Zatanna's Spellbook

Zatanna

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current void artifacts

(Mukō: Chikara Chūnyū) – Void: Energy Infusion
Type: Void Infused Artifact
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user successfully restores at least 10% of their maximum chakra pool in a single turn they have a 75% chance to gain a single Void Infusion.

(Mukō: Ikari Wasure San) – Void: Wrath of the Forgotten One
Type: Void Infused Artifact
Rank: B
Range: Short – Mid
Chakra: N/A
Damage: 80
Description: Activated at the cost of a move and a single Void Infusion; unleashes a torrential maelstrom of natural flames from the user’s position up to mid-range. Inflicts 80 damage, but can be increased by 40 additional damage if the user applies a second Void Infusion to it..
 
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Zatanna

Sannin of the Scrolls 📜
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Leblanc story ideas/links/inspirations:​


mission writing ideas/arc

✧ The Black Rose: Solanaceae Arc ✧
Setting: Landmark 001 – Solanaceae / The City of Chungsu
Overview:
Beneath Solana’s radiant marble and divine order, LeBlanc begins the slow construction of an invisible empire. Chungsu’s underlevels still remember what the Cataclysm buried: sealed guild vaults, forgotten trade arteries, and records no one thought to burn. From these remnants, LeBlanc cultivates the Black Rose, a network built on discretion rather than force.
Though every mission remains rooted in the capital, information, cargo, and pressure flow inward from across Solanaceae: Haesu’s ports, Shaohai’s barracks, Qindong’s gate, and Yasato’s untouched wilds. The city listens, even when it pretends not to.


Mission 1 – Petals in the Marble
Rank:
B
Story Elements:
  • Explore an abandoned site (2)
  • Infiltrate an enemy’s base (3)
Summary:
While surveying Chungsu’s forgotten undercity, LeBlanc uncovers a collapsed network of wine tunnels once owned by a pre-Cataclysm vintners’ guild. The chambers are still warded with dormant fūinjutsu, attracting scavengers hoping to claim them. Through careful exploration and decisive use of illusion and fire, LeBlanc drives them out and secures the site. The Black Rose takes root quietly beneath Solana’s streets, unseen but claimed.



Mission 2 – The Velvet Currency
Rank:
B
Story Elements:
  • Negotiate for or speak on behalf of your clan (3)
  • Convince a neutral party to fight with you (3)
  • Steal an important document (3)
Summary:
LeBlanc transforms the reclaimed tunnels into the Black Rose Salon, a refined wine hall that masks a growing intelligence hub. By hosting bureaucrats, dock officials, and off-duty guards, she leverages conversation, subtle genjutsu, and controlled indulgence to extract information and favors. Customs records from Haesu are quietly intercepted, contracts reshaped, and key personnel turned cooperative. By the end of the week, luxury tariffs and guard rotations bend subtly toward her influence. The Black Rose becomes operational.



Mission 3 – Threads of Glass
Rank:
A
Story Elements:
  • Identify a traitor (3)
  • Infiltrate an enemy’s organization (4)
  • Deal with a problem in a tactical manner instead of direct confrontation (4)
Summary:
An internal discrepancy alerts LeBlanc to a quiet threat: a trusted customs clerk has begun feeding fragments of information to Solanaceae’s auxiliary audit corps. Rather than flee or strike, LeBlanc infiltrates the auditors’ temporary offices to assess the scope of the investigation. She confronts the traitor privately, using genjutsu to redirect his cooperation and then returns to sabotage the audit records themselves, fracturing their credibility without open conflict. The Black Rose survives intact, but Solanaceae’s attention has brushed dangerously close.



Mission 4 – The Moonlit Index
Rank:
A
Story Elements:
  • Infiltrate an enemy’s organization (4)
  • Spy on an important target and remain undetected (4)
  • Steal valuable information from the enemy (4)
Summary:
LeBlanc uncovers the existence of the Index Lunaris, a restricted registry maintained by Aureliana’s scribes that tracks irregular individuals, assets, and movements within Solanaceae. Disguised as a minor record-keeper, she infiltrates the Rotunda’s archival wing and alters key entries tied to her agents and trade routes. By dawn, the Black Rose is misclassified as a benign mercantile curiosity. Divine oversight remains intact, but its gaze has been subtly redirected.



Mission 5 – Bloom of Shadows
Rank:
A
Story Elements:
  • Convince an enemy to fight with you (4)
  • Meet with a major faction representative (4)
  • Deal with a problem in a tactical manner instead of direct confrontation (4)
Summary:
LeBlanc is summoned to a private audience with an Asag emissary acting on behalf of Aureliana. Rather than deny or submit, she presents the Black Rose as a stabilizing force within Chungsu’s undercity, one that manages corruption before it erupts. Through rhetoric, illusion, and calculated honesty, she secures unofficial tolerance. The Goddess’s city remains pristine above, but beneath it, the Black Rose becomes an accepted shadow, sanctioned not by law, but by usefulness.

