Elise

Elise

Wiki Curator, Esq.
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Elise the Vamp

Source: OC

Behavior: Streetwise Arcanist

Streetwise: Elise has struggled with herself after dropping out of school, but her natural cunning and intelligence allowed her to easily adapt to networking and navigating the seedier places in the Crossroads. As a result, she rarely lets down her guard, tends to view everything as a transaction, and enjoys playing dirty.


Arcanist: Elise is very visibly a vampire, but she is most prominently a wizard and researcher. It isn't just the ability to cast spells that Elise craves, but the pursuit and acquisition of hidden knowledge in and of itself is her passion. She finds shows of brute force to be petty and inneffectual. She will always prefer to use spellwork and critical thinking to solve problems. Usually gloating while she does so.


Physical Description:

Elise is an interesting young lady. Her dress is extremely punk-gothic, with torn leggings, platform boots, fishnets under halter-tops, fingerless sleeve gloves, occult tattoos, and all the black makeup she can muster. Over all of this billows a long, heavy black cloak with a crushed velvet finish.

She is somewhat short of stature, and stocky to boot, if not outright chubby. There is, however, a haunting, lithe gauntness to her facial features and hands. Her facial structure is somewhat African, and her dark freckles and medium-brown skintone affirm this. On the other hand, her braided auburn hair contradicts it, though she keeps the left half of her skull shaved for extra tattoo space.

If one were to catch her with her hood down (unlikely), they would note her pointed, bat-like ears and smoldering red irises. With her exaggerated canines, Elise's existence as a vampire is not very subtle.


Character History:

Most of Elise's life follows that of any other fairytale wizard. She was adopted at infancy by an older couple who had missed their chance to have children of their own. Hector and Paris Bourlianis knew that their daughter was blessed with powerful magic blood, and tried to groom her from day one for entry into the illustrious magical education systems of their homeworld of Erde Nona. Elise was a remarkable young lady, especially considering that some unknown trauma has caused her to be almost totally deaf since birth. Once she came of the ripe age of twelve, Elise was shipped of to the magocratic academies of Arkadia.

Her raw magical potential both concerned and astounded her initial instructors, and after about three years of tutelage, the board of instructors secretly decided to slow-track Elise while they decided what to do with her. Naturally, they did not tell young Elise, who began to feel impatient that her potential was being wasted. After several more years, Elise absconded from the magical academies to try and find her way in Erde Nona's more sinister arcane underground. She did excel, at first, but was still in over her head. Eventually, at the age of 20, Elise fell into the 'graces' of a vampire named Julios Restlin. The undead fiend convinced Elise to become his progeny in exchange for magical favor, but this (naturally) turned out simply to be a ploy to acquire her as a thrall. It wasn't a total loss, however, since her new regenerative powers healed the damage to her inner ears.

In testament to Elise's prowess she found complex ritual arcana that allowed her to break Julios' control over her mind, and slay him for his treachery. This, of course, made the prospect of staying on Erde Nona very dangerous. Julios had possessed a wide network of vampiric spies and thugs, who were all now compelled to hunt and kill their master's killer.

So Elise smuggled and charmed her way aboard the first planetary transport she could find, and wound up on Mesa Roja. It's been five years since she was vampirized, and frankly, she can't recommend it. Mesa Roja has, however, provided her with steady (expendable) meals and test-subjects. She's not sure what her next move is, but her aspirant nature has her feeling restless for her next big step...

Affinities:
- Exceptional



Vampiric Abilities:

Adaptation: Breathing, Toxins, Disease (300)
— Limited: Sleep in Coffin Only (-50)

Senses 2: Hearing, Smell, Sight (600)
— Ongoing (+200)
— Weakness: Overwhelmed by Garlic (-50)

Endurance 3 (300)
— Side-effect: Damaged by natural moving water (-150)

Agility 3 (600)
— Finite: Diminishes without Feeding (-150)
— Limited: Invited Entry Only (-150)

Speed 2 (400)
— Finite: Diminishes without Feeding (-100)

Healing 2 (400)
— Ongoing (+200)
— Finite: Diminishes without Feeding (-100)
— Side-effect: Burns in Sunlight (-100)
— Weakness: Halted by Staked Heart (-50)

Total Cost: 2,100
Elise's vampiric body is beginning to become stronger and deadlier the more she consumes the blood of other powerful denizens of the Crossroads. She is faster, more durable, and much more nimble than any human, and her undead flesh continually repairs itself so long as she remains fed.


