Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 178)
John: "Ok. Question two. Are you suggesting we get in padded crates, then get launched through the air to travel hundreds of miles in as many seconds?"
Kark: "Haha! Well, that's what Elly and Tara did, and they came out alright."
Tara: "I was in Atra Armor."
Elizabeth: "I broke my arm. Twice."
"... Alright. Sure, why not, let's do it. I mean hell, I tried to fight Lucida yesterday, this flying crate thing can't be more dangerous than that. Just need to... Hm. Yeah, I think I'll land on my own, without the crate. ... How DO you launch the crates?"
Kark: Kark: "Vranhal used to have these massive ballistae for defense, but they kinda became obsolete when the long-range kinetic mage division became a thing. So all these war machines were just lying around, and I figured I'd re-purpose them into something useful. Damn powerful things, apparently the launch is more intense than the landing."
Vandolf: "Well, better than nothing, I suppose. Is this a time sensitive offer, Kark? I have some personal matters I would like to pursue before leaving Vranhal. It shouldn't take too long, but if this is something better done immediately then I can comply."
Kark: "Not time sensitive, feel free to make any preparations. It's gonna be a one-way-trip, after all."
Vandolf: "Mm... Alright. I'll be back to take you up on that offer in a bit."
John: "You use siege ballistae. To deliver packages.
Milord, there is a maniac in charge of your mail system."
Elizabeth: "Yes I am aware, thank you."
Kark: "Hey, it works really well on non-living cargo."
Byrnolf: "It's how I get my lamp shipments to Magusalto in a timely manner! Can't beat the Ballista Express. The seventy-six percent item survival rate is even higher than the rate for getting past highway bandits, go figure!"
Kark: "We've actually been making modifications to the launch platforms so the acceleration is a bit more gradual, rates are as high as eighty-nine percent."
Gamaliel: "If that will be all, M'lord."
Elizabeth: "You're all free to leave, meeting concluded."
Three heads bow, and the Magister, Director, and General leave the room.
The Matriarch of the Daeli walks towards the door, stopping beside you to place a hand on your shoulder.
Tara: "Don't eat before you go."
With that she leaves, the office doors closing behind her.
P’orihc: "I suppose we could."
Guard: "We've got rations and sleeping mats to spare, better than sleeping in the open fields. Ticks are real killers these days."
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
You fill up your mana stones and Intermission three times.
Vandolf: "A siege ballista... that does raise a few more questions. Say, Kark, just how accurately can you fire this thing? And is there perhaps some way, such as some sort of portion or construct, to allow the... er... passenger, to heal themselves afterwards? It seems that could alleviate many of the problems."
Kark: ”Accuracy? These were originally designed to snipe incoming high-priority threats, they’re extremely accurate, and we’ve actually heavily modified them for even greater precision. The old ones were meant for targets in line-of-sight, ours are modified to also allow accurate trajectory shots. They’ve got precision cranks and gears to make tiny adjustments, angle readings, force levels, acceleration adjustment, all the important stuff to make sure a package hits its target. The operators also take into account wind and planetary rotation when making shots, the only issue is that the longer the shot, the less predictable the wind.
As for healing, uh. You want a healing construct integrated into the crate? That sounds, expensive. And time consuming.”
Vandolf leaves the room.
John: "Well, as horrifying, amusing, and enlightening as that was, we should get down to business. How long will it take to prepare a passenger crate with a window?"
Kark: ”Window? Sounds fragile.”
Byrnolf: ”I could prepare an AM one, make it durable enough to withstand the impact.”
Kark: ”Hmm, alright. We’ll need to draw some designs, have Byrnolf make ‘em, and do some stress testing and redesigning to get something workable, so I’d say five hours tops. Should be done by the time you guys finish your preparations.” ____________________
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) -Quick Rest (Passive) (If no action in the turn, all standard AP is recovered at the end of the turn) (Cannot be used if stumbled or in negative standard AP)
Name: Kleigg (TheKebbit) Race: Human ____________________
Pulling out the lost gauntlet, you whip it in the air to clear out the accumulated filth and uh, remains of an arm, and put it on.
Pulling out your mace and shield, you ready yourself for combat and put your back to a wall, carefully peering out the window through the broken shutters.
There are robed chirop around. One in armor and black and purple robes, one in a dark green robes, and one in blue. From the sounds of it, the occupants of the sewers that followed you are just under the trapdoor opening as well.
Things are about to get rough. ____________________
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)
"Yea, ran int' some of 'em, lucky t' make it out in one piece. Can't say the same of these poor souls."
You show him the two shaman medallions.
Shaman Guard: ”Those two had left several days ago, and many of us feared their demise when they did not return on schedule. It is sad to lose more of us to the Gauntlet.
If you would please, take their medallions to the obdach so a zuwha may put their spirits to ease.”
