Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 172)
> Rewrite the script so that it transfers 2 mana the first time it comes into range of the spirit with a complexity over 30, so you can control how much mana you extract by just shaking it in and out of range. This makes it so there aren't problems with overloading the spirit with too much mana. "This rune spell should allow infinite mana storage. I'm sure it'll be useful at some point. Mind making it into an orb for me? It'd be best if it had some sort of button on it to toggle allowing the extraction of the mana inside." > Give this script to John to create a ball with, take the ball he hands back to me, and transfer all of my mana into it. Follow him out once we're ready.
Fri Aug 28, 2015 2:35 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 172)
> Make the orb with the updated script, give it a button.
"Sorry, just thinking about what our plan is for when we get there. Shame I got nowhere, you got any idea?" > To the next city
Sat Aug 29, 2015 9:50 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 172)
"Well, I'm note sure either. I guess we could try a more diplomatic way, but that could end up being very time consuming. Sneaking in and breaking him out would probably be too hard for ourselves to do. When we get there we'll have a better idea of what we'll be facing."
Sun Aug 30, 2015 5:21 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 173)
Distractions and sleep deprivation, my two favourite things!
Roll 173
The world as the players know it:
1. ~ 2. John, Vandolf 3. Ki’stha P’orihc, Ki’stha: Tower between Teleiat and Magusalto Kyeltziv: Between Gabel and Fluustern ~~~
Time: Afternoon
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
You make the mana storage device for Vandolf using the provided runic spell and hand it to him.
After, you make sure the two of you aren’t leaving behind anything you made or brought, and exit the room.
A few feet away from the door, a soldier is leaning against a wall and turns to face the two of you.
Soldier: ”Hey, great news. The Matriarch of the Daeli was able to track down Lucida and arrange a meeting with the Lord. The Lord talked with Lucida and they came to agreeable terms or something. She’s in her office right now, you’d best go see her.” ____________________
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 rush down the staircase after Tabi, with Bayfri taking the rear. The trapdoor closes a second before an explosion sounds in the room, the front door being blown in most likely.
A bright pinprick of light appears, floating above Tabi’s opened gauntleted hand as she leads the two of you down the stairs that look like they were roughly carved through the earth, The path quickly ending with a dark hole in the ground. The sound of running water can be heard underneath.
Tabi: ”It’s a good they made the sewer tunnels underneath the city large enough to move through!”
Tabi jumps in, a splash two seconds later. The light is still with her, showing a decent drop into the foul-looking liquid
Tabi: ”Hope you can swim in that armor!” ____________________
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: "Sorry, just thinking about what our plan is for when we get there. Shame I got nowhere, you got any idea?"
"Well, I'm not sure either. I guess we could try a more diplomatic way, but that could end up being very time consuming. Sneaking in and breaking him out would probably be too hard for ourselves to do. When we get there we'll have a better idea of what we'll be facing."
You’re not sure where Kleigg went off to, but he’s probably not causing any trouble.
The two of you leg it towards Magusalto’s western bridge, leaving the city and taking the road towards Teleiat. After enough walking, you reach the edge of a massive forest, and a watch tower of sorts is close to the road. You think you can make out figures at the top and in the small windows cut out of the stone.
Maybe they might have something interesting to tell you, or you could keep going. ____________________
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)
"Sorry, just thinking about what our plan is for when we get there. Shame I got nowhere, you got any idea?"
P’orihc: "Well, I'm not sure either. I guess we could try a more diplomatic way, but that could end up being very time consuming. Sneaking in and breaking him out would probably be too hard for ourselves to do. When we get there we'll have a better idea of what we'll be facing."
You’re not sure where Kleigg went off to, but he’s probably not causing any trouble.
The two of you leg it towards Magusalto’s western bridge, leaving the city and taking the road towards Teleiat. After enough walking, you reach the edge of a massive forest, and a watch tower of sorts is close to the road. You think you can make out figures at the top and in the small windows cut out of the stone.
Maybe they might have something interesting to tell you, or you could keep going. ____________________
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 and Miimas leave Gabel and take the road west. When you’ve covered a fair amount of distance, the road dark from the forest shadows, a lupus garbed in dark clothing with a leather gauntleted arm jumps out from the brush and in front of your path. Another two appear on the path behind you.
Horoma: Time for some fire!
