbutt |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 1, {38} [/style]
Given Name;; Murder
Details/Trivia;; With its super speed, it leaves minor after images visible enough to make it look like there are more of it than there really are. At maximum, it can make itself into a "group of five" to "swarm" Dreamwalkers. It likes to hide either in trees or on rooftops. The real Murder has a distinctive marking spanning from beak to tail, while the after images lack them. Its super speed is passive, and very taxing on the Nightmare's overall energy. Provided the Dreamwalker can last long enough, Murder will eventually tire itself out.
Attacks;; Super Speed/After Images |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 1, {100} [/style]
Given Name;; Nightcrawler
Details/Trivia;; Scales walls and/or ceilings with little effort, and can glide along surfaces for a limited amount of time. Has weak physical strength and relies on subversive tactics to take down enemies.
Attacks;; cloaking, smoke emission |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 1, {55} [/style]
Given Name;; Tribesman
Details/Trivia;; Tribesman moves slowly and relies on the environment to shield it. Known to attack things with its staff, when not using powers. Uses the same staff to direct wind attacks and assaults from its wind creatures.
Attacks;; Wind manipulation, Aerokinetic creature summoning |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 1, {30} [/style]
Given Name;; Raptor
Details/Trivia;; Raptor's strength lies mostly in its legs, making it a fast runner and dextrous enough to traverse different terrain since it depends on being fast enough to catch and steal food and outrun other potential predators at the same time. Its wings are only powerful enough to fly short distances, but the nightmare makes good use of them anyway. It can shield itself and dodge earth attacks, but sudden lightning strikes can disorient it.
Attacks;; Cyclone Charge, Blow Back |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 1, {85} [/style]
Given Name;; Flay
Details/Trivia;; Can cause minor illusions and manipulate a Dreamwalker's perception of their surroundings, but the illusions are easy to detect and can be avoided (usually replaces weapons with squids or fish, turns trees into chairs, houses into fountains, et cetera). Is easily distracted and has no actual will to attack Dreamwalkers, making it a very easy target.
Attacks;; Minor Illusion Casting
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[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 1, {75} [/style]
Given Name;; Splinter
Details/Trivia;; Splinter is cowardly and favors hit and run attacks, usually preferring to swipe at its prey quickly or incapacitate them with barbs that cause hallucinations. The barbs are easy to spot, located at its whiskers or tail.
Attacks;; Hallucinogenic quills |
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Navigator
Navigator
[M:0:6:][M:0:0:0:]
Posts: 5
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Post by Navigator on May 21, 2012 16:58:24 GMT -7
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 2, {200} [/style]
Given Name;; Wheeze
Details/Trivia;; It's rumored that the Nightmare once used to be a Fighter attempting to surpass their own physical limits. Prolonged contact with the Dream World and constant over use of their powers caused their body to mutate and deform into an unrecognizable blob that swallowed anything in its path-- people, more often than not-- in some vain attempt to regain its normal human form. Whether or not it's true, Wheeze is immune to physical attacks on its body-- maybe since it's familiar with them from its past history as a Fighter, or more likely since it's an amorphous blob. It's extremely susceptible to being set on fire, however.
Attacks;; Poison Smog, Compound Eyes |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 2, {281} [/style]
Given Name;; Toch
Details/Trivia;; This terror of the swamp sports a natural jet-black armor plating, and a mouth filled with vicious teeth. The Nightmare usually lurks in wait for its prey, then barrels towards them with great speed. Despite its apparant toughness, the armor is only at its most powerful while the creature is moving.
Attacks;; Temporary Invulnerability, Stonebreath |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 2, {244} [/style]
Given Name;; Cryo
Details/Trivia;; Cryo is a fast flier, but has a short attack range, although its learned not to depend on direct physical attacks. Its true power lies in ice manipulation, and Cryo resorts to using frost breath to lower the temperature of the environment until it's too cold to for the enemy to continue moving. Its scaly armor is built to lock in heat and withstand cold temperatures, so all it has to do is outlast the enemy.