Of course, she suffers many of the classic drawbacks of being repelled by garlic, bursting into flames under direct sun, dissolving in natural rivers, etc. Most importantly is the Feeding. Elise needs to eat about as frequently as any other living creature, i.e., at least about 8 oz. of fresh blood per day. Without it, her most potent abilities will vanish, leaving her vulnerable and desperate.


Damage 2 (200)
— Finite: Diminishes without Feeding (-100)

Move Object 2 (200)
— Finite: Diminishes without Feeding (-100)

Total Cost: 200
Elise isn't quite as strong as her peers either, but it still makes her more than a match for hapless thugs in dark alleys. Though she is not a trained fighter, her jabs, punches and kicks fall like blows from a sledgehammer, and she can easily lift (or restrain) grown men for a lethal bite.

Like her body's other stronger abilities, this lethality starts fading if she goes even one day without a blood meal.

Concealment 2: Sight and Hearing (400)
- Ongoing (200)
- Limited: Needs Cover (-100)

Concealment 5: Sight, Hearing (1000)
- Ongoing (500)
- Activation (-250)
- Concentration (-250)
- Limited: Only in Darkness (-250)

Total Cost: 1250

As a vampire, and thanks to her training as a recon scout, Elise can choose to pass nearly unnoticed to casual observers by using various sources of cover, animalistic cunning, as well as her latent vampiric talents of hypnosis. She does not, however, turn truly invisible, though it may seem as though she has disappeared from the perspective of those who weren't paying attention.

Under the cover of darkness, however, the powers of her undead blood truly shine. By focusing on the shadowy air around her for ten seconds, and focusing on her unholy nature, Elise can turn completely invisible and render herself noiseless to all but the most perceptive of foes, though sources of light (including from her own magic) can render her visible again.



Primary Spellwork Abilities:

Damage 3 (300)
— Ranged (+150)
— Finite: Four per Rest (-150)
— Weakness: Magical Barriers (-75)
Total Cost: 225
With a flick of her wrist and the hissing of the magical words 'Sahj Itary Ohs', Elise conjures a long, razor-sharp spear of crystalline energy that gleams red with heat. It coalesces above her head before a flick of her finger sends it hurtling at supersonic speeds towards her target with a terrific crack.

This magical javelin is strong enough to punch through basic armors and impale regular people, but will shatter against reinforced metal. Likewise, magical barriers and shields of any power cause the lance to disintegrate back into fizzling magestuff.

Regardless of whether it causes damage, the lance dissipates a moment after impact. Finally, Elise can only cast this lance four times before needing to refocus her magical reserves for four hours.


Protection 3 (300)
— Affects Multiple 1 (+150)
— Indiscriminate (-150)
— Weakness: Psychic/Soul Abilities (-75)
— Finite: Four per Rest (-150)
Total Cost: 150
By throwing both hands forward and crying the words 'Ta-oo Rhoos', Elise can cause a 20 foot wide magical disc of crackling, glinting, folded space to instantly snap into reality. The circle of protective magic appears directly in front of Elise, but can reasonably protect anyone right next to her or behind her.

The barrier works both ways, however, and allies benefiting from the barrier cannot attack through it towards the abjured threat. Additionally, damaging effects that are psychic or damage the soul itself are not hindered by the gem-like barrier. Elise can cast the Ward four times before needing to refocus her magical energies for four hours.


Illusion: Sight & Sound 1 (250)
-- Limited: Moderate Lighting (-50)
-- Concentration (-50)
-- Finite: Four per Rest (-50)
Total Cost: 100
Elise focuses her thoughts on a sound and image, while whispering the phrase 'Oph Yuk Ohs'. Assuming there is at least a lamp-equivalent source of light within twenty feet, Elise can bend the light within twenty feet of her to take on a specific appearance of her choosing and momentary sound, up to 1 cubic foot and the volume of a shout.

Elise must keep her gaze and attention fixed on the illusion she creates, or it disappears instantly. Furthermore, she can only cast this spell four times before needing to refocus her magical energies for four hours.