???: Me too!
???: Hey, I want a piece of ‘em too!
Horoma: Only me, birdeater, and prickly are fighting! We don’t want to risk losing Kyeltziv!
Grant: You have my healing magic.
Faren-Wuust: I seem to be a bit useless in a situation like this, but I cheer you on!
Miimas: ”Lock and load, Kyeltziv! We’ve got a trio!”
Lupus: Shaman, prepare for judgement! ____________________
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 make the new rune spell to only transfer 2 mana and then has to be removed from range to ‘reset’
Vandolf: "This rune spell should allow infinite mana storage. I'm sure it'll be useful at some point. Mind making it into an orb for me? It'd be best if it had some sort of button on it to toggle allowing the extraction of the mana inside."
You show the script to John and he generates a grey orb the size of a mana stone for you. The orb has a grey matted surface with a round button on it, and you deposit all of your mana into the contraption.
After, you make sure the two of you aren’t leaving behind anything you made or brought, and exit the room.
A few feet away from the door, a soldier is leaning against a wall and turns to face the two of you.
Soldier: ”Hey, great news. The Matriarch of the Daeli was able to track down Lucida and arrange a meeting with the Lord. The Lord talked with Lucida and they came to agreeable terms or something. She’s in her office right now, you’d best go see her.” ____________________
-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. -Paper (Mana Storage) >Rune spell that searches for the closest spirit with complexity over 30. If that spirit is very, very close, ie approximately held against their chest, then it transfers its mana into that creature. -Paper (Mana Storage 2) >Rune spell that searches for the closest spirit with complexity over 30 if the rune is set to T. If that spirit is very, very close, ie approximately held against their chest, then it transfers 2 mana into that creature and sets to F. Must be taken out of the specified range to set back to T.
-Taschenblitz II (Mana: 0) (NO BUTTON) -Orb (Artificial Matter) (Runic Spell: Mana Storage 2) (Mana: 2)
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)
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
"...God damn, how long were we IN there?"
Popping an Intermission, you and Vandolf pace towards Elizabeth’s office.
The guards posted in front of the door let you in, and you find Elizabeth, Torrent, and the armored axe-wielding lupus guy in their usual positions. The Daeli Matriarch, Kark the mail courrier(?), and your favourite lamp-maker are present as well, along with a few seemingly high-ranking mages, soldiers, and a not-so-high-ranking(?) maid.
Elizabeth: ”Great, looks like most of us are here.”
The lord takes a deep drink from her coffee mug, placing it loudly on the table with a shaky arm as a maid refills it.
Elizabeth: ”So, shortly after the previous meeting, our Daeli friend managed to locate Lucida in the fields near Hopluit. She convinced him to have a one-on-one meeting with me in a time and location of his choosing, and he went with a place a bit to the east of Hopluit, time being as-soon-as-possible. The matriarch returned to Vranhal, relayed the information, and I moved as fast as the mail system could transport me, which went faster than normal because of some finished road construction.”
A chug of coffee, followed by the porcelain mug hitting the table and being quickly refilled.
Elizabeth: ”I explained our plan to Lucida - We are attempting to acquire information concerning spirits from lupus shamans and constructs from a highly skilled construct mage. The goal is to devise a method to extract the spirit from Ultima and place it into a newly fabricated form, just a storage container first, but one that we will afterwards build into a body, or as close as we can manage. Lucida will be constantly updated on the status of our plan, under the conditions that he does not attempt to search for Ultima or attempt to discern its location, and to withhold any hostile actions towards Vranhal and her territories. Lucida is, however, allowed to be present during the process where Ultima’s spirit will be extracted, but not before. We will also have someone constantly tracking Lucida, as part of the agreement.
Lucida will also be given the option to have the same operation performed on him if he wishes, he said that he will wait for the result before deciding.”
Another downing of highly caffeinated beverage and porcelain-on-wood impact.
Elizabeth: ”So that’s the gist of it. Any questions?” ____________________
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 convince yourself that you can swim in the armor, and then jump into hole.
Hitting the water with a cold, horribly-smelling splash, you paddle your limbs as best as you can, barely able to keep your head in breathable air. Bayfri lands beside you with a spray of uncomfortably brown filth.
Bayfri: ”This way, we can head to another hideout before they figure out what happened.”
