Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 158)
"I didn't say it was necessarily a good idea, only that it was all we currently have to offer him in return for his cooperation. Our other option would be to wait for the party that went to Fluustern to return, then extract the spirit from Ultima, and offer it to him. It's just that in the meantime, Lucida will continue to destroy anything that stands in his way. And if he somehow finds Ultima's location before we can extract the spirit, we could be in trouble, especially if we don't have some kind of understanding.
We could try and explain to him what we're planning, and ask him to stop causing trouble for a little while until we can get him what he wants safely, but I don't think he trusts us enough or would be very patient in that circumstance. We could also tell him we're not supporters of the Caelum sect that had him locked up, and that the Caelum sect leadership itself hadn't even approved of it, and that might get us a little somewhere, but it's all very uncertain."
> Again, quietly leave and head for the armory after hearing what everyone has to say.
Fri Jul 17, 2015 6:40 pm
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Ad Infidium (Roll 158)
"Let's go!"
Fri Jul 17, 2015 8:50 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 158)
"Right now, offering words alone is a significantly better idea for the safety of the continent than telling Lucida where Ultima is. Yes, the chance of him accepting negotiations with no real collateral or gain besides promises is... slim. But, it's also a significantly better plan than letting him smash Ultima out by force. If absolutely nothing else, we need to make sure he understands exactly what he's smashing out." > Sigh "I more than anyone would like negotiations to go well. All of the spirited constructs were, are people too. People who've experienced a hell of a lot more than most of us, and in Lucida's case, been locked in a cold emotionless prison a lot longer. But I'm not stupid enough to think that justifies essentially guaranteeing the jailbreak of a very powerful, very dangerous weapon, with a spirit of... unknown disposition in it."
Sat Jul 18, 2015 3:12 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 158)
"If we have nothing to offer him, then it isn't a negotiation. It's a demand. And Lucida won't accept any demands in his current state. Just asking him to trust that we're on his side won't do it, as we've plainly seen.
We might as well just try and subdue him by force, if making demands is our only option."
> Again, discreetly leave for the armory after hearing everyone's responses.
Sat Jul 18, 2015 3:36 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 158)
"If you'd like to use that logic, then HE has nothing to offer us aside from not trying to kill us. The point would be to establish a mutual point of trust. If he works with us, we'll assist him. If we help him, he'll stop trying to hunt Ultima. That would be the agreement. We only know that some nameless man claiming to represent Vranhal does not make him believe anything. An earnest attempt at diplomacy with someone truly influential has yet to be made, and I hardly see how you're an expert of how he would react, considering your total interactions with Lucida amount to punching him hard enough to crack his armor."
Sat Jul 18, 2015 5:16 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 158)
>There a door to the cell?
Sat Jul 18, 2015 5:16 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 158)
Whoops it's 4am, roll later tomorrow today.
Sun Jul 19, 2015 9:07 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
Vandolf: "But we tried that. Negotiations have already failed. It seems Lucida has serious trust issues - quite understandable, considering his past, both recent and distant. If we still wish to pursue negotiations, we'd need some proof of our good will and sincerity.
The negotiator would need to be alone with Byrnolf as to attract Lucida's attention, and be unarmed so they aren't a threat. And we can't send a nobody like last time... sorry John, but sending somebody of no significance won't do.
As far as I can tell, Elizabeth would be the best negotiator in this situation. Lucida already knows how powerful and influential she is, as he has fought her before. Her coming to him unarmed would send a very big message. If we show him a bit of trust this way, he may just do the same for us.
Trust is only the first step however. For us to actually negotiate anything, we have to be able to give him something in return.
The only thing we can currently offer to him is to show him the location of Ultima, as long as he promises not to release it. If he agrees to this, I think we can trust him. He seems to despise treachery, and generally very... honorable, as long as he doesn't feel threatened.
From there we can wait for the party heading to Fluustern to return, and attempt release the spirit residing in Ultima. If we can do this, we can offer the spirit to him in some way that allows them to remain together, and offer to release Lucida as well if he so desires.
And then everyone lived happily ever after."
