An exercise in ridiculousness -- Video Game edition

The Future Warrior

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This is gonna be a thread in which I, for no real reason in particular, will be posting up some things I've been working on. Wherein I go through various games I play/have played, and stat up different things within them according to Multerra's system. This might include characters (but probably not, as that's a whole THING in and of itself), regular enemies, unique items/equipment/weapons, or various spells and abilities.

Most of them will be at canon strength, or at least as close as I can get to it within the system we have here. The objective is mostly a thought exercise to just have fun building things, but at the same time it should all be approvable within our system, and could possibly help serve as a basis for stuff other people could use, if you're a nerd like me and like to copy/borrow abilities and stuff from games.
 

The Future Warrior

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GODRICK THE GRAFTED
ER_Godrick_the_Grafted.png
A lowly Tarnished, playing as a lord...
I command thee, kneel!
I am the lord of all that is golden!


Godrick the Grafted. A demigod runt, embarrassment to the Golden Lineage, and only distantly connected to the great Godfrey, the First Elden Lord. Arrogant to a fault, and with an attitude much bigger than his actual strength befits. His practice of grafting has sullied and diluted his once noble blood, leaving him a malformed and decrepit mess that is nonetheless still a monstrously strong foe compared to the average man. While a pitiful runt by demigod standards, he was one of the few to have actually survived a one-on-one confrontation with certain other opponents, and managed to escape certain death on a number of occasions with a surprising degree of cunning. Though he is a far cry from his noble and resplendent ancestry, do not fully discount him, or you may be in for a painful surprise.


Grafted Mass
Growth 3
-- Ongoing
Endurance 8
Protection 4
-- Ongoing
Agility 2
Speed 1
-- Ongoing
Flight 2
Move Object 5
-- Ongoing
Damage 3

Once merely a man of somewhat more than human stature, Godrick has hurled himself into the gaping maw of blasphemy and heresy, and taken up the practice of Grafting. Using his own golden lineage and grace as a catalyst, he has fused countless limbs, muscle, organs and body parts of other mighty Tarnished and powerful warriors from across his kingdom and the lands beyond. It has twisted him ins a misshapen, malformed and grotesque mass that has stripped him of all but the last dregs of his noble, semidivine blood, but has imbued him with an almost overwhelming physical endurance and robustness. He sports arms and limbs beyond measure, and his actual body is so wrapped in layers of muscle and grafted corpse-pieces he is afforded incredible resilience and protection from harm, though somewhat hampered by still feeling the pain of his many grafted parts.


Golden Shroud
Protection 8
-- Ongoing
-- Limited (only against holy damage)

The tattered robes and vestments worn by the golden runt. Still imbued with the grace of gold and the blessings of the Erdtree, they afford considerable protection against holy magic and energies, but are mere heavy cloth against anything else.


Axe of Godrick
Damage 6

A massive axe intended as much for ceremonial use as for bloodshed and battle. A magnificent thing made of silver, gold, brass and steel. For a normal man it would easily be an unwieldy, two-handed weapon, though with his countless grafted limbs Godrick wields it with surprising ease. The iron grip of his many hands even means disarming him of it is a nigh-impossible task.


Stormhill Axe
Damage 4

A comparatively lesser axe, though still one built for battle and warfare. It would be a hefty weapon for a normal man, but barely a hatchet for Godrick's bloated and twisted bulk. His many limbs make it a futile task to disarm him.


I command thee, KNEEL!
Damage 6
-- Affects Multiple 2
Move Object 3
-- Affects Multiple 2

Godrick grasps his signature axe in many of his hands, turning it toward the ground and thrusting it into the earth. It strikes with thunderous force, rupturing the ground and sending out powerful shockwaves of immense force that will forcefully blast away anyone foolish enough to be in range.


