The Blessing of Palenon
The blessing of Palenon manifests itself as a lightning scar on one of the Bearers arms. As their favor with Ilaren grows so too does the Mark. At first the scar is little more than the length of a hand, but at the final stages it can cover the entire arm and a portion of the chest and back. Individuals blessed with Palenon cannot use their abilities on others with the same mark.
The stages of drunken-ness in relation to the mark and its abilities.
Witty and Charming - Very few drinks, or none at all. Can function. Character access to elemental/lightning abilities. They also bring life to parties, with music, providing more brew. They are usually in too much of a fun-loving state to brawl and even if they do, they are provided no extra power to their brawling abilities.
Benevolent and Clairvoyant - More than a few drinks. The character has started to feel the effects of the alcohol. Access to both elemental and brawling abilities but of equally moderate strength. They are at a stage where they have a level of caring for others and a feeling of almost mental clarity over every situation, especially when it means punching someone in the face if they accidentally bump into your friend.
Invisible and Invincible - A lot of drinks. The character is now drunk. They can only access brawling abilities. They are now in a state where they believe they can do socially unacceptable acts to a revered statue of an Immortal and not be seen and in addition, are completely indomitable and able to defeat all who stand in their way, such as entire taverns of people and, of course, dragons.
|Ability Name||Ability Description|
|Elemental Manipulation - Lightning (Minor)||The character is able to control a small amount of lightning in relatively close proximity to themselves. Limited to a single bolt of lightning that can travel 20 feet before dissipating. Capable of throwing one lightning bolt every bit. If the bolt hits, it can cause shocking pains and numbness to any struck body part. Alcohol intoxication diminishes the power of this ability.|
|Sparked Interests I||Add an extra three skill points to one of the following skills: Unarmed Combat, Brewing, Singing, or Endurance. Any skill points granted by this Mark can break the 100 point cap on skills.|
|Life of the Party||The character is able to share their emotions with a crowd within a short range around them for a single break. Greater levels of alcoholic intoxication increases the power of this ability.|
|Rolling Thunder||The character is better able to understand the motions of combat and the rhythm of skirmish. Seeming to roll with their enemies blows, the character is able to mitigate some of the damage and redirect the force back at their opponent. A balanced level of alcoholic intoxication is needed to use this ability.|
|Three Sheets to the Wind (Minor)||The Favored is blessed with an increase to their physical capabilities depending on their stage of intoxication. When the Favored has had little to nothing to drink, their reaction speed is increased greatly, allowing them to react at speeds nearly impossible to keep up with, making it hard for them to be hit - though arrows and bolts still travel too quickly for them to stop. The more the Favored imbibes, the more they trade speed for strength until all reaction speed is lost and replaced with strength, allowing them to hit with greater force. Able to generate enough force to splinter wood and dent metal.|
|Bottomless Wineskin||Any container the Favored drinks from never empties. This ability only functions if the contents of the container are alcoholic.|
|Rising Lightning||The Favored is able to direct a bolt of lightning beneath their feet, giving them an added boost to a jump. The Favored is able to use this ability to increase the height of their jump equal to one half the distance of the Manipulation distance. Alcohol intoxication diminishes the power of this ability.|
|Touch of the Drink||Requiring contact, this ability imparts the sensation of inebriation on the target. The longer the user holds the contact, the more exaggerated the effect. While this ability is never fatal (only simulating the sensation of drunkenness without the drink to aid it), it can certainly give a favored an edge in combat or in interrogation. Greater levels of alcoholic intoxication increases the power of this ability.|
|Conduit||The Favored is able to send lightning flowing through any metal object they are in direct contact with. Depending on the distance and the amount of direct contact, the charge can cause anything from discomfort to numbness in the limb that was in contact with the object.|
|Ability Name||Ability Descripiton|
|Elemental Manipulation - Lightning (Moderate)||The character is able to control more lightning, and at longer distances. Their limit is extended to a distance of 100 feet before the lightning dissipates, and can be bounced up to two times, to strike a total of three targets. Capable of throwing two lightning bolts a bit. If the bolt hits it can cause lingering pains, numbness, and slight burns to any struck body parts. Those hit by the bounce effects of this ability are dealt damage as though hit by a bolt of the Minor version. Alcohol intoxication diminishes the power of this ability.|