John: "That's not a good idea. Lucida's been burned one too many times already, leading with the information he wants most would be reckless at best, suicidal at worst. If we got some way into negotiation and diplomacy, I mean months of building rapport and trust, maybe then it'd be fine to reveal the location. Right now? If he got the location, boom, we're done. He'd run off to it immediately. Well, with some caution, considering how likely it is to be a trap for us to just tell him like that. The rest of the negotiations, yes, Lord Elizabeth would be ideal for the job. I would recommend Tara, but I'm not sure how well known her name was when Lucida was spirited, so that may just be going off the Daeli name. Though telling him that the Daelis are supporting Vranhal in this Lucida endeavor could be a useful thing. Either for intimidation or for proving the legitimacy of your attempts to help him and Ultima."
Vandolf: "I didn't say it was necessarily a good idea, only that it was all we currently have to offer him in return for his cooperation. Our other option would be to wait for the party that went to Fluustern to return, then extract the spirit from Ultima, and offer it to him. It's just that in the meantime, Lucida will continue to destroy anything that stands in his way. And if he somehow finds Ultima's location before we can extract the spirit, we could be in trouble, especially if we don't have some kind of understanding.
We could try and explain to him what we're planning, and ask him to stop causing trouble for a little while until we can get him what he wants safely, but I don't think he trusts us enough or would be very patient in that circumstance. We could also tell him we're not supporters of the Caelum sect that had him locked up, and that the Caelum sect leadership itself hadn't even approved of it, and that might get us a little somewhere, but it's all very uncertain."
John: "Right now, offering words alone is a significantly better idea for the safety of the continent than telling Lucida where Ultima is. Yes, the chance of him accepting negotiations with no real collateral or gain besides promises is... slim. But, it's also a significantly better plan than letting him smash Ultima out by force. If absolutely nothing else, we need to make sure he understands exactly what he's smashing out."
You sigh.
John: "I more than anyone would like negotiations to go well. All of the spirited constructs were, are people too. People who've experienced a hell of a lot more than most of us, and in Lucida's case, been locked in a cold emotionless prison a lot longer. But I'm not stupid enough to think that justifies essentially guaranteeing the jailbreak of a very powerful, very dangerous weapon, with a spirit of... unknown disposition in it."
Vandolf: "If we have nothing to offer him, then it isn't a negotiation. It's a demand. And Lucida won't accept any demands in his current state. Just asking him to trust that we're on his side won't do it, as we've plainly seen.
We might as well just try and subdue him by force, if making demands is our only option."
John: "If you'd like to use that logic, then HE has nothing to offer us aside from not trying to kill us. The point would be to establish a mutual point of trust. If he works with us, we'll assist him. If we help him, he'll stop trying to hunt Ultima. That would be the agreement. We only know that some nameless man claiming to represent Vranhal does not make him believe anything. An earnest attempt at diplomacy with someone truly influential has yet to be made, and I hardly see how you're an expert of how he would react, considering your total interactions with Lucida amount to punching him hard enough to crack his armor."
Elizabeth: ”Giving Ultima’s location to Lucida is a bad idea and we’re not doing that. Talking to Lucida one-on-one, unarmed. Hmm.”
The lord takes a long sip from her coffee mug.
Elizabeth: ”I suppose there could be worse things to do, like giving Ultima’s location to Lucida. We’ll need to figure out where Lucida is and plan the meeting, and somehow get it across that it’s not a trap.”
Tara: ”If you’re willing to go through with that plan, Atra and I could help track Lucida down. A sword that lights up like a beacon can’t be too hard to find, right?”
Elizabeth: ”Tell that to the men I already have trying to keep a tab on him. But yes, your help would be appreciated, thank you.”
Vandolf leaves the room, and the lord looks directly at you.
Elizabeth: ”Thank you, John. You’ve been of great help lately, and I admire your enthusiasm towards peaceful resolutions, something that seems to be lacking nowadays with all of the conflict we’ve been having. I would be honored to have your continued efforts in our attempts to remedy the situation, we’re short on men like you around here.”
