Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 162)
"Be great t' go straight t' Fluustern. But if we run into any more of those guys... whoever they are, might no be able t' make it today." "Start the day and then head for Gabel, if we've not been waylaid and are makin' good time we can think 'bout goin' all the way then. Sound like a plan t' you?"
Sun Jul 26, 2015 8:49 am
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 162)
"But what if, for instance, I wanted to trap the spirit of someone?"
Sun Jul 26, 2015 10:49 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 162)
"So, you're now in possession of knowledge of illegal, outlawed magic that was literally wiped off the face of the earth a while back. Fan. Tastic. Well, that's something to deal with after this Lucida situation. In the meantime, if we're going to do anything with it, let's make damn sure not to make it obvious. If it's disguised as a construct, there should be no problem. If word gets out, we'll have the Ruhe breathing down our necks. Potentially Kyeltziv too. So, what can you do with this? What forms of magic? Kinetic? Fire? Light by any chance?"
Mon Jul 27, 2015 1:30 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 162)
"So far, most of my magic boils down to light and fire. With fire I can create explosions or slow heat, or using light, things like this map.
One of the biggest benefits to this type of magic is that a rune spell can store as much mana as you want until it's activated. That means it can store an infinite amount of mana for its spells, as long as you spend enough time charging them. We could even create something that created an explosion using approximately 100 units of mana, which would probably turn anything nearby into ash, as far as I can tell. If we needed to, such a supercharged bomb would probably subdue or perhaps even destroy Lucida. It could also save us from being horded by enemies.
The biggest flaw however is that all this mana is lost if the rune spell is damaged. That makes spells written on paper particularly fragile. That's why I thought it would be fruitful for us to pair our magic together, since if the runes were etched into artificial matter as it were created, it would be much more stable. Additionally, yes, if we combined our magic mine could be used inconspicuously, and yours could mass produce very useful "constructs" for the group to use. I do plan on telling them about this magic as well, though.
I have a couple ideas for useful tools we could create. One would be a small artificial matter metal orb of sorts, with a hidden rune spell inside that we could charge by holding it. Once we hit a button of some kind, a timer would start, and we could throw the orb, and it would explode using its stored mana, sending fragments of its container out like bullets, impacting them with a shockwave that might stagger them, and engulfing them in flame if they're nearby. Of course, this weapon wouldn't discriminate between friend and foe, so we'd have to be careful.
We could also create a disguised version of this spirit map, such that we could use it in public without fear of being discovered.
Another option would be to create a sort of "flashlight" or an object that flashes light at an enemy, using its mana to blind an enemy."
Mon Jul 27, 2015 9:34 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 162)
"Hm. Interesting. The mana storage alone sounds... hm. Fascinating. A mana stone needs a medium to contain it, but you say these runes can with just... a formation? I wonder how that works. Show a rune to make a flash of light, let's try this out." > Intermission, finish and equip greaves. Make a light grenade with the runes out of AM, don't bother making it too durable to save on Mana.
Tue Jul 28, 2015 3:59 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 162)
> Write a rune spell that has a variable called 'timer' that gets subtracted by 1 every update. Once the timer reaches 0, have it spend all of its mana to create a flash of light. Have a line that sets the 'timer' variable to 1000 every update, and mark it for John in a way that the compass won't read.
"If you can cover this marked section, or make it slide out of position so it isn't in line with the rest of the runes, or create some other mechanism for it to not be able to be read, it will create a flash of light originating from the first rune after a certain period of time. That means the first rune will need to be exposed somehow, or at least not in a solid object, or the light won't be able to escape.
I'll see if it works while you make your AM version. You might want to look away."
> Charge the spell with 1 mana and cover the specified line with my thumb to see if it works. (Try not to smudge!) Shield my eyes slightly, and try to keep track of the time that passes between me placing my thumb and it releasing light.
Tue Jul 28, 2015 4:26 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
Vandolf writes a collection of symbols on a piece of paper in a gridded arrangement, and two points of light appear over the paper.
Vandolf: "I'm sure you're wondering why it took me so long to reach Vranhal. Well, quite a lot happened, but the most important thing is that along the way I learned a form of magic called rune magic.
It allows anyone who knows it to create simple spells to do any task. The only catch being that this kind of magic was supposed to be banished from this world long ago by the Ruhe - shamans that Kyeltziv has already, well, encountered. Basically, it's outlawed, taboo magic, which would also be why I needed to speak with you in such a secure location.
My... dictionary in it is limited, but we can still create a few interesting gadgets if we put our heads together. For example, this piece of paper creates a point of light for the 20 closest spirits it can find."
He passes you a full 10 capacity mana stone.