The two swim ahead and you follow, doing your best to keep up. Your arms and legs ache, but after moving around enough in your hair shirt the pain is easily ignored. What isn’t easily ignored is the fact that you’re lagging behind, the two pausing here and there to wait for you, but slowly getting further, foot by foot as you swim for long minutes in the maze-like sewers.
Suddenly, there’s a sound of sliding metal, and a steel portcullis drops from above and walls off the rest of the tunnel, separate you from Bayfri and Tabi.
Tabi: ”Uh oh, looks like they know we’re down here. Uh, take that tunnel to your left, go straight until you can’t go straight anymore, and then go left! Keep on going and you should reach a pile of rubble, we have another hideout with operatives there. Tell them the door password and you should be fine! Good luck!”
Well, you don’t know any other way to go, so you follow the chirop’s instructions. As the two of them swim off, you take the tunnel to your left. Luckily, it’s narrower and shallower, and you’re able to walk with the water only up to your knees. Trudging through the sludge, you push forward in the pitch black darkness, the air filled with the foul smell of excrement and the sounds of sploshing. Hands held out in front, you eventually feel a wall, turn left, and continue on. A few seconds later, you trip over something in the water and barely manage to keep yourself from plunging face-first into the flowing toilet.
Reaching your arms down into the filth out of curiosity, you grab on to a long object and bring it up. It feels like a gauntlet of some kind? Maybe you can get a better look at it in the light.
Soon enough, your feet hit another obstacle, and your hands find it out to be a pile of rubble. Feeling around, you manage to locate a rope hanging from the ceiling and pull yourself up, climbing up and out of the water and into a narrow hole in the ceiling, hoisting yourself on to dry ground.
Hmm, seems like you’re in another roughly-carved staircase. ____________________
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)
___Events___ Lupus 2 attacks Miimas Lupus 2: 5 Aim + 1 Roll = 6 vs 13 = 3 Roll + 8 Evasion :Miimas Attack misses
Lupus 2 attacks Miimas Lupus 2: 5 Aim + 6 Roll = 11 vs 9 = 1 Roll + 8 Evasion :Miimas Attack lands, inflicting 30 Cut
Miimas is unable to act
Lupus 1 attacks Kyeltziv Lupus 1: 9 Aim + 4 Roll = 13 vs 16 = 6 Roll + 10 Evasion :Kyeltziv Attack misses
Lupus 1 attacks Kyeltziv Lupus 1: 9 Aim + 3 Roll = 12 vs 13 = 3 Roll + 10 Evasion :Kyeltziv Attack misses
Lupus 3 attacks Kyeltziv Kyeltziv does not attempt to evade Attack lands, inflicting 25 Cut
Kyeltziv uses Agility Flow on self
Kyeltsiv Spirit Channel on Madenuuk’s Staff ~ Aucupe Speed Roll: 12 Speed + 2 Roll = 14 Horoma Speed Roll: 4 Speed + 5 Roll = 9 Bellua Speed Roll: 5 Speed + 3 Roll = 8 ~ Aucupe uses Kinetic Blade on Lupus 2 Aucupe: 14 Aim + 5 Roll = 19 vs 12 4 Roll + 8 Evasion :Lupus 2 Attack lands, inflicting 57 Cut
Aucupe uses Kinetic Blade on Lupus 2 Aucupe: 14 Aim + 4 Roll = 18 vs 13 5 Roll + 8 Evasion :Lupus 2 Attack lands, inflicting 25 Cut
Lupus 2 dies
Aucupe uses Kinetic Blade on Lupus 3 Aucupe: 14 Aim + 4 Roll = 18 vs 8 3 Roll + 5 Evasion :Lupus 3 Attack lands, inflicting 42 Cut
Horoma uses Flare on Lupus 1 Lupus 1 does not attempt to evade Attack lands, inflicting 28.5 damage to ? Attack lands, inflicting 28.5 damage to ?
Horoma uses Flare on Lupus 1 Lupus 1 does not attempt to evade Attack lands, inflicting 23 damage to ? and 5.5 Burn to Lupus 1 Attack lands, inflicting 28.5 burn to Lupus 1
Horoma uses Flare on Lupus 1 Lupus 1 does not attempt to evade Attack lands, inflicting 28.5 burn to Lupus 1 Attack lands, inflicting 28.5 burn to Lupus 1
Lupus 1 dies
Bellua uses Manifest Spirit on self
Bellua uses Spirit Strike on Lupus 3 Lupus 3 is unable to evade Attack lands, inflicting 47 Cut
Lupus 3 dies
You hear Miimas scream in pain behind you as the lupus in front of you charges.