You shift uncomfortably. The sincere smile on her face, the soft gaze focused on you, highlighted by the shadows under her eyes… Wait, has she slept at all? It’s nearly morning and she’s still wearing the same wrinkled clothes you saw the last time you were here. ____________________
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP) ---Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP) ---Form Artificial Matter (Create magic’d solids) (Durability: Steel) ---Form Memory Stone (Create a memory stone) (Efficiency: Low) ---Form Mana Stone (Create a mana stone) (Efficiency: 1 Capacity = 8 Mana) ---Form Conduit (Create mana conduits) ---Form Release (Create a release crystal) (Efficiency: 1 Capacity = 10 Mana) ---Form Focus (Create a focus crystal) (Efficiency: 1 Ability = 10 Mana , Ability Strength (per ability): 100% = 10 Mana [cannot exceed 100%]) ---Form Sparker (Create a Mana Sparker) (Efficiency: 1 Impulse = 0.01) ---Security Sequence (Level: Basic) (Load a memory crystal with a magic sequence that protects the construct from deconstruction) -(Kinetic) --(Impulse) (Offensive skills lower target’s Will by 50% for Stagger check) ---Kinetic Bolt (Launch an orb of kinetic energy that explodes upon impact) (Inflicts Trauma = Arcane + Mana) ---Levitation (pick up and levitate small objects) ---Blast Wave (Lets out a powerful but short-ranged concussive wave) (Inflicts Trauma = [Arcane + Mana] * 1.5) ---Counter Force (Single Turn Condition) (Applies counteracting forces to a target, lowering strength and evasion) (-Strength, -Evasion = Arcane + Mana) ---Impulse Evasion (Evasion) (Cannot use Evasion AP) (Launch yourself with kinetics to evade an attack) (Substitutes your basic evasion) (Stumbles you after use, can be used when Stumbled, can be used to recover from a Stumble) (Evasion = Arcane + MP) --(Fortification) (If cast with Mana, Mana is only drained when abilities are disturbed/buffed attacks land) ---Stabilize (Direct Magic) (Single Turn Condition) (Lock an object’s movement relative to a target) (+Trauma Resistance = Arcane + MP) ---Lockdown (Single Turn Condition) (Lock your bones in place and petrify your skin, resisting damage) (+Physical Damage Resistance = Arcane + Mana , affected parts are unable to move [affects evasion]) ---Power Flow (Single Turn Condition) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) ---Fireball (Launch an orb that unleashes an explosion of heat on impact) (Inflicts Burn = Arcane + Mana) --(Ice) ---Freeze (Cool down a target, freezing it with enough energy) (Consumes 2x AP) (Inflicts Freeze = Arcane + Mana) -(Pure) --(Light) ---Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana)
-Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn) Passives: Strength: 6 Arcane: 10 Aim: 8 Evasion: 5 +2 Will: 5 Speed: 1
-Fortified Resolve (Grants a separate pool of AP for Fortification magic) -Acrobat (Grants a separate pool of AP for evasion)
Name: Kleigg (TheKebbit) Race: Human ____________________
"My name is Kleigg. I am a penniless man of a religion with no name, no tithes and no temples. I am anathema to magic as an accident of my birth, and I suppose there are some who would need my services, but I have been avoiding serfdom ever since a terrible accident with the Second of Caelum. And you would be? You seem like a helpful soul. What is it exactly that you do around here?"
???: ”My friends call me Tabi. What do I do? Well, I guess you could say I recruit people for our, uh, secret club for the magically inept, if that makes sense. I’m not allowed to give too many details unless if you join, which makes it hard to convince people to join in the first place.” ____________________
Skills: (Magic) -(???) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) ---Withdrawal (Take a select amount of mana from a source that is in contact) --(???) ---Extrasensory (Detects magic in the area) (Does not consume AP) -(???) --(Negation) ---Nullify (Reduce the effectiveness of a magic instance, cancelling it with enough effort) ---Zero Field (Create a persistent nullification effect on a target or area) (Inflicts Null Body = Arcane + MP) ---Capture (Grab an instance of a spell being cast, storing it while nullifying any remaining) (Nullify = Arcane + Mana) ---Release (Cast a spell that was stored with Capture [removes spell from storage]) ---Reversal (Reverses the Light/Dark polarity of a magic instance) (Fire<->Ice , Impulse<->Fortification , Light<->Dark , Electric caster/user is switched) (Reverse Strength = Arcane + Mana) -Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
The guide leads you into the commerce district. Shops of all kinds fill the area, and vendors prepare their stalls for the coming day. Your group stops in front of a medium sized building with a large sign above the door reading “Arcane Suppliers.” Heading inside, you see the store has four large free-standing shelves and shelves on the left and right walls, with counters on the same wall as the entrance.
The left wall has a large array of different colored small orbs, mage stones. The rest of the shelves have a collection of various devices, most likely constructs. A uniformed chirop pokes her head from behind a shelf, holding several items that she was probably stocking.