Stormcaller
Damage 3
-- Affects Multiple 1
-- Concentration
-- Ongoing
Protection 10
-- Affects Multiple 1
-- Limited (only against projectiles)
-- Concentration
-- Ongoing
Move Object 1
-- Affects Multiple 1
-- Concentration
-- Ongoing

Godrick whirls his axe around above his head, summoning the wind and tempests of Stormveil. A brief cyclone is generated around him, forming semi-opaque walls of howling gray winds. Not only do these winds buffet, assail and knock back anyone close enough, they also form a nigh-impenetrable barrier against lesser projectiles, stopping them dead or forcefully hurling them away and off course before they can connect. So long as he can maintain focus and whirl his axe about him, Godrick can maintain this wall of tempest winds for prolonged periods.


Storm Blade
Damage 4
-- Ranged
-- Indirect
-- Affects Multiple 1

Whipping his axe around to imbue it with the tempests of Stormveil, Godrick sweeps it along the ground to unleash a projectile of roaring wind. It moves in a curving, crescent arc that seems to almost track its target like a living thing, adjusting and steering its flight path after them rather than merely following a dumb course. In his ever-tenacious cunning, Godrick can channel these fierce winds to launch either one, two, or three of these projectiles in succession with no obvious difference, to ever keep his opponents guessing.


Grafted Dragon
Protection 10
-- Ongoing
-- Limited (only left arm)
Damage 4

In his thirst for power, and desperation to prevail, Godrick willingly severed his own left arm and replaced it with the neck and head of an ancient dragon, using his own grace and life force to rekindle life within it. While its decayed state leaves it somewhat weakened from its true strength, its scales of stone are still incredibly resilient, and its jagged, chipped teeth can still bite down with colossal force.


Dragonbreath
Damage 5
-- Ongoing
-- Ranged
-- Affects Multiple 4

Hoisting his grafted dragon arm, Godrick spews forth a torrent of dragon fire from its maw, bathing the area before him in sheets of flame. The attack is somewhat predictable, but the sheets of flame it produces can cover entire battlefields in a single sweeping blaze, making it incredibly dangerous to underestimate.


Fire Tempest
Damage 5
-- Affects Multiple 2
-- Concentration
-- Ongoing
Protection 10
-- Affects Multiple 2
-- Limited (only against projectiles)
-- Concentration
-- Ongoing
Move Object 2
-- Affects Multiple 2
-- Concentration
-- Ongoing

Nearly-identical to Stormcaller, though in his desperation Godrick imbues the tempests of Stormveil with dragonfire, creating a blistering tornado of flames around him, to cause further harm and damage to his enemies across a much wider area than before.


Dragon Blade
Damage 6
-- Ranged
-- Indirect
-- Affects Multiple 1

Imbuing his Storm Blade with dragon fire, Godrick hurls massive swirling tornados of flame at his foes, leaving blistering trails of fire across the ground and resulting in immense explosions on impact.


Forefathers one and all, BEAR WITNESS!
Damage 8
-- Affects Multiple 5
-- Ranged
-- Indirect
-- Ongoing
-- Chaotic
-- Side Effect

Godrick digs his grafted dragon into the ground, its disheveled maw crunching and biting down on earth to fill its gullet, then he spins around and thrusts it overhead. The dragon screeches to the heavens, letting loose plumes and gouts of dragon fire into the air. The earth in its jaws, superheated to molten magma, bursts forth to rain down in a shower of destruction all around Godrick. The raining plumes of fire and molten rock scatter in an immense area, striking here and there and everywhere at utter random, leaving burning pools of lava and burning pillars of dragon fire across the battlefield, setting nigh anything it touches ablaze instantly for grievous damage. This attack's immense power is perhaps Godrick's greatest display, but it is exhausting, sapping his strength immensely and causing the drafted dragon to lapse into catatonic slumber for some time as its fires rekindle once more.


I am...the lord...of all that is....golden....
And one day....we'll return together...
To our home....bathed in rays of gold...
 