Attacks;; Frost Breath |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 2, {350} [/style]
Given Name;; Golem
Details/Trivia;; Is usually found alongside Echo and works with it in order to defeat Dreamwalkers. Can physically overpower most opponents due to its size and weight. Is impervious to physical attacks due to its stone shell, but the weight of it causes Golem to move slowly, making it easy to completely immobilize if it can be knocked off its feet or tied down for a few seconds.
Attacks;; Stomp, Earthquake |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 2, {289} [/style]
Given Name;; Echo
Details/Trivia;; Echo works in tandem with other, stronger Nightmares such as the Golem. It can mimic a person's speech with efficiency by way of 'stealing' the person's voice and rendering them mute. The power allows it to trick the Dreamwalker's allies and lure them into traps, but the power only works against one person at a time. The ability loses its effect once Echo is seen, outnumbered, and overwhelmed. This Nightmare prefers high areas and places that are dark enough to provide cover.
Attacks;; Vocal Mimicry, Sound Blocking, Pounce |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 2, {249} [/style]
Given Name;; Heartstopper
Details/Trivia;; Every serpent on Heartstopper's head can extend out to nearly four feet in length, and the Nightmare itself has powerful legs that enable it to close any remaining distance between the snakes and their new meal. Only a few Dreamwalkers that have encountered Heartstopper escaped in one piece; its victims are rendered stone-still with fear after getting a good look at it. It doesn't actively seek out Dreamwalkers, but will attack any that approach it first. It is best to be wary and heed its warning cackle before then.
Attacks;; Paralyzing Gaze, Fear Inducement |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 2, {331} [/style]
Given Name;; Abbas
Details/Trivia;; With the main body of a lion and two separate dragon heads, it looks like this Nightmare is more like a fusion of three (or more) separate, already existing creatures. What kind of person would have been twisted enough to Imagine this into being as it is?
Attacks;; Fire Breathing, Darkness Manipulation |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 2, {280} [/style]
Given Name;; Baffle
Details/Trivia;; Like 'Flay', Baffle can produce illusions but on a much larger scale although they serve specifically to disorient Dreamwalkers. Can use this ability on anyone in the general vicinity, but strong-willed Dreamwalkers are resistant to it. Those that can use long-range abilities can also stay out of range. Baffle has a much longer attention span than Flay, with much faster reflexes. Is likely to leave the area if there is too much commotion.
Attacks;; Confusion Induction, Memory Loss |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 2, {249} [/style]
Given Name;; Rampage
Details/Trivia;; This beast has a snakelike tail topped with a knobbly bone ball, and a large head on the end of its neck that causes it to stoop forward under its own weight. Its bloodshot eyes glow with anger. Built to withstand being on land or under water, it roars a challenge to anything it comes across. Its curved claws and fangs can cut through stone as easily as flesh.
Attacks;; Berserker Rage, Feral Mind |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 2, {237} [/style]
Given Name;; Siphon
Details/Trivia;; While it's clever enough to prey on those that are easily distracted and drain their physical strength, the Siphon can be outnumbered pretty easily and subdued. It's weakest point is while it's attacking.
Attacks;; Life Draining and Fatigue Inducement |
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Navigator
Navigator
[M:0:6:][M:0:0:0:]
Posts: 5
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Post by Navigator on May 21, 2012 16:59:09 GMT -7
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 3 {410} [/style]
Given Name;; Galahad
Details/Trivia;; Galahad can control smaller or weaker Nightmares to fight with him, and during his travels he managed to take control of a feral Ephemeral and shape it to the form he desired. The two fight as one, and Galahad can channel additional abilities through the horse. With his aid, it can breathe fire on their enemies or go up in flames-- the latter ability leaves the knight unharmed.
Attacks;; Taming, Fire manipulation, Zeroth Dimension Phasing, Angry Stampede
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[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 3 {466} [/style]
Given Name;; Hydra
Details/Trivia;; It's rumored that each of the Hydra's six heads controls an element, and that it can easily replace the heads the instant they're severed. The heads seem to have minds of their own along with different thought processes, so it might actually be possible to pit different sides of the Hydra against each other.
