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Dick Dante
Mar 3rd, 2013 at 2:19pm
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Mysterion

Identity: Professor Richard Dante    Level:22 (+8-8)
Side: Goodliness                                  Sex: Male
Age:  551( Appears 33)                                              Training: Intelligence
Experience 263,541                  Occupation: MD/Retired Marine Master Sergeant Project Delta
Powers:                                         Clearance: 33

1.      Magic Spells- Spells Pr affected in relation to distance to or from Chaos. Watch your Dimension +1 Since Wally moved us closer to Chaos
   
W. Hippocratic Oath: Once Dick takes on a patient or case he will do whatever he has to help them without hurting anyone else.

Weight: 180             Basic Hits: 3.6            Agility Mod: 0
Strength: 15                                           Intelligence: 22
Endurance: 15                                       Agility: 15
Charisma: 19                                         Will: 20
Humanity 21                                         Wealth 13
Hit Mods: (1.4)x(1.8)x(1.4)x(1.6)x(1.3)=7.33 Hits: 26
Healing: 1.08                                             Power:86
Inventing:10.2 pts 66%                                          Movement:45
Carrying: 438lbs                                     HTH: 1D6
Damage Mod:+2++3+1=6                     Accuracy: +2/+3=+5


Det. Hidden:38%                                    Det. Danger:42%
Height: 5’10”                                              Meta Score:NA
Knowledge Areas:
Medical: Alternative Medicine
Scholar: Occult
Scholar: Mysticism
Presitdigitation
Spell Craft
Tumbling
Dodge
Divination
Evocation
Enchantment
Abjuration
Alteration
Conjuration
Necromancy
Spell Craft
Spell Theory
Language of Creation  additional Letters -5 PR to Spells (31 Total Letters)
Protection from Meta Beings (Circle Magic)
Protection from Magic (Circle Magic)
Library Score of 15
Lab Stat 8
Silver Key Dick may Control Dreams sv VS Will D20
Dragon Anatomy
May Dream Walk and Lucid Dream if Sleeping with the Silver Key
Spectacles w/Lenses made of clear crystal
Knowledge of Ley Lines
Silver? Leaf from the Arcadian Elves
Encyclopedia Galactica
Ecology of The Mi-Go
Stellar Cartography
Mighty Mars/Marshall Strong
The Star People/Stellar Patrol
Wand Craft
Staff Making
Empower Item
Earth History 2416 and Prior
Exo Botany
The Vhoorl
Cold Fusion
Botany
Xeno Botany
Biology
Xeno Biology
Art Theory
Drafting
Robotics
Calculus
Musical Theory
Violin
Language Ancient Dwarven
Language Eldari
Language Interlack ( Future Earth Speak)
Hyper Space Routes
Carpentry
Architecture
Engineering
Metal Craft
Tattoo Art
Egyptology
Computers
Computer Programming
Military
Observation
Fighting
Survival
Small Arms
Athletics
Swimming
Lucid Dreaming
Dreamscape
Dream Walking
Leatherworking/Tanning
Mechanic
Repair
Metal Smithing
Advanced Metalurgy
Electonics
Soul Magic 100 Xps to replace Material Components or PR to cast spells
Cats
Russian
Scholar Demonology
Scholar Elemental Lore
Scholar Giant Lore

Elderwood Staff with Mithral Head and Tip. Mitral Lined. +2 To Hit HTH + 1D6
Mithral Dirk +1 To Hit HTH + 1d4
Silver Pen Wand
Bracers of Defense- These items combine Dicks Protection from Normal Missles and Iron Hide Spells. 32Point Inv against normal missles 10 Pt Force Field and Force Filed Defense. 1 Pt of Force Field Defense Returns Per Minute
« Last Edit: Feb 10th, 2024 at 8:29pm by THE ONI »  
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Re: Dick Dante
Reply #1 - Mar 3rd, 2013 at 2:27pm
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Dick Dante's  Spells:


Read Magic
Pr=5 per turn (divination) Caster can read any arcane language. A perfectly ground lens must be used, and is consumed by the spell.  All this does is let the caster read a language that is mystical in nature, not cast unknown spells. Each time this spell is cast on an new piece of unknown text, there is a 1% chance that one may find a prieviously unknown letter in the Language of Creation.




Read Languages:
Pr=3 per turn.  (Divination)  Caster must dry out and make a powder out of three different  classess of animals' toungues.  This powder is sprinkled on the text that the caster wishes to read.  Normal, non magical writtings may be read if the caster makes a Id20 per turn.   Once the caster fails a roll, the spell is over.

Identify Magic
Pr=5+5 per hour. (divination) This spell is what a Mage uses to find out what a magical enchantment does. There is a 10% cumulative chance per hour to divine what the item does. The caster needs a silver mirror, and a small glass lens  Each hour the caster must save vs Id20.  Each save reveals one thing about the enchantment.  Once the caster fails a save, the spell is over.

Read Aura

Pr=5 per turn. (Divination) As the power of the same name.  The caster must save Id20 per turn.  Once the caster fails, the spell is over.   The magician needs a sphere of purest crystal to look through for this spell to work.


Aura Perception:  Pr=5  constantly active  as any sense.  Can see a being’s aura.  +4 to hit them x4 for detections. With an action, can look deeper into the aura.  Save 1d20.  The number of success  above the intelligence of the user gleans more information.         
                                                           1-3  no more information
                                                           4-6 can see things like true form, or if they are Meta   Human or magical.                                                                                                         

                                                           7-9       can see if under mental attacks/mind control.
                                                                     Or a character’s approximate experience level
10-12 What race the being is,  it won’t give you  their name but you will recognize the aura’s racial traits, ei  dwarven,  human,  alien, etc..




See Magic

Many people confuse this with Detect Magic.  They are two different, yet highly useful, spells.  See Magic lets a wizard actually see the formulae of a spell when this spell is cast while another spell is in effect or being cast.    The casting wizard must save Id20 to be able to see the actual formula used to create the magic the caster is observing.  This can be cast on an enchanted item, person, or area.  Each time this spell is cast for the first time on an new bit of magic, there is a 1% chance that a new letter of the Language of Creation may be observed.   
   This spell is very rare, and is a highly guarded secret!

