Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 168)
> Make a hollow AM orb, with the runes from Vandolf's Taschenblitz on the inside, hidden from view. Make a little panel on the outside that sticks out a bit, and when you push it in it completes the rune circuit. Give the button a little spring/latch that falls into place once the button is pushed that keeps the button held down and the runes in place.
Wed Aug 12, 2015 3:47 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 168)
"That is correct, and I am carrying confidential experimental material." >Indicate the bag of negative fabric without revealing its contents.
"Would you allow me into the facility so that I can get this to the proper investigator?"
Wed Aug 12, 2015 4:23 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 168)
"You actually don't need to put in a button, you can just activate it by putting in half a unit of mana. But I guess we can do a button if you want though, won't do any harm. Just make sure to have little vents so the light can come out."
> Try another time to discover a new rune while HKU makes the prototype.
Last edited by CrazyMLC on Wed Aug 12, 2015 7:47 pm, edited 1 time in total.
Wed Aug 12, 2015 6:34 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 168)
"Having a physical switch gives us more options. And vents... that's not ideal, would be a LOT of wasted mana, especially if it's just making light instead of heat or explosion or something. Can you rewrite it to flash outside the grenade?"
Wed Aug 12, 2015 1:39 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 168)
"Hm... I can do that, sure."
> Rewrite the spell again to make it so that instead of activating when it receives 0.5 mana, it's just always active. And make it spend its remaining mana evenly across a sphere of points 0.5 meters away in every direction.
"You can use this. Just unalign/disconnect the top part, the compass which stores the mana, from the rest of it until the button is pressed. We should try using it both with and without having pressed the button, to make sure it works as intended."
Wed Aug 12, 2015 7:47 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
You make a hollow AM orb with the runics from Vandolf’s Taschenblitz engraved on the inside, hidden from view, having the first rune movable via a button plate thing with a spring to keep it out of position and a latch that locks it into place once pressed.
Vandolf: "You actually don't need to put in a button, you can just activate it by putting in half a unit of mana. But I guess we can do a button if you want though, won't do any harm. Just make sure to have little vents so the light can come out."
"Having a physical switch gives us more options. And vents... that's not ideal, would be a LOT of wasted mana, especially if it's just making light instead of heat or explosion or something. Can you rewrite it to flash outside the grenade?"
Vandolf: "Hm... I can do that, sure."
He rewrites the spell on another piece of paper and shows you, and you make another Taschenblitz.
Vandolf: "You can use this. Just unalign/disconnect the top part, the compass which stores the mana, from the rest of it until the button is pressed. We should try using it both with and without having pressed the button, to make sure it works as intended."
Well, might as well make a third. ____________________
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) ---Micro Meteor (Launch an object with kinetic force) (+ to Projectile = Arcane + Mana) ---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) -Accelerator (+10% to Meteor skills)
Name: Kleigg (TheKebbit) Race: Human ____________________
"That is correct, and I am carrying confidential experimental material."
You show him the pouch of negative fabric without actually revealing its contents.
"Would you allow me into the facility so that I can get this to the proper investigator?"
Chirop: ”Uh-yeah, sorry.”
He stands aside and you enter the building, the door closing behind you with a click as the lock re-engages.
Looks like you’re in another web of hallways, except the rooms seem to be much larger, with windows that you can see into where chirop and humans are attending lectures. Numerous students are in the halls, heading to some destination, sitting against a wall, or watching a class through a window. ____________________
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)
Guide: ”I see. Might be able to get better information in Teleiat, since that’s where he’s held. Is it for some sort of academic assignment? He’s a popular subject.” ____________________
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)
Guide: ”I see. Might be able to get better information in Teleiat, since that’s where he’s held. Is it for some sort of academic assignment? He’s a popular subject.” ____________________
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)
___Events___ Lupus uses ??? Lupus: 8 Aim + 4 Roll = 12 vs 12 = 3 Magic Evasion + 2 Roll + 7 Evasion: Kyeltziv
The lupus moves first, placing his gauntleted hand over his chest and rushes towards you. You have a hunch on what’s about to happen, and you leap out of the way just in time as the wolf bursts into flames, narrowly evading the radiating heat that surely would’ve, well, hurt really badly.
In mere seconds, the attacker is reduced to blackened ash and bones, none of his equipments’ remains distinguishable from those of his body.