Staff: ”Hello, can I help you?” ____________________
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) -(Electric) --(Telepathy) (Skills ignore Evasion and do not consume Mana) ---Message (Sends a telepathic message to a target/multiple targets) (does not consume AP) ---Receive (Picks up on thoughts if people are thinking hard enough) (does not consume AP) ---Trace (Find the source of a tendril from an active spell that uses one) ---Proxy (Create a fake mind at a specified location that you can direct to use telepathy) ---Mental Security (Strengthen your defense against Telepathy) (Inflicts Mind Guard = Arcane) ---Analyze (Degrading Condition) (Probe the target's thoughts to discover its behavior and stats) (+Evasion +Aim against target = Arcane - target_Will) ---Mind Control (Force the target to perform an action) (Arcane must be higher than target's Will) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) --(Ice) ---Freeze (Cool down a target, freezing it with enough energy) (Consumes 2x AP) (Inflicts Freeze = Arcane + Mana) -(Pure) --(Light) ---Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana)
-Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude) Passives: Strength: 1 Arcane: 12 Aim: 6 Evasion: 7 +7 Will: 4 Speed: 2
-Mind Guard (+1 Telepathy Resistance) -Multiprocessing (Grants a separate pool of AP for Telepathic magic)
The guide leads you into the commerce district. Shops of all kinds fill the area, and vendors prepare their stalls for the coming day. Your group stops in front of a medium sized building with a large sign above the door reading “Arcane Suppliers.” Heading inside, you see the store has four large free-standing shelves and shelves on the left and right walls, with counters on the same wall as the entrance.
The left wall has a large array of different colored small orbs, mage stones. The rest of the shelves have a collection of various devices, most likely constructs. A uniformed chirop pokes her head from behind a shelf, holding several items that she was probably stocking.
Staff: ”Hello, can I help you?” ____________________
Skills: (Magic) -(Electric) --(Lightning) (Aim of skills is increased 50%) ---Shocking Touch (Electrify a target within arm’s reach) (Inflicts Electrocution = [Arcane + Mana] * 1.5) ---Lightning Bolt (Strike a ranged target with a lightning bolt) (Inflicts Electrocution = Arcane + Mana) ---Chain Lightning (Hit multiple targets with damage evenly distributed) (Inflicts Total Electrocution = Arcane + Mana)
-Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
Turning around, you see a sturdy wooden door with steel stripes for reinforcement. You then find yourself standing in a hallway - outside of the cell. The entire hall has doors running down it, countless cells with children inside, some screaming, others crying, most silent.
They’re here for a reason. What is it? You see rooms flash before your eyes, metal devices and hot fires and lacerated flesh, puddles of blood, and piles of bones. The shadow man carrying out the deeds as easily as one would pull weeds.
In the back of your head you know that he isn’t a sadist. There’s a reason for the torture. Who is he? What is his goal? ____________________
Skills: (Magic) -(Spirit) --(Entity) ---Meditation (Relaxes and strengthens your soul, resisting outside spirits) (Inflicts Inner Peace = Arcane + Mana) ---Spirit Channel (Let a spirit use your body to perform an action) (Consumes AP for spirit actions) -(Kinetic) --(Fortification) (Mana is only drained when abilities are disturbed) ---Power Flow (Single Turn Condition) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana)
-Sixth Sense (Passive) (+3 Magic Evasion) -Berserker (Grants a separate pool of AP for melee attacks) -Acrobat (Passive) (Grants a separate pool of AP for evasion) -Inner Peace (+5 Spirit Magic Resistance)
Vandolf: "But we tried that. Negotiations have already failed. It seems Lucida has serious trust issues - quite understandable, considering his past, both recent and distant. If we still wish to pursue negotiations, we'd need some proof of our good will and sincerity.
The negotiator would need to be alone with Byrnolf as to attract Lucida's attention, and be unarmed so they aren't a threat. And we can't send a nobody like last time... sorry John, but sending somebody of no significance won't do.
As far as I can tell, Elizabeth would be the best negotiator in this situation. Lucida already knows how powerful and influential she is, as he has fought her before. Her coming to him unarmed would send a very big message. If we show him a bit of trust this way, he may just do the same for us.
Trust is only the first step however. For us to actually negotiate anything, we have to be able to give him something in return.
The only thing we can currently offer to him is to show him the location of Ultima, as long as he promises not to release it. If he agrees to this, I think we can trust him. He seems to despise treachery, and generally very... honorable, as long as he doesn't feel threatened.
From there we can wait for the party heading to Fluustern to return, and attempt release the spirit residing in Ultima. If we can do this, we can offer the spirit to him in some way that allows them to remain together, and offer to release Lucida as well if he so desires.