See Magic:  Pr=10 ( Divination) Caster must prepare a powder made from dried and crushed butterfly wings, cat whiskers, toad skin, and tanis root.

Magic Circle: (Abjuration) S,M  A magic circle is a useful spell for defining the boundries of magic.   This is useful in two ways; either keeping magic OUT of the circle, or keeping magic CONTAINED in the circle.
  The magician draws the circle.   For each foot radius of the circle, it cost 1 power.  It will automatically work against ambient, unfocused magic.  If the circle is challanged, then the wizard must roll I+Ld20.  The challanger rolls the same.   Whomever has the higher success roll, is the winner.  If the caster of the circle wins, the circle contains the magic, if the challanger wins, the circle is broken.

Fairy Glamour:

Don't know all the specifics. Illusion:Visual and Psionic. Seems like a Combo of Illusions and Phantasm. May cause the caster to appear as someone else. Material Component is Fairy Dust. Basically something that Faries secret like sweat. Not exactly common

Iron Hide:

A Protection Spell that gives him Force Field Defense and 10 pts protection for each 3 Pr spent.  ! Action per rd plus Pr to maintain,Range is Self/Touch Material Component: An Ingot of Iron

Mysterions Infallable Curse Bolt:

A Mystic Bolt that unerringly fires and strikes it's target for 1d6 damage. No roll to hit needed.  Pr=3 Range= Sight?

The Ruby Slippers

Conjuration,. Somantic. Pr= 9+1. The caster spends the 9 Power and casts the Spell in a sepecific location. This location will now be where the Caster will appear when the final 10th point of power is used and the Spell completed. Upon Completion of the Spell and the last point of Power used the caster will be magically Transported to the Location the original Spell was cast. The Caster must be able to click their heels together. No material Components are needed

Spirit Wrack: (Necromancy, Alteration) Pr=100   V, M, S.

    The person this spell is cast on must be starved and then fed blood.   Only when the target has feed on blood can this spell be cast.    The target is transformed in to a canniblistic Doglike beast over the course of the next three nights.  Each night, the victum must be fed fresh humam meat and blood.  Then he gains the following ablities and weaknessess.
   Lowered Charisma 
   Lowered Will
   Heightened Endurance
   Heightened Strength
   Natural Weapony: + 2 hit, +4 damage
   Improved Healing:  will recover from any wound that does not kill them and will slowly recover any limb that is lost.  No critical wounds nor dieasse.
   Immune to Cool Rolls.

Imagine what damage a warlock with just a hand full of these beasts could do!

This book has vivid instructions on how by horrible and blashemous means, one can warp and twist a human into a demonic, canine beast.

This spell, called by the Comte, Spirit Wrack, is a horrid bit of necromancy and alteration.  Any wizard who uses this on an innocent person should suffer a Charisma loss as well as place his first step on the road to being a Warlock.


Dark Gate: (Conjuration)  Pr=35 V, S,    Must be cast during the night of the New Moon.   Gate stays open only untill sunrise.   Becarful, as gates work both ways!
This book also has a spell that can open a portal to the Underworld of the Dreamlands.   This realm is the home of many nightmares and other, worse beings.  Cast at own risk!


Contact Guardian:  (Conjuration)  Pr=50 VSM   This spell sends a message to the "guardian of the gate of slumber". For what purpose, this is not known.    Caster must make a save vs Cd100 plus what ever power he spends above the 50 casting.  This is the chance that the spell worked and that you have made contact with the guardian.     Then caster must make a cool roll-20 to not panic and break the spell!
Then a rection roll-20 is made for the Guardian to respond favorably to you.    This roll can be modified by knowing the guardian's name, or by having the Sliver Key.

And last, this book  talks about the "Guardian of the Gate"  a vast and poweful being that guards the walls of wakefulness and the veils of sleep.    It has a spell to contact him and to gain his attention.   Why anyone would want to disturb such a being is folly.

Protection from Weather



Protection from Fire




Protection from Normal Missles



Cure Wounds



Cure Illness



Levitate
This spell allows the caster or a chosen target to float slowly through the air. Levitate requires 1 power point per target's Basic Hits and 1d4 HPs. The caster must be able to see the target properly to levitate it. The effect lasts 1d4 minutes. The spell levitates the target 1" off the ground or floor. If falling from a height, the target falls in slow motion and halts 1" off the ground. Each extra power point expended after the spell is cast allows the user to move himself or the target at the caster's ground movement rate. If the target is a living being who is unwilling to be levitated, the caster must make a successful Telekinesis attack first to grab hold of the target. The target floats as the caster wills, helpless to stop moving except by grabbing a tree limb or similar brace (Strength check with the spell having a roll of 2d10).



Detect Magic
Pr=5 ( divination) V/S  Caster can instantly see magic auras. Detect Hidden x3. If the roll is under caster’s intelligence, the circle of magic can also be gleaned

Light
Pr=1+1 per hour (evocation) V/S(M) This spell creates a ball of light that will illuminate a 50’radius. It also causes invisible beings to cast shadows. A dead glow bug is needed to cast.

Restoration
Pr=40. (Necromancy) V/S/M This spell restores a target from paralysis, and or heals a lost limb. If used on a corpse, the corpse becomes freshly dead. If cast on an undead they take 1d100. Caster must touch target. Caster needs a frog leg to cast this spell.

Exorcise
Pr=75+level of the possessor. (abjuration) The Caster tries to send the spirit out of the body that it inhabits. Success is 50% + caster’s level minus the possessor's level + 1% per extra power spent on this spell.

Perplex

PR=2. Enchantment. V/S. Victim must save vs Int D100 or lose next action from being "perplexed" as to what to do next.