End goal, setting up black market or underground network, spies, information, favours all going through Leblanc in the underbelly of Chungsu. The Black Rose gaining influence and whispers of the guild becoming infamous.

✧ The Black Rose: Consolidation Arc ✧

Setting:
Landmark 001 – Solanaceae / The City of Chungsu

Arc Overview:
With the Black Rose Salon established beneath Solana’s streets, LeBlanc turns away from expansion and toward control. Chungsu’s undercity is not empty; it is crowded with habits, grudges, and informal powers that resist structure. This arc follows LeBlanc as she replaces improvisation with order, instinct with process, and secrecy with discipline. The Black Rose does not grow outward yet. It hardens inward.
Each mission remains anchored within the capital, but pressure arrives indirectly through manifests from Haesu, patrol movements near Shaohai, merchant traffic through Qindong’s Moon Gate, and rumors drifting in from Yasato. LeBlanc does not conquer these forces. She learns to account for them.
By the end of the arc, the Black Rose is no longer a clever deception or a personal project. It is an organization with rules, memory, and consequences.




Mission 1 – Paper and Blood

Rank: C
Story Elements:
Perform administrative duties (1)
Identify a dissenter (3)
Mission Aim:
Establish internal structure and test LeBlanc’s ability to enforce it quietly.
Summary:
LeBlanc turns her attention inward, examining the Black Rose not as a refuge or a trap, but as a system that must endure scrutiny. She formalizes payment routes, clarifies operational roles, and audits information flow beneath the Salon’s velvet surface. During this process, she identifies a minor dissenter skimming influence rather than coin, destabilizing trust through small, deniable actions. Rather than respond with public punishment, LeBlanc isolates and removes the weakness through illusion and administrative pressure. The Black Rose’s first internal rule is established: disorder will be corrected before it becomes visible.
Outcome:
The organization survives its first internal test. Authority is asserted without spectacle.



Mission 2 – Quiet Rivalries

Rank: B
Story Elements:
Convince a neutral party to fight with you (3)
Make an enemy of the clan disappear (3)
Mission Aim:
Eliminate external competition without open conflict.
Summary:
A small but entrenched information broker operates within Chungsu’s lower districts, siphoning clients through intimidation and rumor. Rather than confront him directly, LeBlanc approaches his associates, reframes their incentives, and engineers subtle conflicts that isolate him from his own support network. When the broker finally collapses, there is no violence and no public claim of territory. His assets are absorbed quietly into the Black Rose, and his name fades from circulation. The undercity adjusts without realizing it has changed.
Outcome:
The Black Rose expands its influence laterally while remaining invisible.



Mission 3 – The Cost of Silence

Rank: B
Story Elements:
Identify a traitor (3)
Choose between what is right and what is easy (3)
Mission Aim:
Define the limits of loyalty and the price of failure.
Summary:
A compromised route linking the Salon to secondary storehouses exposes a critical vulnerability within the Black Rose’s logistics. Investigation reveals negligence rather than malice, rooted in fear and poor judgment. LeBlanc must choose between leniency that preserves morale and enforcement that establishes precedent. Her decision is deliberate and visible only to those who need to understand it. From this point forward, loyalty within the Black Rose is no longer assumed or sentimental. It is conditional, maintained through clarity and consequence.
Outcome:
The organization gains resilience at the cost of innocence.



Mission 4 – Marble Approval

Rank: A
Story Elements:
Negotiate for or speak on behalf of your clan (4)
Deal with a problem in a tactical manner instead of direct confrontation (4)
Mission Aim:
Secure tolerance from Solanaceae’s administrative structures without exposure.
Summary:
Irregularities in trade flow and information distribution draw the attention of Solanaceae’s mid-level administrative bodies. Audits begin, questions circulate, and the risk of scrutiny increases. Rather than retreat or escalate, LeBlanc positions the Black Rose as a stabilizing intermediary that absorbs corruption before it surfaces. Through careful negotiation, selective transparency, and controlled illusion, she redirects administrative pressure away from her core operations. The result is not recognition or protection, but something more valuable: quiet acceptance.
Outcome:
Chungsu functions more smoothly with the Black Rose than without it, and those in authority are unwilling to disrupt that balance.
 