And then everyone lived happily ever after."
John: "That's not a good idea. Lucida's been burned one too many times already, leading with the information he wants most would be reckless at best, suicidal at worst. If we got some way into negotiation and diplomacy, I mean months of building rapport and trust, maybe then it'd be fine to reveal the location. Right now? If he got the location, boom, we're done. He'd run off to it immediately. Well, with some caution, considering how likely it is to be a trap for us to just tell him like that. The rest of the negotiations, yes, Lord Elizabeth would be ideal for the job. I would recommend Tara, but I'm not sure how well known her name was when Lucida was spirited, so that may just be going off the Daeli name. Though telling him that the Daelis are supporting Vranhal in this Lucida endeavor could be a useful thing. Either for intimidation or for proving the legitimacy of your attempts to help him and Ultima."
Vandolf: "I didn't say it was necessarily a good idea, only that it was all we currently have to offer him in return for his cooperation. Our other option would be to wait for the party that went to Fluustern to return, then extract the spirit from Ultima, and offer it to him. It's just that in the meantime, Lucida will continue to destroy anything that stands in his way. And if he somehow finds Ultima's location before we can extract the spirit, we could be in trouble, especially if we don't have some kind of understanding.
We could try and explain to him what we're planning, and ask him to stop causing trouble for a little while until we can get him what he wants safely, but I don't think he trusts us enough or would be very patient in that circumstance. We could also tell him we're not supporters of the Caelum sect that had him locked up, and that the Caelum sect leadership itself hadn't even approved of it, and that might get us a little somewhere, but it's all very uncertain."
John: "Right now, offering words alone is a significantly better idea for the safety of the continent than telling Lucida where Ultima is. Yes, the chance of him accepting negotiations with no real collateral or gain besides promises is... slim. But, it's also a significantly better plan than letting him smash Ultima out by force. If absolutely nothing else, we need to make sure he understands exactly what he's smashing out."
He sighs.
John: "I more than anyone would like negotiations to go well. All of the spirited constructs were, are people too. People who've experienced a hell of a lot more than most of us, and in Lucida's case, been locked in a cold emotionless prison a lot longer. But I'm not stupid enough to think that justifies essentially guaranteeing the jailbreak of a very powerful, very dangerous weapon, with a spirit of... unknown disposition in it."
Vandolf: "If we have nothing to offer him, then it isn't a negotiation. It's a demand. And Lucida won't accept any demands in his current state. Just asking him to trust that we're on his side won't do it, as we've plainly seen.
We might as well just try and subdue him by force, if making demands is our only option."
John: "If you'd like to use that logic, then HE has nothing to offer us aside from not trying to kill us. The point would be to establish a mutual point of trust. If he works with us, we'll assist him. If we help him, he'll stop trying to hunt Ultima. That would be the agreement. We only know that some nameless man claiming to represent Vranhal does not make him believe anything. An earnest attempt at diplomacy with someone truly influential has yet to be made, and I hardly see how you're an expert of how he would react, considering your total interactions with Lucida amount to punching him hard enough to crack his armor."
Elizabeth: ”Giving Ultima’s location to Lucida is a bad idea and we’re not doing that. Talking to Lucida one-on-one, unarmed. Hmm.”
The lord takes a long sip from her coffee mug.
Elizabeth: ”I suppose there could be worse things to do, like giving Ultima’s location to Lucida. We’ll need to figure out where Lucida is and plan the meeting, and somehow get it across that it’s not a trap.”
Tara: ”If you’re willing to go through with that plan, Atra and I could help track Lucida down. A sword that lights up like a beacon can’t be too hard to find, right?”
Elizabeth: ”Tell that to the men I already have trying to keep a tab on him. But yes, your help would be appreciated, thank you.”
You leave the room and head for the armory, which isn’t too far away.
The guards let you in without question, and you enter and find the place full of racks of equipment.