Fumble

PR=1 Attacks as Mind Control. Enchantment. V/S (M) Victim of this Spell must save vs Agility on a D100 or either Slip and Fall or Drop whatever is being held at the time. If a Bannana peel is used as the Material Component the Caster receives a +4 Bonus to the Spell

Purify Water

  PR= 1+1 Per gallon of water being purified. Alteration magic. V/S. The caster may cause normal water to be purified. This is not Holy Water. It becomes purified water to be used. 1 Gallon of Purified Water
« Last Edit: May 30th, 2015 at 8:26am by THE ONI »  
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Re: Dick Dante
Reply #2 - Mar 3rd, 2013 at 2:41pm
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The Items Below are not for Dicks Personal Use. They are only for his use when he is summoned to become the Master of The Hunt.


The Humurru Eye: This ancient artifact is intune with the Immateria, that other planular world that is the source of meta powers.   It can tell when too much power is being channeled and the metapsychosis is reached.   


The Horned Crown:  This artifact crafted by the Smithgod in ancient Atlantis is mithril diadem with a cresent moon shape on the front that when worn resembles horns.   Usually a black velvet mask draps the face of whomever dons the Horned Crown.
     If you are unfortunate enough to wear the crown, you are drapped in the equivilent of a magic circle as cast by a 30th level wizard.  Also it grants adaption and will power defence, free of charge.
    The wearer also gets a +30 to their charisma while wearing it and can telepathicly speak with his 12 huntsmen.
    Also the Master of the Hunt can summen 13 Mastiffs from pure shadow.  These dogs have astral defence, and can never loose track of those they hunt.  The can see, hear and smell each at X4  normal.  No unenchanted weapon can harm them.  Only super powers or magic can sway them.

Each Hunstmen is given a mask and a Burning Spear.  These 13 weapons are never to be used except in their purpose of eradicating one who the gods have driven mad.
   

Burning Spear:  +5 hit hth +1d6  Each wound is critical and if a critical hit is rolled, the wound festers right away for an additional point of damage per festering wound.    No defence works agaisnt these spears.  Normal things like dodging, level bonus work, but things like vibratory, astral,  stretching, etc..  are treated as if they aren't in play.

« Last Edit: May 16th, 2012 at 9:29pm by John »   
« Last Edit: Feb 16th, 2014 at 10:54am by THE ONI »  
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Re: Dick Dante
Reply #3 - Mar 3rd, 2013 at 4:17pm
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The Black Abbey

Dick is now the Magus of The Abbey which is a Coven of 13 plus Dick

Located in the heart of London, one can find, if one knows what one is looking for, the Black Abbey.
Founded in 908 by the Sisters of St. Herne, the Black Abbey has been a haven to those seeking sanctuary from the forces of zealousness.
   The legend states that Merlin himself picked the first Mother Superior and the location itself of the Abbey. Over the centuries,  Paracelsius,  John Dee and Nicolaus Hawksmoore have been some of the patrons of this secret convent.  It is said that the library within is one of the top four occult libraries in the world.  I would love to give you its address, but, alas,  I can't seem to recall it.
« Last Edit: Feb 16th, 2014 at 10:59am by THE ONI »  
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Re: Dick Dante
Reply #4 - Mar 3rd, 2013 at 4:19pm
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The Esoteric Order of Dragons

Belladonna and Mandrake: The famous husband and wife team of magic and mystery are not just stage performers.  They are also members of the Esoteric Order of the Dragon and the founders of Pentacrime.

Adding Pentacrime Reference Below. (Dick does not have any real knowledge of this)

Pentacrime is a world wide criminal organization based on the occult.  They are broken into four suits;  Wands, Pentacles, Cups, and Swords.    They are dedicated to the service of some unknown magical power and as such all their crimes are focused on furthering the agenda of that being.   No one out side of  Pentacrime knows whom it is that they serve.
     They have been operating in Europe for centuries and have within the last 20 or so years been upping their presence in the US.  CHESS wants to know why they are doing this.
    They are divided into two divisions; the Major Arcana, and the Minor Arcana.  The Minor Arcana are the foot soldiers.  They are ranked from 1-10 and their leaders are Pages, Jacks, Queens  and Kings   Pentacles and Cups are comprised of females,  Wands and Swords, males.  There are more than 10 “numbered” agents,  it is a rank, not a name.
    Pages are the secretaries of each suit, doing logistical work and what-not.  Jacks are team leaders for minor missions.  Kings and Queens are the leaders of their suit, and they also are the exception to the gender rules.  However, the correct gender of royalty is the higher rank.   So the Queen of Pentacles outranks the King of Pentacles, as does the Queen of Cups out ranks the King of Cups.
      Each Suit has its own specialty magic items.
   Wands carry wands that can fire   power blasts, lighting, or fire for the damage of their power type.  Each has 10 charges.
    Swords carry swords that are enchanted weapons that are +5 to hit, hth +1d5 +5 damage!
     Pentacles carry shields that reduce damage as a force field.  It has 50 charges.
    And Cups carry goblets that can produce any mundane liquid plus 10 magical potions before needing enchantments to replenish their magic.   Potions include but are not limited to Healing,  Stamina, haste, cure poison, Tongues,  and Charms.

All four  suits have access to Occult Amour that provides 55 ADR with no penalty to initiative.  The amour is enchanted as to be “obfuscated” by normal clothing.

Royals learn to enchant their own unique weapons.

The major arcana are super villains based on the tarot.  So far, only a few are known.     The Magician was Hildebrandt, who was recently captured by Oni and The Spartan.  The Emperor and Empress are currently  Mandrake and Belladonna.  Two French stage magicians traveling Europe. 
    



« Last Edit: Feb 16th, 2014 at 12:13pm by THE ONI »  
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Re: Dick Dante
Reply #5 - Mar 3rd, 2013 at 4:24pm
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The Golden Dawn Occult Society

Too many references inside other stories and posts to reference and Post

Mason Lodge

They want The Silver key

Scary Miss Dentata



« Last Edit: Feb 16th, 2014 at 12:27pm by THE ONI »  
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Re: Dick Dante
Reply #6 - Mar 3rd, 2013 at 4:24pm
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The Century House
Note: The House actually holds 101 rooms.

Former owner Mason Lodge.