The Future Warrior

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Continuing in my manic endeavors today, with the same trend of before. That trend being "Elden Ring". Up on the agenda today, possibly of interest to Johan: starting on the game's magic! Firstly on the agenda will be the Glintstone Sorceries, as they are by far the most numerous and also the most basic (overall). Many of these will be relatively straightforward and 1 to 1 from the games, but some of them may....not be. (Lookin' at you, Terra Magica. Augh.)

All of the following sorceries will have the Removable modifier. To avoid copy-pasting the same thing in every one of them, consider this universal for all of them:

-- Removable (Requires sorcery catalyst)


Glintstone Pebble
Damage 3
-- Ranged
-- Indirect
-- Removable

One of the most basic spells of glintstone sorcery. With a wave of their staff, a caster can fire a sharpened blast of pure magic at their foes, doing impressive damage for such a basic spell, but with nothing remarkable to say about it. The projectile moves somewhat slowly, but it will curve its trajectory and trail after targets with a moderate homing effect to make dodging or avoiding it difficult.

Swift Glintstone Shard
Damage 2
-- Ranged
-- Removable

Though packing less of a punch than Pebble, this swift shard of glintstone can be launched from a staff with the merest flick, enabling it to be quickly utilized in rapid succession to apply pressure to foes. This spell's darts of glintstone are incredibly quick, likened to its actual casting, but their range is notably shorter and it lacks any tracking capabilities.

Great Glintstone Shard
Damage 4
-- Ranged
-- Indirect
-- Removable

In effect, an inverse of the swift variant. This great shard requires some focus and windup to gather the energy for its casting, but features a much longer effective range and noticeably greater power than its basic form. The projectile moves somewhat slowly, even moreso than the basic pebble, but it will curve its trajectory and trail after targets with a moderate homing effect to make dodging or avoiding it difficult.

Glintstone Cometshard
Damage 5
-- Ranged
-- Removable

A further empowered version of basic sorcery, this version sacrifices efficiency for power. It focuses its energy into a spiked, spear-like mass that streaks through the air with more force and speed, making it more difficult for foes to contend with, but sacrifices its tracking and homing capabilities in turn.

Comet
Damage 6
-- Ranged
-- Indirect
-- Removable

The most advanced form of the most basic of glintstone sorceries. This spell takes several seconds to charge and prepare, but once unleashed it fires forth as a sharpened mass of magic the size of a man's head, and bears such energy it can pierce and pass right through multiple targets in a single cast, until its energy is spent and it reaches the extent of its range.

Shard Spiral
Damage 4
-- Ranged
-- Indirect
-- Ongoing
-- Removable

A peculiar sorcery, which seems to fire two glintstone pebbles that spiral and swirl together in a helix pattern. They move slowly, at perhaps a normal person's jogging pace, but have a strong and persistent homing and tracking effect. They burn fiercely with magic, however, and thus will pierce and bore through anything they touch, inflicting continuous damage for as long as they persist, until reaching a range of approximately 30 meters from the caster and expiring.

Glintstone Stars
Damage 2
-- Ranged
-- Indirect
-- Removable

With a wave of their catalyst, a sorcerer can unleash three bolts of glintstone to briefly hover about them before streaking toward a designated target. They don't pack much punch individually, but they move swiftly and gave a strong ability to track and follow targets, making them difficult to avoid entirely.

Star Shower
Damage 3
-- Ranged
-- Indirect
-- Removable

An improved variant of the more basic stars spell, producing six bolts of glintstone that each have slightly more of an individual punch, but otherwise nearly identical speed and tracking ability. Its only downside could be said to be the commensurably greater cost in energy upon its caster.

Glintstone Arc
Damage 3
-- Ranged
-- Indirect
-- Affects Multiple 2
-- Limited (Arc slowly expands to full size over its flight path)
-- Removable

A sweeping wave of their staff, and the caste unleashes a scything wave of glintstone magic. Close at hand this arc is only as wide as the caster's staff swing, but as it travels out it expands and grows in size to cover a vast area at its greatest ranges, some 20 meters distant.