|Sparked Interests II||Add an extra six skill points to any two of the following skills (max of 3 points per skill): Unarmed Combat, Brewing, Singing, or Musical Instrument. Any skill points granted by this Mark can break the 100 point cap on skills.|
|Thunderous Bellow||Gathering air into their lungs, the Adored can let forth a loud shout to be heard for miles or over any din of noise directly around them. So immense is their voice that those close will temporarily lose their hearing and even their balance as the waves of vibration shake through them. After using this ability the user's voice is hoarse and scratchy for a trial thereafter as they recover from the force of their own shout. A balanced level of alcoholic intoxication is needed to use this ability.|
|Tolerance||The character's indulgence of alcohol has strengthened their disgestive system and made them less prone to suffering any ill effects. The character no longer suffers any aftereffects from the over-drinking of beers and wines, and has a slight resistance to any imbibed poisons.|
|Raise a Glass||Alcohol is the language of camaraderie. To party with one of Ilaren's Adored is to know that no one is alone in the world, and that everyone has connections. This ability can only be activated within a tavern where drink flows aplenty, or around a fire with at least six other people. Anyone who wants to share in this ability must be drinking, and the power works best when inebriated. During the execution of this ability, all those participating feel a warm sense of belonging with those around them. Compelled to let down their guard, they may not even notice that everyone is speaking their native language. So long as the participants are linked by drinking, they communicate to each other without any difficulty. The ability lasts as long as those affected remain inebriated and wears off after the Adored has left the area or fallen asleep. Greater levels of alcoholic intoxication increases the power of this ability.|
|Thunderous Impact||The Adored is able to release an eruption of air and sound following any unarmed melee strike at the point of contact. The more force behind the initial strike, the more power released by this ability. This ability cannot be combined with their Capacitance ability. The force of the eruption can be a small as a pop (slight force) or that of a thunderclap (free fall force). A balanced level of alcoholic intoxication is needed to use this ability.|
|Capacitance||The Adored is able to capture and store lightning within themselves. They can then turn this inner energy into a field around themselves that can either repel thrown metal weapons, or contain it within themselves to cause any whom they come into contact with to be wracked with painful spasms. The energy field version of this ability extends out from them five feet in all directions (Spherical Aura). The field can be turned on and off at will, but only lasts for a total of ten breaks per day. The function of the field can only be changed once every trial and is negated if the Adored is completely soaked or standing in water that is knee deep or higher. Alcohol intoxication diminishes the power of this ability.|
|Three Sheets to the Wind (Major)||The Adored is blessed with further increased physical capabilities. When the Adored has had little to nothing to drink, they're able to not only react at greater speeds, but also cover short distances in a flash. They are now able to both move out of the way of arrows and bolts, and catch them out of midair. The more the Adored imbibes, the more they trade their speed for strength until all speed is lost and replaced with strength and toughness. This allows them to hit with tremendous force and become better able to take a beating. Their strength allows them to shatter stone and crush metal, and they become highly resistance to any bludgeoning or unarmed attacks.|
|Ride the Lightning||The Adored is able to travel along any bolt thrown using their Elemental Manipulation, ending where the bolt impacts or at their Elemental Manipulations maximum distance. Alcohol intoxication diminishes the power of this ability.|
|Ability Name||Ability Description|
|Elemental Manipulation - Lightning (Major)||The character is able to control massive amounts of lightning, and at great distances. They are able to throw two bolts at once. Their limit is extended to a distance of 500 feet before the lightning dissipates, and can be bounced up to five times to strike a total of six targets. If the bolt hits, it can cause severe pains, heavy burns, numbness, and can throw the target back on impact. Those hit by the bounce effects of this ability are dealt damage as though hit by a bolt of the Moderate version. Alcohol intoxication diminishes the power of this ability.|
|Sparked Interest III||Add an extra nine skill points to any three of the following skills (max of 3 points per skill): Unarmed Combat, Brewing, Singing, or Musical Instrument. Any skill points granted by this Mark can break the 100 point cap on skills.|