Current Resident Richard Dante and "Bob"


The Century House is Located on a Ley Line Nexus. It is Considered a "Soft Point".

Dicks Bedroom Door will function as an Entrance to The Dreamlands if you have a Silver Key.

Heads Up. Careful. The Door Works Both Ways.

Update:

The House was created by Baron Kristoff Heinrich. Seems he made a deal with the Power known as Dispater. The house would Animate and have an Animated Servant. Probably had other powers as the ability to constantly manifest new rooms shows that. As stated the House is built on a Ley Line or Ley Line Nexus. The House feeds and so feeds Dispater by the suffering and eventual Death of it's owner. Dick has broken that cycle or so he believes as he did not pass the House to anyone else but who knows. It needs to be destroyed and a new house with 100 rooms needs to be built in it's place since the actual spot is a True Place of Power. The house should be surrounded by a constantly flowing stream of Pure Water. Hey I read The Illuminatus Codex too.

Double Update

The Century House just Collapsed
« Last Edit: Feb 16th, 2014 at 5:53pm by THE ONI »  
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Re: Dick Dante
Reply #7 - Mar 3rd, 2013 at 4:26pm
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The Five Keepers

Just who they are, where they come from, and what they are doing is not known.   They have been seen scheming about  in ancient Babylon, and in taverns of modern Moev.   All that is known is they always dress the same, and appear the same age.
    First there is the Stranger, the man in white.   The Dark Warrior, the only known person to  describe him, says he looks "kinda like those old photos of Charles Limburg."   
   Next is the Wanderer, the man in black.  He wears a short black opera cape and a black suit.   He has been seen carrying scrolls and even what looks like a magic wand. 
   Then there is the Traveller,  the man in gray.  He looks like the oldest of the five.  He dresses in a modest gray suit, slightly old fashioned.  He is disguished by a small gold crucifix on his lapel.  The Dark Warrior witnessed him putting an angel in a box, and putting that box into a wound where his heart is located.
   Also, there is the Messenger, or the boy in green.   He is the youngest of the five, and looks like how Peter Pan or Hermes is described.  He is always smiling and hovers an inch or so above the ground.
   And last is the Explorer, the man in the Chromatic Coat.  He is the only one with a positive I.D.  He is Doctor Aberrant.   He is a known time traveller as confirmed by Scion.   He also is in possesion of a warp drive spacecraft.   So this may solve a bit of the mystery of why these five have been spotted through out history and throughout the galaxy. 
     Now if only we knew what they wanted, and what they were up to.

And what exactly do they Keep?

Dicks Thoughts

Dick has had several Meetings with them. All in emergencies where He screwed up of course.

The Stranger

The Wanderer

The Traveller: Joseph Athanasius Kircher

The Messenger: Hermes

The Explorer: Dr Aberrant AKA The Anathamatician


« Last Edit: Feb 16th, 2014 at 2:45pm by THE ONI »  
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Re: Dick Dante
Reply #8 - Mar 3rd, 2013 at 4:34pm
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The Dragons Corridor

( There is an entrance at The Black Abbey and the Corridor is a Subtle realm unto itself. It is the shared Dreams of All Dragons)

For every place you can go, there is a path.  Some paths are safe, others not so.  And some are guarded by dragons.   It is not known who discovered the Serpent's Path, or the Wyrm's Way, or the Dragon's Corridor, but it is old, and it goes everywhere.  
    This place is a space between spaces.  It is a place of perpetual dusk, with ruddy skies and dust.   The main features are burial mounds and sky.   Who is buried, and who buried them is also not known.  An occuasional dead tree also litters the landscape.
   Inbetween mounds, if one knows how to look, is a path of slightly different color dust then the rest.  If you follow this path, it will take you to where you need to go.  Step off this path, and you might just befacing a dragon.
   The path will lead you to a burial mound with a cave.  Inside the cave is your destination.    A journey that can take days, weeks or years can be taken in a matter of minutes.  If one wants to risk the dragons, or worse, the unknown horrors.
   So Hell's Hallway is waiting for you.   Are you sure you are willing to risk it?


If one knows the proper spell and one possesses knowledge of where the doorways are,  one can use the Dragon's Corridor for fast transport.  Think of it as a hyper tube between many places.     There is a catch.   You just might encounter a dragon, or worse.
   
Dragon's Corridor: (Conjuration, Enchantment) Pr= all the basic hits of the matter ( people and equipment) being transported.
     Once the doorway is located * the spell is cast.   The caster will have a tugging feeling of which way to go.  The caster is the only one that will instinctivily know the path.  Everyone else will have to follow the dusty path.  Roll detect hidden d20 per turn to stay on the path if something happens to the caster.
    On the path, you should be safe.   Roll the party's basic hits (total people and equipment) d20 twice.  Once at the beginging of the trip, once when the destination is reached.  If the roll is over the basic hits, then you encountered a dragon.   If  you rolled under the basic hits, you are safe.   The roll is modified by adding one to the party's basic hits per trip you have taken in the past year.  The more you use it, the more dangerous it gets.
    If you rolled a 20,  you have encountered something worse than a dragon.
   If you rolled exactly your basic hits, you have encountered a sleeping dragon.   It may wake...
   If you rolled a 1,  you just might find something very usefull.

Also, making noise adds penalties to the die roll.


Once needs a compass made of dragon's scales to find the doorway.  This is resusable.  These are very rare and very valuable!  Making them is a nearly lost art.













« Last Edit: Feb 16th, 2014 at 11:06am by THE ONI »  
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Re: Dick Dante
Reply #9 - Mar 3rd, 2013 at 4:34pm
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Tanis Root
A seperate room was created in The Century House to Cultivate this Plant and Root.

Tanis does not appear naturally on Earth.

The Black Abbey has also been given Tanis Root and unfortunately Dick was also forced to give some away in order to protect Sister Tess Cooleridge

The Root is also growing at Dicks Los Angeles Apartment but may not be any longer.


« Last Edit: Feb 16th, 2014 at 12:29pm by THE ONI »  
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Re: Dick Dante
Reply #10 - Mar 3rd, 2013 at 4:35pm
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Dicks Bloodline and Lineage

Dick is the direct descandant of King Arthur and Morgan LaFey.