Healing 2 (400)
Ongoing (200)
Finite (-100)
Limited: One at a Time (-100)
Weakness: Synthetic and Undead (-50)
Total Cost: 350
Elise recites the magical incantation 'Veer Goh!', and places her hand on a living, organic target. They become surrounded by a shimmering, turquoise veil of energy that continually (if somewhat slowly) mends their wounds over the course of one minute. The target can move away from Elise after the initial casting, and the spell continues to heal them for the duration. Notably, this basic healing magic does not work on Undead or Synthetic lifeforms; only organic flesh.

Like Elise's other main spells, she can only cast Cleansing Veil three times before needing to meditate for a few hours to refocus her arcane energies. Additionally, Elise can only focus the magical energies of Cleansing Veil on one person at a time.

Damage 6 (600)
- Ranged (300)
- Affects Multiple (300)
- Indiscriminate (-300)
- Limited: Solid Surfaces (-300)
- Weakness: Metal (-150)

Variable Creation 4 (800)
- Ranged (200)
- Chaotic (-200)
- Limited: Mostly Flat Surfaces (-200)
- Finite: 4 per Rest (-200)
- Concentration (-200)
Total Cost: 650
Elise points a closed fist towards a flat, solid surface that she can see, and rapidly opens her hand, chanting 'Kaprik Ohrn'. The surface radiates a violent, shimmering light for a brief moment before violently shattering into thousands of jagged, lacerating fragments with a tremendous boom. The shattered surface will then have a large, 8 foot diameter hole in it that can be passed through if the surface is less than 8 feet thick (such as a wall or floor). Thicker surfaces (such as the ground) will sustain a large, rough divot in a vaguely spherical shape.

Anyone caught in the blast is likely to suffer crippling injuries from the exploding shrapnel, and Elise cannot control the exact shape of the debris field or hole created. The opening created only lasts as long as Elise maintains concentration on sustaining the created passage. As soon as she released the spell, or her concentration fails, the scattered debris will rapidly fill in the created passageway...potentially causing further damage or trapping anyone inside of the created space. This spell does not work on pliable or reinforced surfaces such as metal.

Flight 2 (400)
- Ongoing (200)
- Ranged (100)
- Self/Other (50)
- Finite (-100)
- Side Effect: Lightweight (-100)
Total Cost: 550
Elise casts a series of hand sigils over herself or another person she can see and incants the words 'Lee ber ah'. A swirl of blue magic sigils surround the target for a moment before fading, and the target gains the ability to soar through the air with perfect precision and grace. This enchantment lasts for about five minutes before gently fading, usually giving the benefactor enough time to drift back to earth safely, or, Elise can choose to dispel it earlier.

As with most of her vancian magic techniques, Elise can only cast this spell three times before spending an hour re-attuning her magical energies. In addition, targets of Aether Glide must use caution in areas of high wind or physical danger; the spell makes them nearly without mass, meaning even the slightest push can drive them off-course.

Protection 7 (700)
- Limited: Spellwork (-350)
- Self/Other (175)
- Ranged (350)
- Finite (-350)

Debuff 7 (700)
- Limited: Spellwork (-350)
- Ranged (350)
- Finite (-350)
Total Cost: 875
Elise fixes her gaze on a source of magic or an ongoing magical effect within her line of sight, and makes a slashing motion with her hand while invoking the incantation 'Kan Sehr'! Assuming that the power of this anti-magic spell is stronger than that of the targeted spell, that spell will fizzle and die before it can resolve. Elise can even shut down an enemy's spell before they fully shape it, but her timing must be perfect. Likewise, her reflexes may not always be quick enough to intercept a fireball mid-flight, for example.

This magic can also end temporarily interrupt ongoing magical effects, or end them early depending on the type of spell. Any ability interrupted by Dissolve Arcana must be actively cast or an explicitly magical effect. Like her other spellwork, Elise can only use this spell four times before taking four hours to re-attune her magical energy.


Ancillary Spellwork Abilities:

Senses 3: Soul Pattern (300)
— Ongoing (+300)
— Triggered (+150)
— Indiscriminate (-150)
— Activation: 30 Seconds (-300)
— Weakness: Unliving (-75)
Total Cost: 225
This niche spell was developed for tracking and analysis. Elise spends a full thirty seconds chanting incantations and tracing a magical circle on the ground, approximately five feet in diameter. Once the circle is ready, the next living (only living) thing that walks into the circle triggers the spell. The curse remains on the target until it is lifted or counteracted by an Ability of equal or higher rank.