|Greater Tolerance||The Exalted's continued indulgence of alcohol has made their system all but immune to the aftereffects of even the strongest alcohol. The Exalted no longer suffers any aftereffects of over-drinking of any alcohol, including liquors, and is immune to any ingested poisons. The character is also able to use abilities as though they were one step lower in their level of intoxication. Any abilities that change with the Bearer's level of intoxication still function normally.|
|Increased Capacitance||The Exalted's Capacitance ability gains strength as the amount of lightning within them increases. Their field can now deflect any arrow or crossbow ammo that was made with metal. Anyone that now comes into contact with the Exalted is stunned for one bit. This stun can only be used against a single opponent once per trial, but can be used against ten targets in a single trial. The Exalted no longer loses their field if soaked, but still loses it when in water that is knee deep or higher. Alcohol intoxication diminishes the power of this ability.|
|Muddled Mind||The Exalted is better able to resist mental suggestions, such as those imposed by Empathy arcana. At the same time, the Exalted becomes more susceptible to illusions. Greater levels of alcoholic intoxication increases the power of this ability.|
|Lightning's Fall||The Exalted is able to fall from great heights by turning into a bolt of lightning and traveling to the ground as the bolt, landing at the ground with a concussive impact.|
|May the Party Never End!||All those within 100 feet of the Exalted share in the benefit of their Endless Wineskin ability. This extends to all mugs, flasks, wineskins, and casks. Greater levels of alcoholic intoxication increases the power of this ability.|
|Ilaren's Requiem||This ability is only granted to those who become Ilaren's Champions, as it requires the ancient tongue to activate. The Champion is able to summon and call upon the full might of a lightning storm. Darkening the skies with tumultuous thunderheads, the Exalted is able to pull down up to thirty lightning bolts, any number at a time, and strike any target within sight. After the bolt strikes, the force of the thunder is concentrated at the sight of the bolt's impact. After the use of this ability, the Champion is weakened and must rest for a full trial before being able to use any of the Palenon's other abilities. They must rest for a full cycle before being able to use this specific ability again.|
|Ilaren's Decree||This ability is only granted to those who become Ilaren's Champions, as it requires the ancient tongue to activate. A lightning bolt scorches a circular ring in the ground. This area becomes a brawling ring for Ilaren's Champion and a single designated opponent. The use of any weapon, except a bludgeoning weapon, is strictly forbidden. Once activated, neither combatant may leave the ring until the other is defeated, whether through knockout, surrender, or death. The fight is single combat, so any who cross the ring line with the intent to interfere are struck by a lightning bolt. This ability can be activated once every ten trials. Once activated, the ring lasts as long as the Champion continues to accept challenges and remains undefeated. If the Champion loses or declines a challenge, the ability ends.|
The Curse of Palenon
The curse of Palenon is undetectable by others and unfortunate to suffer for those who have it. This curse involves sound and the unending noise of life, amplified to almost painful extremes until the cursed character becomes deafened or driven mad by the sounds. Regardless, this curse is more of an annoyance than truly deadly, though some have died from its unending presence.
In the early stages, characters who suffer from this curse find that everyone is speaking rather loudly around them. They can hear the crunch of food as people chew, the boisterous laughter of drunkards somewhere in the room, the chirp of birds, hoot of owls while trying to sleep. The noise seems unending, but it is somewhat manageable.
As the curse progresses over time, the noise amplifies. Characters are able to hear sounds from another room, talking as if people were right in front of them, and a soft ringing that never ceases. They are able to hear the thumping of shoes, opening and closing of doors, sound of coin, nails dragging across skin, all coupled with a soft ringing. At this stage, characters may experience loss of sleep due to the noise. It becomes nearly unmanageable, causing the character to become weak, irritated, and irrational.
At the final stage of the curse, the ringing is so loud that, depending on the noise around them, the character's eardrums risk rupturing. They are able to hear noises nearly half a mile radius around them. The information becomes jumbled inside their brain alongside the persistent ringing. They are unable to manage the sound and will often seclude themselves within places that deafen noise or help redirect it. Sleep is a distant memory, and unending headaches keep the character emotionally on edge. There is no way to curb the persistence of sound until the curse is either lifted or the character dies. Even if they are deafened, the ringing will continue within their mind.