Of course he is also the Direct Descendant of Modred since that is where the Bloodline continued.

Dick is the Rightful Heir to the Throne of England. That is not necassarily a good thing at this point.

Dick is also part Fae. Traces of Fae Ichor have been found in his Blood. These have only been found so far when actually looking for it. It has been noted that Dicks Blood also has a low Iron Count. This has been attributed to Anemia. Any additonal Iron in Dicks Blood such as Iron Supplements will cause Dick to Itch.

Update:
Dick is being sought by The Mysterium and others because of this. With both bloodlines of The Pendragons and LaFey his inheritance is increased. Since he is considered too far gone and a lost cause they will now attempt to get him to have offspring and steal them instead. Lucky Dick


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Re: Dick Dante
Reply #11 - Mar 3rd, 2013 at 4:38pm
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The Eye of Creation

The Eye Of Creation is a potent magic symbol.  It is the first letter in the Language of Creation and its akin to a vowel.  Its the first symbol aprentice magicians learn.  Legend has it that an Akkadian wizard first drew this symbol in the sands out side Ninevah after a dream he had while napping.   After he drew it, the young mage was torn in half by two opposing forces.    He was the first human to realise the Eternal Struggle, and both sides claimed him as their own.
   The Eye of Creation is not just a symbol it is also a map of Creation.   Mages are instructed on its key points, as well as protocols, and how to behave if ever they happen to travel to those points.

Here is a simple map and explaination of this glyph.  Be warned, a little knowlege is a dangerous thing.





1.  This is Heaven.  Here can be found the Creator, Elohim.  He is the Balance.  The fulcrum.  The perfect point in the exact center of Order and Chaos.  The Fulcrum is a singluarity and is paradoxically the smallest point of all, yet it houses the Infinite Mansions of God.

2.This is the Iron City of Dis.  This infinite  city is located as far away from the Fulcrum as one can be, yet still be within the boarders of Neutrality.  It is a Realm of Law and Order.  Chaos and Disrule are chased out and extinguished with severe persecution.  It is the last place a material body can exist before leaving the jurisdiction of Elohim and entering the jurisdiction of Bahamat.  Beyond Dis there is pure Order.  Chemcial reactions can not happen, and the process of organic life can not happen.

3.  Pandemonium:  This is the City of Demons, of infinite Chaos.  This is as far as you can get from the Fulcrum and still be within god's creation.  Here Chaos is king, entropy is the way.  The landscape changes, as do the seasons.  It is a harsh place to call home as nothing is consistant.  The laws of physics are merely hints here.  It is the last place a material body can exist before all physical laws break down and matter can not form.  Beyond is the jurisdiction of Tiamat.  Organic life is impossible there.

4.  The "North" Fontanelle.  It is here that creation rotates on its Cosmic Axis.  North being a term we humans give to make it easier for us.  Here  the realm of stablity where all the Wormholes from the Imagination come.  If a wormhole does not enter creation from one of the two Fontanelles, it is unstable and may dissolve.   
Surrounding the Realm of Stablity can be found a being of immense power.  It is made of Ectoplasm and takes the form of what ever the place the observer percieves as desirious.  Here anything a traveller may need is found.  Be warned, there is a price,  part of your soul is drained while staying here. Its how the Creature feeds.  Its a symbiotic relationship.  It feeds, heals and shelters you, but you give it some of your soul.  Some weak willed travelers never leave, and eventually fade away, becoming part of this Last Place.
  Travellers have many names for this living Location.  Fiddler's Green,  the Last Place, or Elysium.


5. Here at the "South" Fontanelle is the other end of the Cosmic Axis.   It is pretty much the same as the North, but the being that resides here is a bit more benevolent and a bit more social.   It manifests itself as a place were travellers can meet.   Beings of all types can be seen here talking and trading information.  The Intellegence here has two rules that are kept by threat of his immense powers.  All must trade stories, for it loves gossip, and no one may fight.   
You will also be feed, sheltered and healed here, but you will give up some of your soul.    Some people have elected to stay here also, but they retain their indivuality and work as staff in the Inn Between Worlds.
   Just as up North,  there are many names for this place,   Valhalla, The Inn Between,  The Spirit Academy and many others.


6.  Here is the area out side of Law, Chaos and Balance.  This is the abyss or some have  called it, Hell.   It is filled with entities that defy description.   Few have ventured there, and even fewer have returned.

Order and Chaos are two planes of existance that are slowely converging.   When the plane of Order first clashed with the plane of Chaos Balance was created.   This event, when balance was created has many names; the birth of god, the Big Bang etc..
    As the two opposing planes creap closer and closer,  Balance grows.  Conflict has broken out, and the Eternal Struggle started.  The Agents of Order have fought against the Minions of Chaos ever since the begining.  Unfortunality, the only place they can fight is where Chaos and Order meet, which happens to be the only place where humans can exist, within Our Universe. 
   As the two planes converge, tension builds.   There are many theories as to what will happen when Order, Balance, and Chaos are all equal in the great Convergence.
  Will God, or Elohim, become supreme and absorb Bahamat of Order and Tiamat of Chaos?
  Will God begin to die as the planes then begin to pass each other and Balance dwindles into oblivion?
  Will Order become Chaos and Chaos become Order  as, again, Balance dies and diminishes?

More notes on Order, Balance and Chaos.

Tiamat is the Intellegence that forms the entirety of Chaos.   She is the Soul of that plane.  All Chaos radiates from her. She is as upredictable as she is powerful.

Bahamat is the intellegence and the soul of Order.  He is as resolute and as unchanging as he is powerful.  All order radiates from his mind.

Elohim, or God, is the soul of our plane, the plane of Balance.  He is the Fulcrum.  He was "born" when Chaos married Order.  Without either, He, and by extention, us, can not exist.  The Plane of Balance houses all matter and material planes.   It is said that there are an infinite amount of material planes, but the more common number is 144,000.  Each has its own suborinate intellegence that rules each universe.  And they all answer to Metatron, the viceroy to Elohim.
   Each Material Universe is seperated by a high energy realm refered to as Rifts.  Sometimes the rifts breakdown and universes collide.  This usually results in the destruction of both universes.
   
