Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 164)
>Proceed to the eighth floor, room 812. Knock. If there is no response, armor up in null fields and break a window or (if there are none) the door.
Fri Jul 31, 2015 5:21 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 164)
"Great, but there's some bad news over here, using huge numbers as a delay doesn't seem to be working. I could just keep magnifying the amount involved, but I want to try to be a bit more precise. I'll have to run a test."
> Put the flash spell aside and get a new piece of paper. Make a new rune spell, and have it add 1 to a variable "timer" every update if the spell has any mana in it. (Make a fold in the paper here, to allow the rest of the spell to be disabled by folding it out of reading position.) Create a loop that divides "timer" by 10 and adds 1 to a variable "digits" as long as "timer" is greater or equal to 1. Have the spell create a number of faint points of light above the compass equal to "digits", with each point of light separated by a small margin so they don't overlap. This spell should theoretically be able to tell me how many digits are in "timer". Fold the spell so that only the section to increase "timer" when mana is available is visible. Put 1 mana into the compass, wait one second, and cover the part that increases "timer" with my finger. Unfold the rest of the spell with my other hand to see the result.
Code:
--compass if timer == nil then timer = 0 digits = 0 end
if mana > 0 then timer = timer + 1 end
-- fold
while timer >= 1 do timer = timer / 10 digits = digits + 1 end
totaldigits = digits
while true do digits = total digits while digits > 0 do local x = digits local y = 1 local z = 0 print("light at "+x+", "+y+", "+z+" with 0.001 mana") end end
Fri Jul 31, 2015 5:37 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 164)
"Do you know where we can find out more about this topic, and probably constructs in general? We are looking for some information."
Fri Jul 31, 2015 9:42 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 164)
Roll in approximately 15 hours.
Tue Aug 04, 2015 7:17 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
Intermission!
"Good news, I made it work!"
Vandolf: "Great, but there's some bad news over here, using huge numbers as a delay doesn't seem to be working. I could just keep magnifying the amount involved, but I want to try to be a bit more precise. I'll have to run a test."
He writes a runic spell on another piece of paper, folds it, and waits. After about a second, he covers part of the paper with his finger and opens it up, and a single point of light appears. ____________________
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 walk through one of the archways, entering a massive ground-level lobby. Dozens of chirop and humans walk to and fro on the polished tiled floor. A massively wide pillar in the center of the lobby, and looks like the center of the building, reaches up to the ceiling. Between each archway entrance is a smaller pillar connected to the wall - staircases.
The others around you wear different uniforms or expensive-looking clothing, and you attract no small amount of glances with your steel armor. Trying to ignore the others, you take a staircase to the eighth floor, passing by numerous confused residents on your way up.
You’re winded by the time you reach the appropriate level, but you search the spiderweb of halls for room 812. The light, sandy walls are lit with warm but artificial lighting, shining glass orbs in decorative cloth shades mounted to the wall with brass fixtures. After a few minutes of marching the stone floor and dodging the occasional passerby, you locate your destination right in between rooms 811 and 813.
The door looks like it’s of fairly solid wood construction, and there aren’t any windows from the hall to the room. You doubt you’d be able to break in with a single collision, and the noise would probably attract unwanted attention. ____________________
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)
"Do you know where we can find out more about this topic, and probably constructs in general? We are looking for some information."
Staff: ”The best place would be an academic class, but it’s currently in the middle of a term. You might be able to talk to Arcane Suppliers’ production manager. You’d probably have to schedule an appointment or catch her off work or something. Here, lemme give you her office location.”
The staff member heads over to one of the counters and, pulling out a paper and pen, writes a couple lines down and hands the slip to 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)
P’orihc: "Do you know where we can find out more about this topic, and probably constructs in general? We are looking for some information."
Staff: ”The best place would be an academic class, but it’s currently in the middle of a term. You might be able to talk to Arcane Suppliers’ production manager. You’d probably have to schedule an appointment or catch her off work or something. Here, lemme give you her office location.”
The staff member heads over to one of the counters and, pulling out a paper and pen, writes a couple lines down and hands the slip to P’orihc. ____________________
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)
The two of you leave the town and take a dirt road west, entering an immense forest. The path is fairly wide, so there’s plenty of sunlight, but you and Miimas keep an eye on the shadows of the trees as the spirits of children chatter amongst themselves. An uneventful trip so far, hopefully it stays that way.
Birds!
The sudden spirit voice directed at you causes you to jump, and Miimas sweeps the area with her rifle in reaction before realizing what happened.
Up ahead, meat birds!
Looking far ahead on the path, you can make out a cluster of birds pecking at something on the ground.
Miimas: ”Vultures.”
The two of you cautiously approach the flock, the carrion birds eyeing you and slowly backing off as you approach the corpse.
A lupus, his fur dirtied with grit and blood, shamanistic clothes torn apart. From the bright red color of the blood on the ground and clothing, it looks recent. Very recent. ____________________
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)
"Great, but there's some bad news over here, using huge numbers as a delay doesn't seem to be working. I could just keep magnifying the amount involved, but I want to try to be a bit more precise. I'll have to run a test."
