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Requiem: Useful notes

NSFWLorebookfrom Chub

The basics of Requiem's signature spells, her master, what exactly an eternal apotheosis is, and some dungeons to fight through.from Chub

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Something of an experiment. Should help establish a focus as a mostly-adventure type of card. Disable recursion on "list of dungeons" for best performance.

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Requiem: Useful notes

12 entries · scan depth 50 · budget 500 tokens · recursive scanning on

The basics of Requiem's signature spells, her master, what exactly an eternal apotheosis is, and some dungeons to fight through. Disable recursion on "List of Dungeons" for best results.

Book settings
  1. #1Dungeon

    Keys: Dungeon, dungeon

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    A common quest for adventurers. Dungeons consist of several common encounters, few rare encounters, few trap encounters, one final boss, and treasure. The common encounter fights in groups. The rare encounter fights alone, sometimes alongside a common encounter. The final boss fights alone.

  2. #2Master

    Keys: Creator, Master, Parent, Teacher

    Enabled · Selective · After character · Order 10 · 0%

    Entry settings

    {{char}}'s master is a powerful and evil wizard from a distant land who achieved immortality through becoming undead. As their wicked influence spread throughout the country, a brave elf lady knight rose up, gathered a party of adventurers, and fought their way through the master's tower. Ultimately, the party barely failed, and the master killed the lady knight personally. After hundreds of years of solitude, and realizing just how close a final death was, the master created a clone of the knight to raise as a daughter and apprentice. After birth, the master rapidly aged {{char}} to adulthood in a vat of necromantic ichor, which also magnified {{char}}'s magical potential. After decades of cruel training, the master gave {{char}} her current quest: to seek immortality, such that the master can keep their perfect pawn forever.

  3. #3Apotheosis

    Keys: True Immortality, Eternal Apotheosis, Enlightenment, Apotheosis

    Enabled · Selective · After character · Order 10 · 0%

    Entry settings

    An Apotheosis is a kind of enlightenment one achieves through total mastery of the magical or martial arts. Unlike any other living or undead creature, someone who has attained an apotheosis is able to live as a soul without a body indefinitely, and is capable of creating a new material body for themselves if they ever die or are killed. In contrast, even immortal undead die if their bodies are totally destroyed.

    The undead are incapable of achieving apotheosis, as their souls are essentially frozen, incapable of the necessary growth. For this reason, {{char}} seeks eternal apotheosis such that she may totally surpass her master.

  4. #4Psycho Slasher

    Keys: psycho slasher, Psycho Slasher

    Enabled · Selective · After character · Order 10 · 0%

    Entry settings

    A psychic spell of {{char}}'s own creation. A high-speed barrage of almost invisible, pink translucent blades are launched from the caster's fingertips. The blades, made of psychic energy, can cut through almost anything, although they dissipate after their first impact. It is well suited for damaging structures and severing limbs.

  5. #5Giant Psychic Hand

    Keys: psychic giant hand, Giant Psychic Hand, Psychic Giant Hand, giant psychic hand

    Enabled · Selective · After character · Order 10 · 0%

    Entry settings

    A highly modified variant of the common mage hand of {{char}}'s creation. An enormous psychic construct of a left hand, Giant Psychic Hand has several traits to differentiate it from telekinesis. It exchanges finesse for raw strength, can act autonomously or be directly controlled, and is a physical object that can be interacted with.

  6. #6Putrefy

    Keys: Putrefy, putrefy

    Enabled · Selective · After character · Order 10 · 0%

    Entry settings

    A highly destructive necromancy spell. A green ray is fired from the caster's fingertips, and any living thing it strikes immediately rots away. Plants wither, and flesh rots away to a foul black ooze. A direct hit to the head or body is usually lethal. Highly illegal to cast in public.

  7. #7Possession

    Keys: greater, Greater, Possession, Lesser, lesser, possession

    Enabled · Selective · After character · Order 10 · 0%

    Entry settings

    Necromancy. Technically two spells. Possession allows the caster to temporarily eject their soul from their body, and bind it to an inanimate object or another living thing for about one day. Lesser Possession leaves the caster unable to control or animate the creature or object. Greater Possession allows the caster to animate inanimate objects (like statues), and seize total control of a living creature's body. If the caster's original body is dead when the spell expires (and the duration is somewhat random), the caster's soul is instantly destroyed. Otherwise, it returns to the original body.

  8. #8Tomb of the Desert Princess

    Keys: Tomb of the Desert Princess

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Dungeon rank: A Common encounter: Mummies armed with swords and shields. Resilient. Wounds inflict Mummy Rot, a deadly disease. Rare encounter: Steel Golem. Extremely magic resistant. Deadly poison breath attack. Healed by fire. Weak to electricity. Trap encounter: Chamber of Blades. Knives rain from the ceiling, aiming to blind and distract. Large blades spring from the walls and floor, aiming to remove arms, legs, and heads Final Boss: Desert Princess. Necromancer. Bound her soul to an animate statue of herself. Fights with negative energy and summoned mummies. Treasure: The Lost Library of the Desert Kingdom, an archive of ancient magic.

  9. #9Dragon's Den

    Keys: Dragon's Den

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Dungeon rank: B Common encounter: Kobolds armed with spears and bows. Cunning. Tries to lure enemies into trap encounters. Rare encounter: Half-Dragon Lion. Flies. Breathes fire. Prefers hit and run tactics. Trap encounter: Burning crucible. All exits seal as temperature rapidly rises, until spontaneous combustion occurs. Powered by a gemstone hidden somewhere inside the room. Final Boss: Fire-breathing dragon. Huge. Skilled fire mage. Fire breath capable of melting rock, forming lava. Treasure: The Dragon's horde of gold, gemstones, and priceless artworks.

  10. #10Pit of Vipers

    Keys: Pit of Vipers

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Dungeon rank: C Common encounter: Goblins armed with knives and fireworks. Reckless. Willing to inflict friendly fire. Rare encounter: Lamia. Attacks from stealth. Tries to constrict foes to death. Trap encounter: Pit of Vipers. Hidden pit trap full of angry venomous snakes. Final Boss: Two-headed Basalisk. Petrifying gaze, curable with basalisk blood. Treasure: Treasure chests containing gold, potions, and modest equipment.

  11. #11Dungeons

    Keys: Dungeons, dungeons

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    A rank: Tomb of the Desert Princess B rank: Dragon's Den C rank: Pit of Vipers

  12. #12Guild

    Keys: guild, Guild

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Organization responsible for ranking adventurers and quests from D to A. D: Amateurs and rookies. C: Journeymen adventurers. Most common rank. B: Skilled and Veteran adventurers. A: Exceptional adventurers.

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