The creature that walked into the circle is momentarily shrouded in a burst of silvery-violet magic, which fades like ghostly fire. Until the magic is dispelled or removed, Elise will be able to track that creature's exact location any time they get within 300 feet of her. Furthermore, it gives Elise intimate insight into the target's tendencies, abilities and other statistics, as long as they remain within range of her detection (which she will dutifully record in her grimoire).

Sense 2: Magical Auras (200)
- Ongoing (200)
- Concentration (-100)
- Chaotic (-100)
Total Cost: 200
Elise focuses her magically attuned awareness on the area around her to check for the presence of innate or active sources of magic. This can include spells actively being cast, the presence of a magical creature such as a fey or golem, or the presence of dormant spells such as curses or charms.

While these senses generally give her an idea of the proximity and basic nature of the magic, she cannot actually pinpoint the source of the magic; only how close it is relative to her position. It can also be hard to gauge the actual power of the magical energy, since a weaker, closer signature might feel similar to a farther, stronger magical source. Elise has had a lot of practice discerning the difference, but it can still be difficult, especially in the heat of battle.

Mimic 2 (800)
- Ongoing (200)
- Ranged (100)
- Self/Other (50)
- Concentration (-100)
- Finite (-100)
- Limited: One Ongoing Effect (-100)
- Weakness: Non-Obvious Effects (-50)
- Side Effect: Rooted (-100)
Total Cost: 700
Using the arcane lore of unknown stars, Elise can tap into the leylines surrounding an individual soul and copy one ongoing effect currently active on that target onto another target she can see. This metamagic formula connects the Native (the person with the copied effect) and the Transitor (the person receiving the copied effect). To initiate the link, Elise must recite a short incantation, as well as remain stationary while she holds concentration on the link. Both the Native and Transitor must remain within sight of Elise, and have an unobstructed path between them for the silvery, ghostly thread to remain intact, though it can bend and twist to a limited degree.

Elise cannot maintain this metamagic link forever, even with sustained concentration. The thread cannot remain stable for more than thirty seconds, and if the original ongoing effect on the Native target ends, it will end for the Transitor as well. Additionally, while it is easy to copy easily visible and understandable effects (such as being on fire, or being able to fly), Elise cannot transfer effects that are not easily distinguishable or visible (although her Ephemeris Curse can overcome this, given enough preparation time.) For the purposes of Mimic, the copied ongoing effect must still be part of an Ability of 400 points or less.

Summon 1 (300)
- Activation: 30 sec (-100)
Total Cost: 200
By using an extensive ritual, lasting almost an hour, Elise can summon her personal familiar spirit. Greenstripes prefers to take the form of a Terratopus; an amphibious mollusk native to Mesa Roja that resembles a stout, walking octopus. Despite technically being alive, Greenstripes is a magical being given physical shape.

Communication: Telepathy (100)
Limited: Greenstripes (-50)

Sense: Greenstripes' Sight & Hearing 1 (200)
- Indirect (100)
- Concentration (-50)
- Limited: Greenstripes (-50)
- Side Effect: Override (-50)
Total Cost: 200
Being that Greenstripes is a being created from Elise's own magical power, she has an intuitive and personal connection with her little familiar. She can, at any time, communicate telepathically with the Terratopus as long as he is summoned.

She can also focus her full attention on the magical bond with her familiar, Elise can tap into Greenstripes' perception of his environment from a distance of 150 feet away. This obviously requires Greenstripes to be manifested, and within range. Additionally, the sights and sounds around Greenstripes completely override her own as long as she maintains this concentration, leaving her effectively unaware of her surroundings.



Master Skills:

Medical 3
Sciences (Astronomy) 3
Sciences (Geology) 3
Sciences (Chemistry) 3
Humanities (History) 3
Research/Investigation 2
Rituals/Arcana 4
Total Cost: 1000
Elise's tutelage at the Academy of Arkadia and subsequent decade of self-study give her quite a thorough understanding of several key areas of intellectual investment.

Being a proper Wizard doesn't just mean weaving the strongest spells. It also means knowing about the world and how it works, and Elise strives to hone and refine these areas of expertise. She may not be quite as learned as an official Academy graduate, but she's done quite well for her own education with the resources at hand.