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Zatanna

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Character Sheet
Basic Information

Name: Boromir Tyrell
Age: 25
Nobility: Nobleborn
Title: N/A

Appearance Information

Appearance:
A young faced noble of House Tyrell, Boromir is an athletic build with a taller frame which has been honed from years of outdoor activities shared by his studies. His physique was shaped by his favourite past time, horseback riding as well as developing strong arms thanks to his proficiency with bows becoming an accurate archer. Being a noble born to the Tyrell House, Boromir has a classically handsome face, with a strong jaw, straight nose and high cheekbones. His complexion is fair and healthy, again thanks to his time spent out in the sun riding rather than a life of hard labour. His eyes are a deep blue-grey, with a slight fuzz to his face when left alone a few days without shaving. Boromir's hair is thick, dark brown and kept at a medium length usually just above his shoulders, but long enough to frame his face, and shake and sway when riding. When away from hospitality, he grows a dark brown even beard that is usually maintained with a small pocket knife, giving him a slightly older look when grown in.
When not dressed in his armour, he wears the standard Tyrell fine tailored clothes, which are a mix of greens, golds and a variety of creams usually embroidered with the House sigil, the rose. Boromir tries to carry himself with dignity and composure at all times, standing upright, a relaxed calm face, trying to show comfort in any situation.

Personality:
Usually a composed and honourable young nobleman, Boromir Tyrell took pride in his House from a young age, hearing stories of heroes and warriors that proud recognition and fame to themselves and their house. While some look to earn glory on the battlefield and become the worlds best warrior, some like to try to control all wealth, Boromir looks for a more simpler approach which is to say, to ensure his House and region are happy. When making decisions, Boromir looks for the best course of action for his House, whether diplomatically or through sacrifice. He is devoted to his ideas of Knighthood, praising courage, loyalty, discipline and devotion to ones House. Looking forward to growing his own House, Boromir is hoping to find a suitable woman to build more on his linage and continue the Tyrell House. Boromir is an accomplished horseman and takes particular pride in mounted combat, jousting, and the traditions of Reach chivalry. Competition brings out his determination, though he prefers to defeat a rival through skill rather than humiliation.
Above all, Boromir values family, loyalty, and reputation, understanding that a nobleman's honour is both a personal virtue and a political asset.

Historical Information

Region: The Reach
House: House Tyrell
History:
Boromir Tyrell was born twenty-five years ago at Highgarden, the second son of a lesser branch of House Tyrell. His family was noble and enjoyed the comforts that came with the Tyrell name, but they were not close to the main family or involved in its politics. From a young age, Boromir was taught to respect his family name and make something of himself.
Boromir grew up around the gardens and halls of Highgarden. He received the education expected of a noble, learning history, manners, heraldry, and the traditions of the Reach. However, he was always more interested in horses and weapons than books. He became a skilled rider at a young age and quickly took to fighting from horseback.
At twelve, Boromir dreamed to became a page to a knight sworn to House Tyrell.
As he grew up, Boromir looked into what he needed to do to achieve his goal of becoming a famous knight for House Tyrell.
Now twenty-five, Boromir has a respectable name, a good horse, and several years of experience behind him. He has no great political influence or important alliances, and he has yet to make a name for himself beyond those who know him personally. For now, Boromir is simply a young noble of a lesser Tyrell branch, with much of his future still ahead of him.

Skills and Information

Influence: 150
Faith: The Faith of the Seven - The Father
Fighting Style: Dornish Sand Fighting - curved swords, short swords, spears, and bows.
List of Character Feats:
Favor Network, Through years of relationships and obligations, you have accumulated favors from people across society.
Effect: Once per Phase, call upon a minor NPC contact for assistance appropriate to their position.
Restriction: The favor cannot directly grant military victory, major political changes, or bypass Intrigue Schemes and must be from your home Region.
Master of Hospitality, Your halls are known for generosity and celebration, turning gatherings into powerful political opportunities.
Effect: When hosting a Feast or Banquet, generate additional Gold per participant at no cost to them. A successful event grants +150 Regional Influence as well as 20 Gold per participant.
Restriction: Requires Great Hall Structure and hosts up to 8 Characters. Can be done once per arc.
Tournament Patron, Champions seek your favor, and your support creates prestige, admiration, and political opportunity.
Effect: When hosting a Joust or Tournament, a successful event grants participants 50 Regional Influence for each victory as well as granting the user and the winning champion 200 Gold Each.
Restrictions: Requires Structure and hosts up to 4 competitors each. Can be done once per Arc.
Guild-Forged, Your character has built a strong relationship with craftsmen, artisans, or trade guilds, granting access beyond ordinary means.
Effect: Your character may request discounted repairs, custom equipment, or specialized crafting services from allied craftsmen.
Restriction: Does not stack with House or Stewardship-based crafting bonuses.


• Attributes and Feats Section •

Base. Attribute Points: 10

Primary:
Strength ( STR ): 1
Agility ( AGL ): 1
Dexterity ( DEX ) : 1
Durability ( DUR ): 1
Intrigue ( INT ): 1​

Secondary:
Crafting ( CRFT ): 1
Navigation ( NAV ): 1
Piety ( PTY ): 1
Stewardship ( STWD ): 2​
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