You write your runic spell test on a piece of paper, fold it and put a single mana into the compass. After waiting for a second, you cover the portion of the runic spell that adds to the “timer” with your finger, and then unfold it. A single point of light appears.
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)
Last edited by CaveCricket48 on Sat Aug 08, 2015 4:34 am, edited 1 time in total.
Wed Aug 05, 2015 12:06 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 165)
"I could swear... ugh, maybe this whole folding thing isn't working out. Maybe this whole timer thing isn't working out either. Let's do something simple, something too stupid to fail."
> Trust that John won't blast me in the face with a marble and make a new script that activates as soon as it receives 0.5 mana. When it activates, it locks onto the closest spirit with a complexity over 30. It keeps track of this spirit, and when this spirit is farther away than 6 meters, it becomes armed. When it is armed, it searched through nearby spirits. If a spirit with a complexity over 20 comes within 1.5 meters that isn't the spirit that activated it/was locked onto, it releases all of its mana as light. Put 0.5 mana into it, walk and gently put it 6 or 7 meters away from where John and I are sitting, then walk back to my seat.
"John, could you walk over to that paper please? It's charged with a very small amount of mana, so I wouldn't worry about being blinded or anything."
Last edited by CrazyMLC on Sat Aug 08, 2015 5:54 am, edited 3 times in total.
Wed Aug 05, 2015 1:09 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 165)
>Look around, make sure there isn't an ambush. "S'pose was too much for them not t' be 'ere as well." >If no-one approaches or is visible check for his medallion or something else to identify him.
Wed Aug 05, 2015 3:53 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 165)
> Make some little AM marbles and practice firing them around while Vandolf figures out his runes. Make sure to hold back so I don't shoot the marbles through the damn walls or anything. Just get used to firing projectiles with Kinetics for now. With a little finger gun if I can.
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
Vandolf: "I could swear... ugh, maybe this whole folding thing isn't working out. Maybe this whole timer thing isn't working out either. Let's do something simple, something too stupid to fail."
You practice shooting little AM marbles around with your hand like a finger-gun, being sure to not propel them too hard that they would damage the walls.
Feels fairly simple, primitive but effective. Apply all force in one direction, thing goes in specified direction.
Vandolf: "John, could you walk over to that paper please? It's charged with a very small amount of mana, so I wouldn't worry about being blinded or anything."
You look over to where Vandolf is pointing, which is a paper with writing on it in a corner of the room. ____________________
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 nullification magic on the door, hopefully disabling any nasty traps. Now, for the loud part.
Backing up to the wall, you charge full speed into the door, leading with your armored shoulder.
*BANG*
Faint cracks appear where you expect the hinges of the door would be. Backing up again, you rush forward into the door again.
*CRASH*
The wooden barrier is launched a few feet into the room, slamming into the ground. You quickly pace in - better act fast.
It looks fairly neat, you’re in the living room, kitchen is to the left, a hallway with four doors total to the right. There’s a desk in the living room, you rush over to it. Piles of papers, opening the drawers there are more papers. ♥♥♥♥, you don’t have time to shuffle through these. You head to the kitchen, swiping a table cloth and jogging back to the desk as porcelain crashes to the floor, and grab all the papers into your new makeshift bag.
Alright, now how the hell are you getting out of here. Same way you came? Take a catwalk to another building and go down from there? ____________________
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 take a careful look around, making sure it isn’t an ambush. Doesn’t seem like there’s anyone else around, except for the vultures waiting for you to leave.
"S'pose was too much for them not t' be 'ere as well."
You check the body for some form of identification. He seems to only have his clothes, no supplies or medallion.
Miimas: ”Probably scavenged whatever they could off’a him. If these guys are targeting shamans, it’d make sense that they’d grab the medals after a kill. Proof or something.”
Grant: We don’t know how many are running about or what they’re capable of. It’s possible that they are able to hide themselves from your senses. I doubt shamans of the Ruhe are easy prey. ____________________
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)
"I could swear... ugh, maybe this whole folding thing isn't working out. Maybe this whole timer thing isn't working out either. Let's do something simple, something too stupid to fail."
Hoping John doesn’t pelt you with marbles, you work on another rune.
> Activates as soon as it receives 0.5 mana. When it activates, it locks onto the closest spirit with a complexity over 30. It keeps track of this spirit, and when this spirit is farther away than 6 meters, it becomes armed. When it is armed, it searched through nearby spirits. If a spirit with a complexity over 20 comes within 1.5 meters that isn't the spirit that activated it/was locked onto, it releases all of its mana as light.
You place the paper in a corner of the room, put 0.5 Mana into the runic spell, walk a good distance away.
Vandolf: "John, could you walk over to that paper please? It's charged with a very small amount of mana, so I wouldn't worry about being blinded or anything." ____________________
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: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 166)
> Intermission, walk over to the rune. After whatever happens, gather my marbles.
Sat Aug 08, 2015 7:26 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 166)
>Catwalk. Move quickly to another tower and descend. If I am cornered by the law or "concerned citizens", cover my eyes, unleash Radiance and flat-out run.
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