Crystal Barrage
Damage 1
-- Ranged
-- Ongoing
-- Removable
-- Concentration

A bizarre spell, in that its projectiles are barely as good as tiny magical needles of crystal. Individually, at least. This spell's less-noticed genius is the sheer volume of projectiles it creates, capable of unleashing storms of hundreds of these tiny needles in mere seconds, to overwhelm targets with deaths of a thousand cuts. Though the spell itself has little in the way of windup, it requires concerted focus to maintain it, for its full duration of several seconds.

Crystal Burst
Damage 6
-- Ranged
-- Affects Multiple 1
-- Removable
-- Chaotic

Another oddity of a spell. Like the barrage, this spell releases a storm of crystal darts and shards upon foes, though this form does so all at once in one explosive burst. It range for sheer power and a wide area of effect, similar in some ways to the blast of a shotgun. Its effective reach is perhaps 15 feet at most, and the actual damage it will inflict is anyone's guess depending on the wild and uncontrolled spread of the bursting crystals, but it can doubtlessly cause grievous harm in the hands of a lucky caster.

Cannon of Haima
Damage 8
-- Ranged
-- Affects Multiple 2
-- Indirect
-- Removable
-- Activation
-- Indiscriminate
Move Object 2
-- Ranged
-- Affects Multiple 2
-- Indirect
-- Removable
-- Activation
-- Indiscriminate

A very powerful spell developed by Haima the adjudicator, that has been likened to a cannon or artillery piece, hence its name. It requires a significant charging and preparatory period, upwards of twelve seconds for most casters, gathering a ball of raging glintstone energy the size of a curled up man at the end of their staff. When fired, the spell is thrown in a lobbing, arced trajectory rather than as a direct projectile. It strikes with a terrific explosion of raw magic, bathing a massive area in its fury, and hurling anything not blown to flinders flying as if struck by the hand of a giant.

Gavel of Haima
Damage 5
-- Removable
-- Affects Multiple 1
-- Activation
-- Indiscriminate
Move Object 4
-- Removable
-- Affects Multiple 1
-- Activation
-- Indiscriminate
Debuff (Stunned) 5
-- Removable
-- Affects Multiple 1
-- Activation
-- Indiscriminate

Another sorcery developed by adjudicator Haima, continuing his philosophy of using raw might to quell conflicts. Its casting requires a similar charging and preparatory period, but forms a massive greathammer in the shape of a gavel out of glintstone energy, its haft surrounding the caster's own staff. It has enough energy for two strikes before dissipating, but each of these blows will hit like a siege engine, causing not only immense damage but capable of bashing targets aside and flying like ragdolls, or leaving them floored and nearly flattened from the sheer shock of impact, if only momentarily.

Shatter Earth
Damage 4
-- Affects Multiple 1
-- Removable
-- Indiscriminate
Move Object 1
-- Affects Multiple 1
-- Removable
-- Indiscriminate
Damage 6
-- Affects Multiple 2
-- Removable
-- Indiscriminate
-- Limited (only for followup shockwave)
-- Side Effect (Staff stuck)
Move Object 3
-- Affects Multiple 2
-- Removable
-- Indiscriminate
-- Limited (only for followup shockwave)
-- Side Effect (Staff stuck)

One of the elusive stonedigger sorceries, created to help with mining for ore and precious raw glintstone. A caster imbues their staff with energy, creating a whirring and spinning 'drill' of glintstone energy and slams it into the ground. An instant later, a shockwave erupts out of the ground around them with immense force. For especially daring or brave casters, they can elect to give a more forceful shove to their staff after this first eruption, forcing more magic through it and into the already-ruptured ground to trigger a secondary, more powerful explosion, though this leaves them open and forces them to manage ripping their staff free of the earth afterward.