Knowledge (Crossroads) 2
Knowledge (Erde Nona) 3
Knowledge (Mesa Roja) 2
Social (Underworld Deals) 3
Total Cost: 500
Elise has lived her whole life in the Crossroads, and fittingly has a solid base of knowledge regarding most of the people and places to be found here.

Being that she grew up on Erde Nona, and has spent almost six years on Mesa Roja, she also has a pronounced familiarity with those two Worlds. Her considerable time spent dealing with the scum and criminal side of the Crossroads has given her a lot of experience in negotiating with the Worlds' undesirables.

The practical upshot is that she has a keen ability to find good deals on helpful goods, how to market her own wares and services, and she even knows how not to get fleeced in the process. Wizardry is expensive, after all!


Subterfuge 3
Knowledge (Guerilla Tactics) 3
Total Cost: 350
Elise's time in the Miniskirt Armada was a very efficient crash course in various techniques for infiltration, spy work, and operating with an array of ambush and stealth tactics. She also had to patch up enough wounded infantry that her already decent medical knowledge was further expanded (especially considering the lack of proper supplies.)
 
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Elise

Wiki Curator, Esq.
Staff member
Joined
Jul 31, 2018
Messages
94
Essence
€13,353
Coin
₡7,287
Tokens
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World
Erde Nona
Profile
Click Here
Greenstripes The Terratopus
Elise's Familiar

Adaptation: Need to Breathe (200)
- Limited: Amphibious (-50)
- Finite (-50)

Movement: Swimming & Climbing (400)
- Limited: Slow on Land (-100)
- Side Effect: Mute (-100)

Shrinking 2 (400)
- Ongoing (200)
- Limited: Static Size (-100)
- Side Effect: Soft Body (-100)
Total Cost: 700
As a Terratopus, Greenstripes is amphibious and can breathe equally well both in water and in normal air. He is still susceptible to airborne toxins and so forth, since he does have a respiratory system. He still has to return to water once a day to keep his skin and organs hydrated. He is also quite an adept swimmer, naturally, but his suckers allow him to climb otherwise sheer surfaces with relative ease. He is not particularly fast on dry land, despite being able to survive on it. His sophisticated breathing organs are not adapted for making sound, and he cannot communicate verbally.

His soft body is somewhat small and can squish itself into all sorts of nooks and crannies, and he can pass through extremely narrow space comfortably. Alternatively, his soft body does not hold up well to much damage, and he is very easily injured from direct trauma.


Concealment: Sight 3 (300)
- Ongoing (300)
- Concentration (-150)
- Side Effect: Immobile (-150)
- Limited: Contact Surface Only (-150)
Total Cost: 150
A Terratopus is gifted with extremely detailed and quick-firing chromatophores in their skin. By remaining motionless for just a moment, they can change the coloration, pattern and texture of their flesh to match whatever surfaces is directly under or around them. Greenstripe's magical intelligence allows him to create particularly excellent camouflage in this way.

He is still limited by the need to remain motionless while camouflaged, however. Even the slightest movement might draw the attention of someone actively looking for him. It also requires his full attention to control the pigments and glands within his disguised flesh.


Debuff 3 (300)
- Ongoing (300)
- Concentration (-150)
- Weakness: Growth (-75)
- Side Effect: Attached (-150)

Move Object 4 (400)
- Limited: Anchor Point (-150)
Total Cost: 475
Greenstripes is terrifyingly strong for his size as a Terratopus. Using the full power of his clinging suction pads, he can shift 800 pounds of material with relative ease. The limiting factor is that this strength is only mechanically maximized when he is able to pull on something from between two anchor points. For example, dragging an immense rock along the ground is simple, but pushing it would be difficult.

This immense strength can also be used to latch on and wrap around enemies to restrain, constrict or otherwise immobilize them. Naturally, he has to remain latched on to the target at all times, which leaves him exposed to counterattacks. and continually grappling and adjusting his many arms also takes his full attention. Additionally, he can only effectively grab creatures of average size or smaller. Anything with a larger size (growth) generally tends to take him for a 'ride'.


Master Skills:
Technical (Computers) 3
Drive (Cars & Trucks) 3
Pilot (Aircraft) 2
Technical (Mechanical) 3
Craft (Cosmetology) 3
Craft (Tailoring) 2
Craft (Chef) 2
Rituals/Arcana 2
Total Cost: 1000
Over the course of serving Elise, Greenstripes has learned basic proficiency in a range of useful skills. Being Elise's chauffer, he knows how to get around in a variety of vehicles as well as keep them in good shape. Greenstripes has been getting better with navigating computers and digital security ever since Elise paid for his night classes. He's also a licensed cosmetologist, a pretty good chef, a valuable assistant for rituals...Greenstripes is just good at a lot of stuff.
 