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP) ---Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP)
-Flurry (Melee three times, each attack dealing one third of your normal damage [consumes 1 AP]) -Metabolize (Exert your will over your body, forcing it to produce energy faster than normal) (+Stamina = Will)
-Sixth Sense (Passive) (+3 Magic Evasion) -Momentum (Passive) (Keep yourself moving, increasing damage with each attack) (Buff ends when you fail to attack in a turn or are blocked or stumbled) (+Damage = 1d6 per attack , Max total +Damage = 2 * Strength) -Critical Shot (Increases damage by extra Aim if initial damage to target is greater than 0) -Berserker (Grants a separate pool of AP for melee attacks) -Adrenaline Rush (Passive) (Stamina usage is twice as effective)
Skills: -Stabilize (Spend the extra energy to hold still, increasing Aim for the next attack) (+Aim = Stamina) -Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
Skills: (Magic) -(Pure) --(Light) ---Accelerated Repair (Speed up the body’s natural healing process on a target, clearing conditions) (Turns given = Arcane + Mana)
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 159)
> Take two Steel Longswords, a Steel Helmet and Cuirass, a Black Mage's Hooded Robe, a Mage Stone, Crossbow, and as many Crossbow Bolts as feels appropriate. Equip the armor and thank the guards on my way out. Head back into the meeting room I was in previously, to meet up with John.
Mon Jul 20, 2015 5:15 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 159)
>Observe with my magic sense to see if she is a Nullifier too. >>Regardless of result, smile broadly and say: "Let me in. I don't want to stand alone."
Mon Jul 20, 2015 5:46 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 159)
>Shadow man? where is he?
Mon Jul 20, 2015 7:38 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 159)
"Oh, I, ah... Thank you. I'm glad to assist you however I can. You haven't slept since Lucida arrived on Vranhal's doorstep, have you? You may want to soon, while things are relatively calm, especially if you do intend to go the diplomatic route. Keep the mind sharp and show yourself at your best." > Intermission. "When did I last sleep..."
Mon Jul 20, 2015 3:10 pm
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Ad Infidium (Roll 159)
"What is a mage stone?"
Mon Jul 20, 2015 7:51 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
"Oh, I, ah... Thank you. I'm glad to assist you however I can. You haven't slept since Lucida arrived on Vranhal's doorstep, have you? You may want to soon, while things are relatively calm, especially if you do intend to go the diplomatic route. Keep the mind sharp and show yourself at your best." "When did I last sleep..."
Elizabeth: ”Been managing with little power naps here and there, but proper sleep does sound like a good idea.”
Another sip from the mug as Vandolf makes his return, now armed with half of the armory’s inventory.
Elizabeth: ”Alright, so here’s what we’re going to do. Tara, I’ll have you help the men I already have out in the field track down Lucida. I’ll have to come up with an articulate discussion plan, make sure I’m prepared for any questions Lucida might ask. Liam -”
She gestures to the silent, towering lupus standing to her left.
Elizabeth: He and several men will go to Esthen, see if they can get the Second or Esthen to explain the situation themselves, see what they know. Torrent and several other guards will keep an eye on Byrnolf, as well as anyone else we know of that has information on Ultima.
So, John and Vandolf, where do you two fit into this? You’re free to leave the matter if you wish - you’ve done more than enough. ____________________
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP) ---Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP) ---Form Artificial Matter (Create magic’d solids) (Durability: Steel) ---Form Memory Stone (Create a memory stone) (Efficiency: Low) ---Form Mana Stone (Create a mana stone) (Efficiency: 1 Capacity = 8 Mana) ---Form Conduit (Create mana conduits) ---Form Release (Create a release crystal) (Efficiency: 1 Capacity = 10 Mana) ---Form Focus (Create a focus crystal) (Efficiency: 1 Ability = 10 Mana , Ability Strength (per ability): 100% = 10 Mana [cannot exceed 100%]) ---Form Sparker (Create a Mana Sparker) (Efficiency: 1 Impulse = 0.01) ---Security Sequence (Level: Basic) (Load a memory crystal with a magic sequence that protects the construct from deconstruction) -(Kinetic) --(Impulse) (Offensive skills lower target’s Will by 50% for Stagger check) ---Kinetic Bolt (Launch an orb of kinetic energy that explodes upon impact) (Inflicts Trauma = Arcane + Mana) ---Levitation (pick up and levitate small objects) ---Blast Wave (Lets out a powerful but short-ranged concussive wave) (Inflicts Trauma = [Arcane + Mana] * 1.5) ---Counter Force (Single Turn Condition) (Applies counteracting forces to a target, lowering strength and evasion) (-Strength, -Evasion = Arcane + Mana) ---Impulse Evasion (Evasion) (Cannot use Evasion AP) (Launch yourself with kinetics to evade an attack) (Substitutes your basic evasion) (Stumbles you after use, can be used when Stumbled, can be used to recover from a Stumble) (Evasion = Arcane + MP) --(Fortification) (If cast with Mana, Mana is only drained when abilities are disturbed/buffed attacks land) ---Stabilize (Direct Magic) (Single Turn Condition) (Lock an object’s movement relative to a target) (+Trauma Resistance = Arcane + MP) ---Lockdown (Single Turn Condition) (Lock your bones in place and petrify your skin, resisting damage) (+Physical Damage Resistance = Arcane + Mana , affected parts are unable to move [affects evasion]) ---Power Flow (Single Turn Condition) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) ---Fireball (Launch an orb that unleashes an explosion of heat on impact) (Inflicts Burn = Arcane + Mana) --(Ice) ---Freeze (Cool down a target, freezing it with enough energy) (Consumes 2x AP) (Inflicts Freeze = Arcane + Mana) -(Pure) --(Light) ---Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana)
-Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn) Passives: Strength: 6 Arcane: 10 Aim: 8 Evasion: 5 +2 Will: 5 Speed: 1
-Fortified Resolve (Grants a separate pool of AP for Fortification magic) -Acrobat (Grants a separate pool of AP for evasion)
Name: Kleigg (TheKebbit) Race: Human ____________________
You use your magic sense to see if she’s a nullifier like you.