Miimas: ”Yeesh, do these guys always do that when they’re losing?”
She pokes the pile of carbon with the tip of her sword.
Miimas: ”Would’ve been nasty to get caught in that.” ____________________
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)
John materializes an orb with a little button on it.
"You actually don't need to put in a button, you can just activate it by putting in half a unit of mana. But I guess we can do a button if you want though, won't do any harm. Just make sure to have little vents so the light can come out."
John: "Having a physical switch gives us more options. And vents... that's not ideal, would be a LOT of wasted mana, especially if it's just making light instead of heat or explosion or something. Can you rewrite it to flash outside the grenade?"
"Hm... I can do that, sure."
You rewrite the spell on another piece of paper and show it to John, who makes another Taschenblitz.
"You can use this. Just unalign/disconnect the top part, the compass which stores the mana, from the rest of it until the button is pressed. We should try using it both with and without having pressed the button, to make sure it works as intended."
And he makes a third, this one having no button. ____________________
-Scrap Metal -Paper (Spirit Map Runic Spell) -Paper (Spirit Map Runic Spell 2) -Paper (Light Grenade Runic Spell) -Paper (Taschenblitz) >Make a similar rune spell, one that is armed once its mana reserves increase by 0.5, like before. When it is armed, it locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as light if a spirit with complexity over 30 comes within 2 meters of it. -Paper (Taschenblitz II) >Locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as light evenly distributed 0.5 meters away from the compass if a spirit with complexity over 30 comes within 2 meters of it.
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: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 169)
>Exit through the ground floor and return to the safe house. Present and review looted documents.
Thu Aug 13, 2015 6:56 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 169)
"Mostly academic, yes. We are interested in constructs that can trap souls, possess them."
Thu Aug 13, 2015 8:11 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 169)
"Yeah, that'd 'ave been... nasty" >Continue on to Gabel.
Thu Aug 13, 2015 9:14 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 169)
> Create a variant of the rune spell that functions the same way, but releases its mana all at once as heat at the compass, instead of light in a sphere.
"This is a significantly more dangerous spell. It works the same way, but will explode in a fireball instead of releasing a flash of light. Best to be careful with this one... maybe create some identifying mark or a different color. Feel free to name it as well. I can't think of anything off the top of my head."
Thu Aug 13, 2015 9:45 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 169)
"Hey Vandolf, catch." > Charge the buttonless 2 with 1 mana, then Micro Meteor it at Vandolf.
Fri Aug 14, 2015 12:46 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 169)
pls
> When John fires it at me, try to parry/catch it instead of evading.
Fri Aug 14, 2015 1:50 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 170)
Roll 170
The world as the players know it:
1. ~ 2. John, Vandolf 3. P’orihc, Ki’stha, Kleigg Kyeltziv: Located in Gabel ~~~
Time: Afternoon
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
Your canine friend writes up another spell.
Vandolf: "This is a significantly more dangerous spell. It works the same way, but will explode in a fireball instead of releasing a flash of light. Best to be careful with this one... maybe create some identifying mark or a different color. Feel free to name it as well. I can't think of anything off the top of my head."
"Hey Vandolf, catch."
Charging the buttonless Taschenblitz II with one unit of mana, you fire it off at Vandolf from across the room.
John uses Micro Meteor (launching Taschenblitz II) on Vandolf Taschenblitz II releases a flash of light midflight, inflicting 1 Blind to Vandolf and 1 Blind to John John: 8 Aim + 6 Roll = 14 vs 18 = 4 Roll + 14 Aim :Vandolf Vandolf catches the projectile, taking 2 Trauma (Right Hand)
The small marble shoots towards Vandolf, releasing a flash of light right before slamming into his hand. Looks like the runic safety feature works. ____________________
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) ---Micro Meteor (Launch an object with kinetic force) (+ to Projectile = Arcane + Mana) ---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) -Accelerator (+10% Effectiveness to Meteor skills)
Name: Kleigg (TheKebbit) Race: Human ____________________
You manage to make it to ground level without attracting too much attention, sort of difficult to be completely in the free with the gear you’re wearing.
Once out of the building, you move as quickly as you can without looking suspicious, making it back to the safehouse. The door is closed and locked like before.
Hmm, didn’t Tabi say a password or something?
You knock and follow with what you remember her saying:
”Baba ba dook, dook, dook?”