Attacks;; Tetra-Elemental Manipulation (Fire, Earth, Wind, Water), Power Amplification, Regeneration/Healing Factor, Poison Bite |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 3 {492} [/style]
Given Name;; Gestalt
Details/Trivia;; A precursor to the Nightmare known as Angel, Gestalt was created after an Imaginer from long ago first came up with the concept of a Nightmare that could battle both other Nightmares and the Dream World itself by learning to adapt to its environment and immediate threats. The Nightmare eventually gained awareness and rebelled, and wandered the Dream World in solitude, gaining strength for itself instead of being used by others.
Attacks;; Power Mimicry, Shapeshifting, Reactive Adaptation |
[atrb=width,440px,true][atrb=border,0,true][atrb=cellspacing,0,true] [style=margin-top:10px;]LEVEL 3 {410} [/style]
Given Name;; Arcane
Details/Trivia;; Arcane once gained Galahad's trust after replacing a previous Ephemeral with a new one via his powers. He once tried using his own powers on himself to be sure, but the other copies came out defective and ranged wildly in appearances. Figuring that he couldn't use his powers for self-gain, he's usually seen following behind Galahad to support him with an army of monsters to do his bidding. Occasionally he might be wandering on his own and helping other Nightmares such as the Pest and the Siphon.
Attacks;; Monster Summoning, Monster Replication |
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Post by Imaginer on May 21, 2012 17:24:53 GMT -7
[atrb=border,0,true][atrb=cellspacing,0,true][atrb=style,width: 500px; height: 168px; padding: 5px; vertical-align: top;][atrb=width,440px,true][atrb=border,0,true] | »Festival of the Hunt;; »the ITEMS;;
"Huh? Oh, right. Yeah. You guys need stuff to take with you when you're out and about in town. S'a'right then. I got weapons, medicines, all sorts of stuff, so take whatever you think suits ya.
"Like Zeph told you, all these items come with a limit. You got 225 points, so you should be able to carry enough things but not too much. Can't say how much that is exactly. You'll need to check with me if you wanna take certain weapons with you, but if you have your own from someplace else, s'cool. Don't kill anybody with it though. Kinda against the rules and junk." [atrb=style,width: 500px; padding: 2px; text-align: right;]
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Post by Imaginer on May 21, 2012 17:40:35 GMT -7
[atrb=width,410px,true][atrb=border,0,true] {Wires} tempered high-carbon steel fiber used as a weapon or for setting traps
► POINTS: [5 points per foot of trap wire, 10 per foot of weapon wire, 25 points per foot of specialty wire] ► FOR: all races
notations, ► The wires come in varying sizes at the user's order. ► Weapon Wires come in the numbers 5, 6, 7, 10, for cutting/slicing opponents. Wire Number 11 is used specifically for tripping people and is considered a Trap Wire. ► note: Wire Number 26 is specialty wire of the near-lethal variety for... asphyxiation purposes. A thorough background check is required before purchase. |
[atrb=width,410px,true][atrb=border,0,true] {Gas Bomb} a fist-sized bomb containing any number of incapacitating agents
► POINTS: [20 points per bomb] ► FOR: all races
notations, ► Comes in three types clearly labeled that can be mixed and matched: Nerve Gas BZ, Sedative DMHP, and Tear Gas CS ► BZ is known to cause confusion, disorientation, distractibility, stomach cramps and vomiting, and tremors. ► BZ is odorless and nonirritating, causing symptoms from half-an-hour to several hours after contact, and the effects last for days. It's the ideal trap bomb for those that intend on deceiving and outlasting their opponents. All other bombs affect the victims on contact. ► DMHP causes severe dizziness, fainting, and muscle weakness, sufficient to make it difficult to stand upright or carry out any kind of vigorous physical activity. The effects can last for over twenty hours. ► CS causes mild tearing of the eyes, coughing, runny nose, burning in the eyes, nose and throat areas, disorientation, dizziness and restricted breathing, or immediate vomiting and prostration. The more immediate effects wear off in an hour, although the burning sensation will remain for much longer. ► note: please remember that gas bombs are not selective and cannot tell the thrower from the intended target if they are in the same general space; as such, the thrower must wear a protective mask or be as far away from the targets as possible. Preferably both.