Well… You sense her, so you assume that she’s not a nullifier.
"Let me in. I don't want to stand alone."
Tabi: ”Well, if you’re that eager to join then I guess I can’t say no! Come on, I’ll take you to the guy who leads the division in Magusalto.”
You follow the chirop as she leads you to the south-eastern end of the city, the area full of smaller, residential towers and buildings. There aren’t many people around at the moment, being very early morning.
Tabi: ”This is pretty exciting! I haven’t recruited anyone before, I, maybe I could be your superior and show you the ins and outs of what we do. Maybe that sounds weird but it feels like I’m doing something, you know?”
The two of you soon reach a small, plain rectangular two-story stone building, the windows boarded up and the heavy wooden door reinforced with sheets of metal bolted to the front. Tabi knocks on the door, and you hear a “Who is it?” on the other side.
Tabi: ”Ba-ba ba dook, dook, DOOK.”
A brief pause, and there’s the sound of clicking and metal sliding on metal as numerous locks are undone. The door opens up, the interior fairly well-lit, and the two of you enter.
The first floor of the building is barren - the room is void of any sort of furniture or setting. The floor and ceiling are both wood, with a staircase on the far left of the room that leads to the upper level. A thump, and you turn around to see the door closed, a lupus wearing an ordinary cotton shirt and thick brown pants. The only thing that seems out of the ordinary is the sturdy leather gauntlet that encases his right hand and lower arm.
Tabi: ”Hey Bayfri, I recruited someone! He’s interested in joining, and I only told him what I’m allowed to!”
Bayfri: ”Hmm.”
The wolf’s eyes focus on you, looking up and down, taking in any and all possible information.
Bayfri: ”You seem rather unusual, if I may be blunt. What is your story?” ____________________
Skills: (Magic) -(???) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) ---Withdrawal (Take a select amount of mana from a source that is in contact) --(???) ---Extrasensory (Detects magic in the area) (Does not consume AP) -(???) --(Negation) ---Nullify (Reduce the effectiveness of a magic instance, cancelling it with enough effort) ---Zero Field (Create a persistent nullification effect on a target or area) (Inflicts Null Body = Arcane + MP) ---Capture (Grab an instance of a spell being cast, storing it while nullifying any remaining) (Nullify = Arcane + Mana) ---Release (Cast a spell that was stored with Capture [removes spell from storage]) ---Reversal (Reverses the Light/Dark polarity of a magic instance) (Fire<->Ice , Impulse<->Fortification , Light<->Dark , Electric caster/user is switched) (Reverse Strength = Arcane + Mana) -Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) -(Electric) --(Telepathy) (Skills ignore Evasion and do not consume Mana) ---Message (Sends a telepathic message to a target/multiple targets) (does not consume AP) ---Receive (Picks up on thoughts if people are thinking hard enough) (does not consume AP) ---Trace (Find the source of a tendril from an active spell that uses one) ---Proxy (Create a fake mind at a specified location that you can direct to use telepathy) ---Mental Security (Strengthen your defense against Telepathy) (Inflicts Mind Guard = Arcane) ---Analyze (Degrading Condition) (Probe the target's thoughts to discover its behavior and stats) (+Evasion +Aim against target = Arcane - target_Will) ---Mind Control (Force the target to perform an action) (Arcane must be higher than target's Will) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) --(Ice) ---Freeze (Cool down a target, freezing it with enough energy) (Consumes 2x AP) (Inflicts Freeze = Arcane + Mana) -(Pure) --(Light) ---Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana)
-Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude) Passives: Strength: 1 Arcane: 12 Aim: 6 Evasion: 7 +7 Will: 4 Speed: 2
-Mind Guard (+1 Telepathy Resistance) -Multiprocessing (Grants a separate pool of AP for Telepathic magic)