   Think of Balance as a diamond.  In the exact center of that diamond can be found God.   On the surface is the  boundry of Creation.  Once you leave the surface of this diamond you have left the Authority of God and are subject to either the rules of Bahamat, the whims of Tiamat, or worse, the unknown of the abyss*.
   On the inside of the Diamond, using the inside of the surface, can be found all the 144,000 material planes of existane, and between them, the Rifts that keep them seperated and safe.
  The space between the inside surface and the dot that is God, is the land of the Ethereal.  A gray place of emptyness.  Here can be found Demi planes, places where lesser intellegences have formed their own lesser, subordinalte universe.  These tend to be less stable and either dissolve, or fall to the "surface" and form a new material plane.    Some examples of these demiplanes are  the Dark Plane of Orcus,  or the Third Place**.
   Here angels can be seen leading souls to Heaven, or Necrophages eating a helpless spirit.  Poltergeists roam in small herds, wrecking havok in the nearest material world.

Since we live on the inside surface of this "diamond"  we think of  heaven as UP.  Hell is therefore DOWN as its on the other side  and beyond god.

  So to finish the diamond analogy, think of each material world as its own facet.  The edges of each facet would represent the Rifts. 

It has recently been discovered that the Eye of Creation casts a shadow.    Since all light radiates from  point one on that map,  the lines formed by the intersections cast a shadow that penetrates into the Abyss beyond.   This shadow is a universe unto itself, but a bleak, dreay universe filled with shadow life and horrors.


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Re: Dick Dante
Reply #12 - Mar 3rd, 2013 at 4:38pm
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The Letters of The Language of Creation

Dick knows  30

(Below is from John's Post on The Language of Creation)

I love big cosmic comics. I love the idea of the Anti Life Equation over in the New Gods comics. So I did what we all do when we read about something we like in comics, I ripped it off.

Enter the Language of Creation.

The Language of Creation is the language used by Elohim ( god) to speak the universe into creation, legend says. All universal languages are derived inpart from the Adamic Toungue of god. Accourding to the Sefer Codex, the Language of Creation has 52 characters. Only 28 are currently known on earth. Legend says that when all 52 characters are discovered, and then the language is translated great powers are confered to the translator. The translator in effect, can speak the language of god.
With this comes great power and knowledge. One can see the "letters of reality" and in effect, see through any trick, illusion or disguise with aglance. This person can see the "code" in reality and alter that code at will. The universe in its entirity will be an open book of letters to the translator. With a thought, those letters can be restrucured, reshaping reality with thought.
Many beings will stop at nothing to aquire this knowedge and power. Races have gone to war over rumors of the discovery of just one more letter.
Only two beings are thought to know all 52 letters, Elohim (god) and the Logos ( his avatar).

The Dark Overlord is one of those beings dedicated to finding the obscure letters of the Language of Creation. Rumors say that the Overlord comes from an alternate Universe of antimatter to seek the missing letters he seeks. Think Darkseid or Thanos!

Powers rumored to be given to a translator of the Language of Creation are as follows;

Cosmic Awarness:
Heightened Intellegence:
Heightened Senses: Omniscence; detections increased to 100% with a range of the universe.
Detect Weakness;
And pcionics: omipower: Pr=1 per 10% chance of altering reality on a universal level.

You can see why anyone would seek the Language of Creation.


As a being comes closer to translating the language, after all the letters have been found, they become transplendant with power. A halo of firey letters, all 52 of them, circle the being's head. A truly awsome and terrible new POWER has been born.

God is constantly revealing himself through nature.  Or at least that is what some philosophers and mystics claim.   Due to this thought, many magical adepts spend years, even lifetimes studing nature hoping to discover yet another letter to the Ur Speech.

     One Japanese wizard spent ten years in a feild dropping stones into a  pond.  He found the 24th letter.

      Legend says that Lord Byron discovered the 25th letter while observing the halo of the moon on an absinith binge.

    Unconfirmed rumors of the 27th letter's discovery go to Sir Isaac Newton on extrapolations of what he thought an unknown atom's electron shell would look like.   Moderen Alchemists hope to prove this theory correct with the invention of the electron microscope.  So far all their grant money has proven fruitless.
   
     The new fade in what the Hip Spellcasters call "Neoglyphic Endeavoring"  is crop circles.      Even the hint of a new crop circle sends the crunchiest of the new granola type hippie mages scurying to their volkswagon buses on  road trips.  So far, no usable results have been found.

   However,  an Indian photographer and hermit claims to have found a new glyph that he says makes his magic "more pure, more closer to the demiurge".  He has spent the better part of the last twenty years in  Tibet taking pictures of snowflakes in flight.   Maybe he has found something?

Dante has indeed discovered a new letter.  Imagine the horrors if anyone, evil maybe?,  shoud learn that he knows.

And imagine if they also learned  that Dante knows where another letter is. He saw  one as he glimpsed the frozen magma ripples of Pluto's outer moon.

Learning the Language of Creation has been the work of many scholars.  Sir Francis Bacon founded the College of Six Days Work, whose primary concern is an understanding of God's Alphabet.  It is said that this Invisible School has been laboring to finish his work. 

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Re: Dick Dante
Reply #13 - Mar 4th, 2013 at 9:32pm
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The Silver Key

The Silver Key is a magic item of tremendous power.  It is actually made of Mithril  and is covered in beautiful arabesques.   
 
If it is put under the pillow when one goes to sleep,  the sleeper has a the most refreshing sleep and has lucid dreams.

Further more it is also known to unlock doors at "soft places"  that can lead one bodily into the DreamWorld.

When in the dream world, either in dream state or bodily,   the dreamer can dreamwalk as per the power and can lucid dream ( control the dreamscape) with near perfect results.

It is rumored to be able to do other things, but there are so many stories, mostly untrue about this key so who knows if this is the limit of the power of this artifact.