The air around him shimmers, a barrier, and you manage to evade two slashes of an ethereal blade. Sounds of footsteps behind you, and your back screams in pain as something slices into it.
Alright, this staff better do something good. You Agility Flow up - not that it’d do anything now - and channel the staff.
… Did you black out? There’s a pile of smoldering ashes in front of you. Turning around, both of the lupus seem to be dead - one with two small, neat little wounds, the other with huge bloody openings in his torso like a fruit that was torn open with a dull knife. There’s also the monstrous, twisted blackened arm lying on the ground, dark gas billowing from the limb as it sublimates into nothingness.
Miimas is standing hunched over, a thick bloody line across the front of her shirt and jacket.
Grant: Quick, I need to heal her!
Horoma: I think that went well enough.
Aucupe: Lupus are slower than birds. ____________________
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)
The guards posted in front of the door let you in, and you find Elizabeth, Torrent, and the armored axe-wielding lupus guy in their usual positions. The Daeli Matriarch, Kark the mail courrier(?), and your favourite lamp-maker are present as well, along with a few seemingly high-ranking mages, soldiers, and a not-so-high-ranking(?) maid.
Elizabeth: ”Great, looks like most of us are here.”
The lord takes a deep drink from her coffee mug, placing it loudly on the table with a shaky arm as a maid refills it.
Elizabeth: ”So, shortly after the previous meeting, our Daeli friend managed to locate Lucida in the fields near Hopluit. She convinced him to have a one-on-one meeting with me in a time and location of his choosing, and he went with a place a bit to the east of Hopluit, time being as-soon-as-possible. The matriarch returned to Vranhal, relayed the information, and I moved as fast as the mail system could transport me, which went faster than normal because of some finished road construction.”
A chug of coffee, followed by the porcelain mug hitting the table and being quickly refilled.
Elizabeth: ”I explained our plan to Lucida - We are attempting to acquire information concerning spirits from lupus shamans and constructs from a highly skilled construct mage. The goal is to devise a method to extract the spirit from Ultima and place it into a newly fabricated form, just a storage container first, but one that we will afterwards build into a body, or as close as we can manage. Lucida will be constantly updated on the status of our plan, under the conditions that he does not attempt to search for Ultima or attempt to discern its location, and to withhold any hostile actions towards Vranhal and her territories. Lucida is, however, allowed to be present during the process where Ultima’s spirit will be extracted, but not before. We will also have someone constantly tracking Lucida, as part of the agreement.
Lucida will also be given the option to have the same operation performed on him if he wishes, he said that he will wait for the result before deciding.”
Another downing of highly caffeinated beverage and porcelain-on-wood impact.
Elizabeth: ”So that’s the gist of it. Any questions?” ____________________
-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. -Paper (Mana Storage) >Rune spell that searches for the closest spirit with complexity over 30. If that spirit is very, very close, ie approximately held against their chest, then it transfers its mana into that creature. -Paper (Mana Storage 2) >Rune spell that searches for the closest spirit with complexity over 30 if the rune is set to T. If that spirit is very, very close, ie approximately held against their chest, then it transfers 2 mana into that creature and sets to F. Must be taken out of the specified range to set back to T.
-Taschenblitz II (Mana: 0) (NO BUTTON) -Orb (Artificial Matter) (Runic Spell: Mana Storage 2) (Mana: 2)
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 Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 174)
"♥♥♥♥, lemme get that." >Channel grant to heal Miimas, and then myself. >Transfer 7 mana to grant.
Mon Sep 07, 2015 7:36 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 174)
"It worked. And everyone's intact. Good. So where's Lucida now then? Still off around Hopluit, or off on his own at least, I assume?" > Intermission. Scan the new faces here.
Mon Sep 07, 2015 7:52 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 174)
"Remarkable... Lucida's probably planning something, but still, the situation has improved immensely. You seem to have done the impossible, Elizabeth. Maybe you could teach John here a thing or two about diplomacy?"
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