Skills: (Magic) -(Electric) --(Lightning) (Aim of skills is increased 50%) ---Shocking Touch (Electrify a target within arm’s reach) (Inflicts Electrocution = [Arcane + Mana] * 1.5) ---Lightning Bolt (Strike a ranged target with a lightning bolt) (Inflicts Electrocution = Arcane + Mana) ---Chain Lightning (Hit multiple targets with damage evenly distributed) (Inflicts Total Electrocution = Arcane + Mana)
-Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
You see him in the torture chamber, utilizing the sinister tools as carefully as an artist would sculpt clay, looking at a crystalline and metal contraption with interest, writing down notes so he would not forget what he observed. You see him in the infirmary, carefully tending to the childrens’ wounds with the gentleness and care rivalling the most nurturing parent. You see him in the kitchen, slaving over the fires and double-checking books, mixing spices and oils and vegetables and meats in precise quantities before placing them in front of the children.
They fear him when he arrives at their cells, they relax when they see the light of healing magic, they become excited when the feast is ready, they steel themselves for the fast.
Sometimes he takes them to the library and reads to them, sometimes outside the walls, grassy fields that are still contained in iron bars.
Standing on a hill, you watch the children run about, screaming, fighting, playing, laughing. Beside you stands a man clothed in a white robe, watching with you.
Grant: ”Why is this happening?” ____________________
Skills: (Magic) -(Spirit) --(Entity) ---Meditation (Relaxes and strengthens your soul, resisting outside spirits) (Inflicts Inner Peace = Arcane + Mana) ---Spirit Channel (Let a spirit use your body to perform an action) (Consumes AP for spirit actions) -(Kinetic) --(Fortification) (Mana is only drained when abilities are disturbed) ---Power Flow (Single Turn Condition) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana)
-Sixth Sense (Passive) (+3 Magic Evasion) -Berserker (Grants a separate pool of AP for melee attacks) -Acrobat (Passive) (Grants a separate pool of AP for evasion) -Inner Peace (+5 Spirit Magic Resistance)
You equip the armor and thank the guards on your way out, who simply glare at you, and make your way back to the lord’s office. Everyone’s still there when you arrive.
Elizabeth: ”Alright, so here’s what we’re going to do. Tara, I’ll have you help the men I already have out in the field track down Lucida. I’ll have to come up with an articulate discussion plan, make sure I’m prepared for any questions Lucida might ask. Liam -”
She gestures to the silent, towering lupus standing to her left.
Elizabeth: He and several men will go to Esthen, see if they can get the Second or Esthen to explain the situation themselves, see what they know. Torrent and several other guards will keep an eye on Byrnolf, as well as anyone else we know of that has information on Ultima.
So, John and Vandolf, where do you two fit into this? You’re free to leave the matter if you wish - you’ve done more than enough. ____________________
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP) ---Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP)
-Flurry (Melee three times, each attack dealing one third of your normal damage [consumes 1 AP]) -Metabolize (Exert your will over your body, forcing it to produce energy faster than normal) (+Stamina = Will)
-Sixth Sense (Passive) (+3 Magic Evasion) -Momentum (Passive) (Keep yourself moving, increasing damage with each attack) (Buff ends when you fail to attack in a turn or are blocked or stumbled) (+Damage = 1d6 per attack , Max total +Damage = 2 * Strength) -Critical Shot (Increases damage by extra Aim if initial damage to target is greater than 0) -Berserker (Grants a separate pool of AP for melee attacks) -Adrenaline Rush (Passive) (Stamina usage is twice as effective)
Skills: -Stabilize (Spend the extra energy to hold still, increasing Aim for the next attack) (+Aim = Stamina) -Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
Skills: (Magic) -(Pure) --(Light) ---Accelerated Repair (Speed up the body’s natural healing process on a target, clearing conditions) (Turns given = Arcane + Mana)
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