What We Know

The Silver Key gives the Wielder the ability to Control Dreams and Command Dream Creatures

The Wielder may also bring Dream Items with them back from the Dream Lands and they will become real. This requires a Door as the Dream Walker must enter and leave in a physical manifestation
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Re: Dick Dante
Reply #14 - Mar 30th, 2013 at 10:54am
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The Luck Ring

This Silver Ring has been located again. Amazingly it appeared there apparently right after the White Event. It was found in Dick's bedroom on a nightstand in the Century House.

The ring is described in the Powers section.
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Re: Dick Dante
Reply #15 - Mar 30th, 2013 at 10:59am
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Sally Nile
Dick has taken an instant liking to Sally.

That does not mean however he trusts her. Magic and Magicians are secretive and it has been noted that Sally was the former protege of Mason Lodge. Dick basically took all of her Inheritance which includes The Century House, The House on Mt Atlas, The Silver Key

Sally Nile, the only known human to survive copulation and giving birth to a Dragon's offspring is showing signs of mutation.  She can currently lift 500lbs and can out run an Olympic runner.
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Re: Dick Dante
Reply #16 - Mar 30th, 2013 at 11:00am
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Dicks Library (Rank of 18 Now)

The Library was and still is in the Century House. It is also housed in Dicks Mind and unfortunately in an Alien Dragons Dreams and Probably reality at some point. Spells are updated above from some books.

The Cults De Ghouls (translated by Adriaan Vos, I would not trust this but Dick does not know that)

Vulcans Hammer (Spells not listed from that yet)

Dantes Spell Book (Spells above)

The Illuminatus Codex (Information below)

Long ago in the land of Kemet*, Nephrem Ka, The Black Pharaoh, disturbed things that should  not have been bothered.  Some say he was the first priest of Nyar, and gave him his first form.   Nephrem Ka used forbidden alchemy and created monsters.  These monsters came to be worshipped. Stories arose around them and mythologies spread.   Some Pharaohs saw the horrors of these beasts and tried to extinguish their worship.  Some succeeded, many failed.   The beast worship spread to Sumer, and the God King, Gilgamesh took action.   He inspired by the “light bringers” of Kemet, as that is what Pharaoh** means, founded a society of Monster Hunters, the Bringers of the Light, the ancestors of the modern day Illuminati.

The illuminati operated in secret for millennia, bringing the light, battling the dark.   Theseus, Perseus, Hercules,  St. George,  and even St. Patrick, who chased the last of the nagaman out of Ireland,  were Keepers of the Light.
Always working alone,   the monster hunters carry a solemn sacred duty, to be the Torch Bearers and to banish the Dark.

* Kemet is the ancient name for Egypt.  It means, "place of the black earth."

**Pharoah is the title given to the ruler of Egypt in the bible.  It means, Keepers of the Light."

One of the greatest tools a Keeper of the Light has, is knowledge.  All Illuminati keep diaries which are collated and distributed among their order.  Hence many different versions of the Illumantus Codex can be found.   

Any  codex worth its salt will tell how to deal with malicious spirits.    The trick is the four purifying forces; earth, water, fire, air.

Any body, whether that body is living or dead, can be harmed by fire.   A spirit possessing a body will be harmed by the purifying touch of fire.  This is good against the undead.  Not so great if you want to purge an innocent from an invading spirit. 

Since the sun is the purest fire,  most spirits will flee a  body if brought into direct sunlight.   This is why vampyres shun the sun.

Everyone knows about holy water and the undead.   But its an old wives tale.  What is really good to ward of evil spirits is PURE water.  That is water with not one iota of contamination.   This is harder to find than it sounds like. Pure water will mark a body possessed by an invading spirit. Running clean water, that is not polluted, will force a spirit to flee a body.  This is why witches were drowned. This was a faulty understanding of this princible and the root of Christianity's baptism.    Any possessed body that can not fly, will not walk across  clean running water.

Why do we bury bodies six feet underground?   Yes to stop disease from spreading but also to keep evil spirits from claiming the bodies.   If a body is possessed by a spirit,  burying it at least six  feet under the earth will keep it trapped.

Air is the hardest to work with. But clean, pure air will work with a spirit in a similar manner as water.  Its one of the reasons you never seem to find vampires on mountain tops, but you do find monastaries up there.
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Re: Dick Dante
Reply #17 - Apr 13th, 2013 at 9:47am
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Richard Morgan Dante (Dicks Real Name)

Dick was given his middle name after his Paternal Grandmother. Though the name Morgan is used both for Male and Female he was a little embarassed to use it since it was from the Female side of his Lineage. Hence he will never call himself by his full name or sign in that fashion.

Of course the name Dick Dante is what is normally used for him though he prefers Dr. Richard Dante.

Since only an idiot of a Wizard would use their True Name in public Dick simply hopes that everyone assumes he is not that stupid and Dick Dante must be a made up name......

Dick's probably wrong.


  
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Re: Dick Dante
Reply #18 - May 10th, 2013 at 12:47pm
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The Material component for this spell is a circle.  The weakest one, which is the basic spell, is a drawn circle.   It is weak as it can be broken by messing with the dirt that it was drawn in, or broken if it was string or rope.

The spell gets more powerful when the circle is made with more exotic stuff.

Dante made a circle with his own blood ( he is part human, part fae and a descendent of King Arthur) so his circle blew up a succubus that was trying to cross it.
  

I am scary, very, very scary.
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Re: Dick Dante
Reply #19 - May 11th, 2013 at 1:48pm
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Past and Exisitng Patients of Dick (This affects his weakness)

Gary Busey (Yes That Gary Busey)

Maurice (Later to be found out to be Oberon, King of hte Fae)

Michael Walsh (A Deep One in Transition, probably full Deep One by now)

Mrs Gupta

Munish Gupta (Problem Child, Nyarlathotep or at least a Door to Him?)

Modi

Kid Nemesis

Courtney Love

Dr Peter Acupoulus

Colonel Marshall Strong

Not a patient but worth Dicks Interest was Strange Eon. A patient he met in Innsmouth and someone he took an interest in. Of course Dick as banned from returning there.