Rock Blaster
Damage 2
-- Ongoing
-- Concentration
-- Removable
-- Side effect (Drains mana)
Damage 5
-- Affects Multiple 2
-- Removable
-- Indiscriminate

A variant of shatter earth, enhanced and improved upon to offer more versatility. The spinning 'drill' of glintstone energy on a caster's staff can be maintained, and wielded again to a weapon, thrusting it into enemies for constant damage from mere contact, though every second the spell is maintained it drains its caster's energy; a desperate caster could very well thrust their staff into a target with this spell active, and keep it there until they were exhausted of mana! At whim, however, the caster can end this channeling and thrust their staff into the ground, shattering the magical drill and causing an explosive eruption of magic through the ground around them.

Scholar's Armament
Damage 5
-- Removable
-- Limited (requires another weapon to cast it on)
-- Finite

A fine example of mind over matter, created for and chiefly employed by the Knights of the Cuckoo. With a slow, careful draw of their staff, a caster coats another weapon they bearwith magical glintstone energy, imbuing it with additional strength. While of precious little use against already strong weapons, it can in effect let a mere dagger strike as good as an immense greatsword when properly employed. Though a good trick to employ, the spell doesn't last forever, and will eventually deplete its imbued energy after approximately 90 seconds.

Scholar's Shield
Protection 5
-- Removable
-- Limited (Requires a shield to be cast on)
-- Finite

Another fine example of mind over matter, and the partner spell of scholar's armament. A slow, careful draw of their staff lets a caster augment and reinforce a shield, imbuing it with magical glintstone energy. Though it may not serve much use on already strong and highly resilient shields, it can afford considerable protection to lighter, normally less resilient shields. Though a good trick to employ, the spell doesn't last forever, and will eventually deplete its imbued energy after approximately 60 seconds.

Starlight
Sense (Sight) 1
-- Ongoing
-- Removable
-- Finite
-- Side Effect (Easily visible)

A simple enough spell, granted to scholars who set out on long journeys. It creates an orb of starlight, roughly one foot in diameter, that hovers over the caster's head. It sheds gently, silvery-blue light in a large radius around them to illuminate even the darkest surroundings, and also serve as a comforting reminder the stars are never far from their side. This illumination lasts for roughly 3 minutes before fizzling out.

Terra Magica
Debuff 5 (Armor/Shields)
-- Affects Multiple 3
-- Ongoing
-- Removable
-- Limited (Only in regards to magic spells/Only while within targeted area)
-- Finite
Debuff 5 (Natural protection)
-- Affects Multiple 3
-- Ongoing
-- Removable
-- Limited (Only in regards to magic spells/Only while within targeted area)
-- Finite
Debuff 5 (Magic Barriers)
-- Affects Multiple 3
-- Ongoing
-- Removable
-- Limited (Only in regards to magic spells/Only while within targeted area)
-- Finite

A truly formidable application of spellwork. Upon casting, the caster carves a runic sigil into the ground beneath them, which glows with the blue light of glintstone. To the average outsider, this may seem like it affords a uniform, blanket increase to the power of other glintstone sorceries, but it is far more devious than that. Any targets the caster perceives as hostile will find themselves largely stripped of the effectiveness of their defenses, in a manner unexplainable to casual observation, while within this spell's area of effect. The spell itself lasts for a mere thirty seconds, and only has any affect on those who stand within its radius, but it can be a potent weapon in the arsenal of even a fledgling sorcerer.

Thops's Barrier
Protection 10
-- Affects Multiple 1
-- Removable
-- Indiscriminate
-- Limited (Only effective against Magic)

A spell created from the life's work of an exiled mage. With a brief charging period, creates a momentary barrier-pulse of magic around the caster in all directions. This barrier-pulse absolutely rejects magic of all forms, in effect acting almost like a magnet of the same polarity. Weaker spells may simply bounce away from the barrier, while even stronger ones will veer off course and out of control, expending much of their force in simply bypassing it. Its only downside, if it could be called such, is that the barrier is an absolute defense not only for the caster, but for anyone close enough to them, and that its brief pulse lasts only for an instant before fading.
 
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