"So, you're now in possession of knowledge of illegal, outlawed magic that was literally wiped off the face of the earth a while back. Fan. Tastic. Well, that's something to deal with after this Lucida situation. In the meantime, if we're going to do anything with it, let's make damn sure not to make it obvious. If it's disguised as a construct, there should be no problem. If word gets out, we'll have the Ruhe breathing down our necks. Potentially Kyeltziv too. So, what can you do with this? What forms of magic? Kinetic? Fire? Light by any chance?"
Vandolf: "So far, most of my magic boils down to light and fire. With fire I can create explosions or slow heat, or using light, things like this map.
One of the biggest benefits to this type of magic is that a rune spell can store as much mana as you want until it's activated. That means it can store an infinite amount of mana for its spells, as long as you spend enough time charging them. We could even create something that created an explosion using approximately 100 units of mana, which would probably turn anything nearby into ash, as far as I can tell. If we needed to, such a supercharged bomb would probably subdue or perhaps even destroy Lucida. It could also save us from being horded by enemies.
The biggest flaw however is that all this mana is lost if the rune spell is damaged. That makes spells written on paper particularly fragile. That's why I thought it would be fruitful for us to pair our magic together, since if the runes were etched into artificial matter as it were created, it would be much more stable. Additionally, yes, if we combined our magic mine could be used inconspicuously, and yours could mass produce very useful "constructs" for the group to use. I do plan on telling them about this magic as well, though.
I have a couple ideas for useful tools we could create. One would be a small artificial matter metal orb of sorts, with a hidden rune spell inside that we could charge by holding it. Once we hit a button of some kind, a timer would start, and we could throw the orb, and it would explode using its stored mana, sending fragments of its container out like bullets, impacting them with a shockwave that might stagger them, and engulfing them in flame if they're nearby. Of course, this weapon wouldn't discriminate between friend and foe, so we'd have to be careful.
We could also create a disguised version of this spirit map, such that we could use it in public without fear of being discovered.
Another option would be to create a sort of "flashlight" or an object that flashes light at an enemy, using its mana to blind an enemy."
"Hm. Interesting. The mana storage alone sounds... hm. Fascinating. A mana stone needs a medium to contain it, but you say these runes can with just... a formation? I wonder how that works. Show a rune to make a flash of light, let's try this out."
He writes another runic spell on a different piece of paper.
Vandolf: "If you can cover this marked section, or make it slide out of position so it isn't in line with the rest of the runes, or create some other mechanism for it to not be able to be read, it will create a flash of light originating from the first rune after a certain period of time. That means the first rune will need to be exposed somehow, or at least not in a solid object, or the light won't be able to escape.
I'll see if it works while you make your AM version. You might want to look away."
You finish up your greaves and then create a small, simple square plate out of artificial matter with the runic spell engraved on the surface. ____________________
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 ____________________
"Tell me where and I will see it through."
The wolf nods his head.
Bayfri: ”The west-most tower in the inner section, the residential tower. Eighth-floor, room eight-one-two. Its occupant should’ve left already, and will return come sundown. I do not doubt that there would be some sort of magic defense put in place, but it’s safer than the other location.” ____________________
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)
"But what if, for instance, I wanted to trap the spirit of someone?"
Staff: ”Um. You mean like constructs affected by the spirit trap spell? You’d be looking for a memory stone. They can store information like spell sequences and stuff, and a spirit if they’re high enough quality or big enough.” ____________________
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)
P’orihc: "But what if, for instance, I wanted to trap the spirit of someone?"
Staff: ”Um. You mean like constructs affected by the spirit trap spell? You’d be looking for a memory stone. They can store information like spell sequences and stuff, and a spirit if they’re high enough quality or big enough.” ____________________
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)
"Be great t' go straight t' Fluustern. But if we run into any more of those guys... whoever they are, might no be able t' make it today. Start the day and then head for Gabel, if we've not been waylaid and are makin' good time we can think 'bout goin' all the way then. Sound like a plan t' you?"
Miimas: ”Sounds good. Sooner we can get back to Vranhal with spirit information the better.” ____________________
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 write your last functional runic spell to reveal spirits on one of the papers, except making the points of light glow the same regardless of complexity. After charging the rune, you only see two lights appear, so it should be safe.
"I'm sure you're wondering why it took me so long to reach Vranhal. Well, quite a lot happened, but the most important thing is that along the way I learned a form of magic called rune magic.
It allows anyone who knows it to create simple spells to do any task. The only catch being that this kind of magic was supposed to be banished from this world long ago by the Ruhe - shamans that Kyeltziv has already, well, encountered. Basically, it's outlawed, taboo magic, which would also be why I needed to speak with you in such a secure location.
My... dictionary in it is limited, but we can still create a few interesting gadgets if we put our heads together. For example, this piece of paper creates a point of light for the 20 closest spirits it can find."