The sounds of clicks and metal sliding on metal, and the door swings outward. You quickly head inside as Bayfri shuts the door and sets all of the locks.
Bayfri: ”Did you find the papers?”
You move to the center of the room and open up the tablecloth, taking the piles of papers and setting them on the floor.
Bayfri: ”Grabbed everything, did you. Let’s see what we have.”
Looks to be reports on various crimes and criminals. Mass murderers, commercial theft, industrial espionage, organized crime syndicates, all the big stuff.
Bayfri: ”This one looks like it - ‘organized criminal group involved with illegal acquisition of government information, suspected kidnapping and murder of several investigators and Ruhe shamans,’ ‘uses of a class of magic yet to be identified,’ ‘multiple hide-outs suspected, scale of organization unknown.’ Sounds like they’ve seen a few things but don’t know what we’re trying to do. Did anyone notice you bringing these documents here? Notice anyone following you?” ____________________
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)
"Mostly academic, yes. We are interested in constructs that can trap souls, possess them."
Guide: ”Ah, one of the paths to immortality. Normally you’d think Magusalto would be a prime target for information on that sort of thing, but Teleiat would definitely be the best place to go.” ____________________
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: "Mostly academic, yes. We are interested in constructs that can trap souls, possess them."
Guide: ”Ah, one of the paths to immortality. Normally you’d think Magusalto would be a prime target for information on that sort of thing, but Teleiat would definitely be the best place to go.” ____________________
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 continue towards Gabel, on guard for any more surprise attacks.
Grant: I wonder if the gauntlet users are taking out shamans only because they’re able to hide themselves from spirits. The ones we’ve encountered so far don’t seem to be that skilled in fighting.
Horoma: Best not to underestimate them. We don’t know how strong they get, or how strong the shaman back there was. Kyeltziv, you should probably try to learn more shaman techniques. Channeling and Summoning are the main branches of shamanistic art. There’s using Gates too, but that’s a bit up there.
Grant: What about alchemy? Alchemists aren’t affiliated with the Ruhe but I hear transmutation is similar to using gates.
Horoma: I don’t like alchemy, beats around the bush too much. Just hurl some energy through a gate, job done.
Grant: Uses less energy, though.
Horoma: Ehhh.
You make it to Gabel without another encounter. The city is similar to Venari, but with fewer canals and more roads. And travellers too - numerous caravans going in and out, traders on the streets showing their wares. Armored guards patrol the area, watching the streets and looking for commotions to settle.
Miimas: ”Nice to be around some people again. So, straight to Fluustern or wait out the night? Could probably make it if there aren’t any delays, but if there are then we’re in the dark.” ____________________
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 up another runic spell, a variant of the Taschenblitz II but releases the energy in the form of heat originating from the compass, instead of a sphere around the spell’s location.
"This is a significantly more dangerous spell. It works the same way, but will explode in a fireball instead of releasing a flash of light. Best to be careful with this one... maybe create some identifying mark or a different color. Feel free to name it as well. I can't think of anything off the top of my head."
John: "Hey Vandolf, catch."
The buttonless Taschenblitz II zips towards you from across the room.
John uses Micro Meteor (launching Taschenblitz II) on Vandolf Taschenblitz II releases a flash of light midflight, inflicting 1 Blind to Vandolf and 1 Blind to John John: 8 Aim + 6 Roll = 14 vs 18 = 4 Roll + 14 Aim :Vandolf Vandolf catches the projectile, taking 2 Trauma (Right Hand)
The small marble shoots towards you, releasing a flash of light right before slamming into your hand, catching it while receiving a painful welt. Looks like the runic safety feature works, at least. ____________________
-Scrap Metal -Paper (Spirit Map Runic Spell) -Paper (Spirit Map Runic Spell 2) -Paper (Light Grenade Runic Spell) -Paper (Taschenblitz) >Make a similar rune spell, one that is armed once its mana reserves increase by 0.5, like before. When it is armed, it locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as light if a spirit with complexity over 30 comes within 2 meters of it. -Paper (Taschenblitz II) >Locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as light evenly distributed 0.5 meters away from the compass if a spirit with complexity over 30 comes within 2 meters of it. -Paper (Fire Mine) >Locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as heat from the compass if a spirit with complexity over 30 comes within 2 meters of it.
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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