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Re: Dick Dante
Reply #20 - Jun 8th, 2013 at 1:04pm
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Philosophers Stone
Sun Stone + Moon Stone+ Dream Essence

Update

Sun Stone = Oricalc?

Moon Stone = Mithril

Dream Essence = Ectoplasm
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Re: Dick Dante
Reply #21 - Jun 8th, 2013 at 1:06pm
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Elder Sign.
City of Irem, The Pillared City, Egypt-Petra.

Enter the Tomb with multiple Sarcaphogi? Take a piece of stone from the front wall. Beware the wathcer with the Eyes in The Dark.

Carve in The Sign.

Need more info
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Re: Dick Dante
Reply #22 - Jun 8th, 2013 at 1:07pm
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Sleeper Agent
He is a Lucid Dreamer and CHESS Agent
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Re: Dick Dante
Reply #23 - Jul 20th, 2013 at 3:02pm
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Below is a quote from one of John's Posts. Dick is in Big Trouble as usual but he wonders as he is dragged through a door in the Century House, What would such a being from beyond give to know True Love without killing? Would it even care to know such a thing. Dick is of course desperate.There are always deals to be made.

*Succubae or Incubi are spirits from the Abyss, the realms beyond Law And Chaos.  They are believed to originate in the Imagination, and are beings of pure dreams.   They are Dream Vampires and feed on the dreams of humans.   They can appear as male or female, or as non human.  They are highly dangerous.*
  
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Re: Dick Dante
Reply #24 - Jul 21st, 2013 at 7:45pm
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Craft a Wand and name it Scalpel
  
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Re: Dick Dante
Reply #25 - Aug 18th, 2013 at 1:00pm
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Dick needs to finally have his Walking Stick made.

Top to be Silver or Something Precious (something with a low iron count)

Bottom to be made of Iron that screws into place over a sharpened End.

The center should have a 1/4" hole drilled through the first third of the stick and a plastic tube should be inserted to hold certain liquids. The top of course seals this from the air with a rubber plug.

  
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Re: Dick Dante
Reply #26 - Oct 13th, 2013 at 1:19pm
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Dick needs to get his hands on "A Travelers Tale" by Father Kircher.

That would give him two books by The Five keepers.

Too many tie ins for me to keep up with so I do it on y day off two years later during research.

Two mentions of Kircher and one in The Weird West. Wonder if there is any tie in with The Omegas too? Different Angel though. Cosmiel. I like that.
  
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Re: Dick Dante
Reply #27 - Oct 26th, 2013 at 8:40am
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After returning from The Dreamlands, Dick spends a week Healing and researching Spell Creation in his Library.

The results are his first two Spells created on his own.

Iron Hide- A Protection Spell that gives him Force Field Defense and 10 pts protection for each 3 Pr spent. Range is Self/Touch Material Component: An Ingot of Iron

Mysterions Infallable Curse Bolt- A Mystic Bolt that unerringly fires and strikes it's target for 1d6 damage. No roll to hit needed. 

I will have to add the specifics in detail of the Spells.

For the first time in if you can believe four and a half years Dick has created and used his own Spells. He has never had an offensive Spell and the only time He caused damage with a Spell was when he threw up a protection circle using his own crazy blood and accidentally burnt a Succubus. She is still pissed at Him.

Dick did damage last night with a Spell and still does not know how to take that but he seems OK.

Four and a half years.......real time.
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Re: Dick Dante
Reply #28 - Nov 3rd, 2013 at 12:16pm
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Dicks Pic brought over from the Mthys, Magic and Misdirection thread.

Just change the hair and beard to all White since it changed colors during The White Event

« Last Edit: Nov 3rd, 2013 at 12:17pm by THE ONI »  

thumbnailCAWYDI1D.jpg ( 14 KB | 24 Downloads )
thumbnailCAWYDI1D.jpg
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Re: Dick Dante
Reply #29 - Dec 4th, 2013 at 7:49pm
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Concept Art for Dick
  

photo__Dick.JPG ( 122 KB | 25 Downloads )
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Re: Dick Dante
Reply #30 - Jan 12th, 2014 at 12:25pm
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There are a lot of writers who accurately predicted things, Gygax,  Kirby, Baum,  Lovecraft,  HG Wells, Shelly, etc..

Most were Dreamwalkers,  some were clairvoyant, and a few, like Baum,  were writing in codes.
  

I am scary, very, very scary.
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Re: Dick Dante
Reply #31 - Jan 18th, 2014 at 9:52am
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Last Night a Dragon was Killed. Dick was put in charge of the autopsy. Dick is comadeering a few body parts since it was smashed to pieces. Never know when these will come in handy, except for one case where he does know.

Dragons Blood
Dragon Scales
Dragon Bone
Dragon Teeth
Dragon Claw
Dragon Wing
Dragon Heart
Dragon Brain

I will probably think and add but he is also looking to see what other interesting Glands or unknown inner workings he may find
« Last Edit: Feb 1st, 2014 at 9:51am by THE ONI »  
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THE ONI
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Re: Dick Dante
Reply #32 - Jan 18th, 2014 at 9:54am
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Dick took whatever was left over in Triage's Medical bag.

So far we know there is some type of Adrenal Enhancer. Adds 15 HP but there are issues involved with this.

Also Sedatives which seem to counter act this.

Will study the rest of the contents
  
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THE ONI
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Re: Dick Dante
Reply #33 - Jan 18th, 2014 at 12:43pm
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Dick is thinking of Crafting his wand out of Dragon Bone. Claws or teeth possibly but Bone just sounds cooler.
  
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Re: Dick Dante
Reply #34 - Jan 18th, 2014 at 3:54pm
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Which is why Dick is going to develop his newest Spell, Portal!!

Can be cast on anything with an opening like a Dr's bag, mailbox, refrigerator etc. Ok maybe just the bag.

Opens a portal directly to his Lab/Library. Must be able to picture the item and location in your head. Material components TBD.

What do you think?
  
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