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[atrb=width,410px,true][atrb=border,0,true] {Smoke Bomb} a hollowed-out bomb that produces a forceful jet of colored smoke after lighting the fuse
► POINTS: [20 per bomb] ► FOR: all races
notations, ► provides a smoke screen for ten to fifteen seconds ► note: all dreamwalkers have a STARTING LIMIT of one smoke bomb. the rest can also be looted from other dreamwalkers. |
[atrb=width,410px,true][atrb=border,0,true] {Disinfectant} for use in cleaning wounds, providing weak anesthesia, and cooling the skin
► POINTS: [50 points] ► FOR: all races
notations, ► it's useful for minor scrapes and cuts, and to clean the skin prior to injection by needle. however, it's toxic and must not be ingested. the disinfectant is also highly volatile and flammable. |
[atrb=width,410px,true][atrb=border,0,true] {Green Potion} a liquid laced with Dream Dust, which boosts the body's natural regenerative process
► POINTS: [20 points per potion] ► FOR: all races
notations, ► restores 50hp to a dreamwalker's vitality gauge over a few turns ► please note that injuries are not completely healed; cuts may seal or scar but the skin will still be fragile, and any bruises or broken areas will be tender even after the regenerative process. ► note: all dreamwalkers have a STARTING LIMIT of three potions. subsequent potions have to be looted from other dreamwalkers. |
[atrb=width,410px,true][atrb=border,0,true] {Blue Potion} a liquid laced with Dream Dust that'll boost the regenerative process significantly
► POINTS: [40 points] ► FOR: all races
notations, ► a stronger variety of potion, this one restores the vitality gauge by up to 150hp over a few turns. ► as with the green potion, note that injuries are not completely healed; cuts may seal or scar but the skin will still be fragile, and any bruises or broken areas will be tender even after the regenerative process. Use pain relievers for that. ► note: due to the amount of Dream Dust used, the liquid is volatile and has worn down the casing, making it fragile. these potions must be handled carefully; attempting to loot it from a dreamwalker will cause the bottle to break. |
[atrb=width,410px,true][atrb=border,0,true] {Antidotes} removes the harmful effects of poisonous attacks by Nightmares or Fighters
► POINTS: [40 points each vial] ► FOR: all races
notations, ► the antidotes must be administered in different ways depending on the poison it needs to be used for. poisons administered by bites or wounds need injected antidotes, inhaled poisons need oral antidotes, etc. ► oral antidotes may need to be taken regularly to keep counteracting the symptoms of poison until it wears off. ► note: no antidotes can reverse damage already made by poisons (>125/250HP), only remove the poison and stop the symptoms. the patient will still need to rest and heal naturally, or use potions. |
[atrb=width,410px,true][atrb=border,0,true] {Tranquilizer Darts} a dart containing a sedative agent
► POINTS: [20 points, 15 if the darts are empty] ► FOR: all races
notations, ► the darts carry a solution similar to the sedative used in gas bomb DHMP. It takes fifteen to twenty seconds for the sedative to take effect. ► note: SHOOT RESPONSIBLY. Each dart contains enough muscle relaxant to disorient a person of average build. More muscular/bigger creatures will need more than one dart (or a more potent sedative), while smaller creatures need less. Always have a partner with the antidote on hand in case of accidents. |
[atrb=width,410px,true][atrb=border,0,true] {Energy Drinks} gives the user a caffeine rush and supposedly improves physical and mental performance
► POINTS: [10 points per drink] ► FOR: all races
notations, ► the effects kick in after a few minutes and last for three or four hours depending on the size of the person and how used to energy drinks they are in general. ► note: frequent consumption of energy drinks can be fatal. It's recommended that contestants only drink two cans per day. |
[atrb=width,410px,true][atrb=border,0,true] {Capsules} pills to relieve pain, reduce fevers, induce sleeping, and other things
► POINTS: [1 per pill, extra 5 per container in case of different kinds of pills] ► FOR: all races
notations, ► like the antidotes, pain relievers will need to be administered continuously to ensure the effects last. sleep inducers and relaxants will only need to be taken once. ► note: all types of pills can be harmful if taken more than necessary. |
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