You pass John your full 10 capacity mana stone.
John: "So, you're now in possession of knowledge of illegal, outlawed magic that was literally wiped off the face of the earth a while back. Fan. Tastic. Well, that's something to deal with after this Lucida situation. In the meantime, if we're going to do anything with it, let's make damn sure not to make it obvious. If it's disguised as a construct, there should be no problem. If word gets out, we'll have the Ruhe breathing down our necks. Potentially Kyeltziv too. So, what can you do with this? What forms of magic? Kinetic? Fire? Light by any chance?"
"So far, most of my magic boils down to light and fire. With fire I can create explosions or slow heat, or using light, things like this map.
One of the biggest benefits to this type of magic is that a rune spell can store as much mana as you want until it's activated. That means it can store an infinite amount of mana for its spells, as long as you spend enough time charging them. We could even create something that created an explosion using approximately 100 units of mana, which would probably turn anything nearby into ash, as far as I can tell. If we needed to, such a supercharged bomb would probably subdue or perhaps even destroy Lucida. It could also save us from being horded by enemies.
The biggest flaw however is that all this mana is lost if the rune spell is damaged. That makes spells written on paper particularly fragile. That's why I thought it would be fruitful for us to pair our magic together, since if the runes were etched into artificial matter as it were created, it would be much more stable. Additionally, yes, if we combined our magic mine could be used inconspicuously, and yours could mass produce very useful "constructs" for the group to use. I do plan on telling them about this magic as well, though.
I have a couple ideas for useful tools we could create. One would be a small artificial matter metal orb of sorts, with a hidden rune spell inside that we could charge by holding it. Once we hit a button of some kind, a timer would start, and we could throw the orb, and it would explode using its stored mana, sending fragments of its container out like bullets, impacting them with a shockwave that might stagger them, and engulfing them in flame if they're nearby. Of course, this weapon wouldn't discriminate between friend and foe, so we'd have to be careful.
We could also create a disguised version of this spirit map, such that we could use it in public without fear of being discovered.
Another option would be to create a sort of "flashlight" or an object that flashes light at an enemy, using its mana to blind an enemy."
John: "Hm. Interesting. The mana storage alone sounds... hm. Fascinating. A mana stone needs a medium to contain it, but you say these runes can with just... a formation? I wonder how that works. Show a rune to make a flash of light, let's try this out."
You write the following runic spell on the piece of paper -
Has a variable called 'timer' that gets subtracted by 1 every update. Once the timer reaches 0, have it spend all of its mana to create a flash of light. Have a line that sets the 'timer' variable to 1000 every update
"If you can cover this marked section, or make it slide out of position so it isn't in line with the rest of the runes, or create some other mechanism for it to not be able to be read, it will create a flash of light originating from the first rune after a certain period of time. That means the first rune will need to be exposed somehow, or at least not in a solid object, or the light won't be able to escape.
I'll see if it works while you make your AM version. You might want to look away."
John finishes up his greaves and then creates a small metallic plate in his hands, with your runic spell imprinted on the surface.
You cover the marked portion with your thumb, squint your eyes, and charge the rune with 1 mana. A flash of light appears more or less instantly after. ____________________
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)
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 wish your chirop partner good luck and then leave the building, heading towards your goal.
With the morning sun at an angle, the massive towers of the inner city cast huge shadows on the lesser structures. It isn’t hard to find your goal, the west-most pillar of the behemoth-class towers.
It takes a bit of legwork to get there, but you get there all the same. The streets around the area are busy with chirop and people moving to and fro, carrying books and bags and various odds and ends. The outside of the West Residential Tower is a smooth, sand-colored stone all the way to the top. Catwalks connect openings far up to other towers, and four grand archway entrances are at ground level for those without the ability to fly or too encumbered to do so. ____________________
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)
Ki’stha: "Do you know if there are similarities in the manufacture? Are the energies similar in property?"
Staff: ”I can’t say for sure if they’re manufactured the same way, but they use different types of AM. AM has a property referred to as ‘depth,’ which is the degree of energy that they’re capable of dealing with. Mana stones and memory stones have different depth.” ____________________
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)
"Do you know if there are similarities in the manufacture? Are the energies similar in property?"
Staff: ”I can’t say for sure if they’re manufactured the same way, but they use different types of AM. AM has a property referred to as ‘depth,’ which is the degree of energy that they’re capable of dealing with. Mana stones and memory stones have different depth.” ____________________
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 leave Miimas to do her thing, exiting the inn and finding a place to sell your old clothes. A clothes shop gives you ten copper total for both of them. Heading back to the inn to meet up with Miimas, the two of you make your way to Venari’s western entrance.
Miimas: ”Any second thoughts on supplies? Good to go?” ____________________
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)
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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