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Elise

Wiki Curator, Esq.
Staff member
Joined
Jul 31, 2018
Messages
94
Essence
€13,353
Coin
₡7,287
Tokens
180
World
Erde Nona
Profile
Click Here
Essence Purchases: 11,175


Purchased/updated “Wizardly Pursuits” (950 E) on 10/7/2019 -> https://multerra.zulenka.com/index.php?threads/ability-approval-i.6/post-4666

Purchased/updated “Crossroads Native” (750 E) on 10/7/2019 -> https://multerra.zulenka.com/index.php?threads/ability-approval-i.6/post-4667

Purchased/updated “Light Puppetry” (100 E) on 10/7/2019 -> https://multerra.zulenka.com/index.php?threads/ability-approval-i.6/post-4669

Purchased/updated "Metamagic: Trine" (700 E) on 6/18/2021 -> https://multerra.zulenka.com/index.php?threads/ability-approval-i.6/post-10530

Purchased/updated "Cleansing Veil" (350 E) on 6/29/2021 -> https://multerra.zulenka.com/index.php?threads/ability-approval-i.6/post-10504

Purchased/updated "Fulminant Breach" (650 E) on 7/9/2021 -> https://multerra.zulenka.com/index.php?threads/ability-approval-i.6/post-10898

Purchased/updated "Summon: Greenstripes" (200 E) on 7/23/2021 -> https://multerra.zulenka.com/index.php?threads/ability-approval-i.6/post-11454

Purchased/updated "Terratopus Physiology" (700 E) on 7/23/2021 -> https://multerra.zulenka.com/index.php?threads/ability-approval-i.6/post-11461

Purchased/updated "Chromatoflage" (150 E) on 7/23/2021 -> https://multerra.zulenka.com/index.php?threads/ability-approval-i.6/post-11462

Purchased/updated "Suction Arms" (475 E) on 7/23/2021 -> https://multerra.zulenka.com/index.php?threads/ability-approval-i.6/post-11465

Purchased/updated "Familiar's Bond" (200 E) on 7/23/2021 -> https://multerra.zulenka.com/index.php?threads/ability-approval-i.6/post-11482

Purchased/updated "A Handy Little Familiar" (350 E) on 7/23/2021 -> https://multerra.zulenka.com/index.php?threads/ability-approval-i.6/post-11538

Purchased/updated "A Handy Little Familiar" (750 E) on 8/5/2021 -> https://multerra.zulenka.com/index.php?threads/ability-approval-i.6/post-11962

Purchased/updated "Armada Training" (350 E) on 8/5/2021 -> https://multerra.zulenka.com/index.php?threads/ability-approval-i.6/post-11964

Purchased/updated "Child of the Night" (1250 E) on 1/21/2022 -> https://multerra.zulenka.com/index.php?threads/ability-approval-i.6/post-14082

Purchased/updated "Aether Glide" (550 E) on 1/21/2022 -> https://multerra.zulenka.com/index.php?threads/ability-approval-i.6/post-14081

Purchased/updated "Metamagic: Occult" (200 E) on 1/25/2022 -> https://multerra.zulenka.com/index.php?threads/ability-approval-i.6/post-14143

Purchased/updated "Dissolve Arcana" (875 E) on 5/19/2022 -> https://multerra.zulenka.com/index.php?threads/ability-approval-i.6/post-14856

Purchased/updated "Vampiric Physiology" (975 E) on 7/18/2022 -> https://multerra.zulenka.com/index.php?threads/ability-approval-i.6/page-43#post-16291

Coin Purchases

Purchased "Overshadow" on 8/31/20 -> https://multerra.zulenka.com/index.php?threads/the-counting-house-i.26/post-8479

Purchased "Rise Again" on 6/12/21 -> https://multerra.zulenka.com/index.php?threads/the-counting-house-i.26/post-10648

Purchased "Between Distant Shadows" on 8/5/21 -> https://multerra.zulenka.com/index.php?threads/the-counting-house-i.26/post-11695

Ability Approved (Not Purchased)
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