Horoma: Fluustern’s obdach is in the middle of the city, and Madenuuk’s house is on the south-west end of town.
You learned Constitution!
You can learn a new magic ability if you have the prerequisites, or learn a new physical ability
You have 8 points to allocate to Stamina or Mana
You have 5 points to allocate to your passive stats, including Sixth Sense, Inner Peace, and Constitution Points allocated to Sixth Sense and Inner Peace will be doubled Points allocated to Constitution will be equal to +5% each ____________________
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) -Constitution (+5% Maximum Base HP)
"A siege ballista... that does raise a few more questions. Say, Kark, just how accurately can you fire this thing? And is there perhaps some way, such as some sort of portion or construct, to allow the... er... passenger, to heal themselves afterwards? It seems that could alleviate many of the problems."
Kark: ”Accuracy? These were originally designed to snipe incoming high-priority threats, they’re extremely accurate, and we’ve actually heavily modified them for even greater precision. The old ones were meant for targets in line-of-sight, ours are modified to also allow accurate trajectory shots. They’ve got precision cranks and gears to make tiny adjustments, angle readings, force levels, acceleration adjustment, all the important stuff to make sure a package hits its target. The operators also take into account wind and planetary rotation when making shots, the only issue is that the longer the shot, the less predictable the wind.
As for healing, uh. You want a healing construct integrated into the crate? That sounds, expensive. And time consuming.”
You exit the room and building, leaving Vranhal and travelling on the south road for a bit until you reach the Gazebo in the Gazebo.
The giant dog-ferret is sitting at the round table, a large platter with numerous small, roasted pieces of meat on it. He deftly cuts meat from the bones with a fork and knife, something you wouldn’t expect his furry rat-like hands to be capable of.
-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)
"This is all on the bottom floor? What have you got upstairs?"
Sat Sep 12, 2015 11:26 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 178)
>Armor myself with my strongest null fields and depart the building to face my enemies.
Sat Sep 12, 2015 5:06 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 178)
"Who's the owner of the watch tower by the way? Or is it part of a city?"
Sat Sep 12, 2015 7:26 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 178)
"Alright, that works. Need to replace the clothes Lucida shredded anyway. Oh, Byrnolf, since you mentioned AM, is it easy to make flexible AM? Like, AM cloth?" > After I get my answer, go back to the armory and swap out my damaged clothes for new copies.
Sun Sep 13, 2015 3:01 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 178)
"Indeed, Gazebo. I was just wanting to ask you a few questions, since you seem to be very knowledgeable... What could you tell me about the rune mages of old, and what happened between them and the shamans?"
Sun Sep 13, 2015 4:21 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 179)
All maximum armor durability has been doubled!
Also, everyone is capable of learning a new ability: Constitution, which permanently increases your maximum HP starting at +5%, up to a maximum of +50%.
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
John: "Alright, that works. Need to replace the clothes Lucida shredded anyway. Oh, Byrnolf, since you mentioned AM, is it easy to make flexible AM? Like, AM cloth?"
Byrnolf: ”Cloth? Yeah, it’s doable, just a big thin sheet and you have to be good at controlling the flexibility. Unless if you mean like, actual threads, that’s also possible, just a lot more time consuming.”
You leave for now, heading back to the armory and swapping out your damaged equipment for repaired ones. You also feel like you’re better at forming basic AM, maybe from your earlier AM-making session. ____________________
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) (Efficiency: 1 Mana = 2 Durability) ---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) Quick Rest (Passive) (If no action in the turn, all standard AP is recovered at the end of the turn) (Cannot be used if stumbled or in negative standard AP)
Name: Kleigg (TheKebbit) Race: Human ____________________
You armor yourself in your strongest (6 Mana) Null fields and, pushing open the door, walk out.
Chirop Blue Mage: ”Halt! You are under arrest for suspicion of trespassing, thievery, and involvement with criminal organizations! Drop your weapons now!”
The blue and green mages have their hands raised, ready to cast, and the armored chirop has a longsword drawn.
Well, looks like they’re giving you the option to play nice or play hard. ____________________
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: "This is all on the bottom floor? What have you got upstairs?"
Guard: ”The layout’s the same, just some designated sleeping areas for guards and some more storage here and there.”
"Who's the owner of the watch tower by the way? Or is it part of a city?"
Guard: ”This tower used to be in the center of a small town, but the rest of the town was destroyed centuries ago. The tower was acquired by Teleiat some time after that when Magusalto was still separate from the Cinero.
You guys like legends an’ stuff? Apparently this tower is upside-down. Look at the passages to the rooms.”
Guard: ”Doesn’t it look like those are upside-down archways that got the middle of ‘em cleared out? All the windows and doors to the outside also look like they were roughly carved in after the tower was flipped, some of ‘em aren’t even or neat. The spiral staircase has steps on the underside of them, too.
The creepiest thing I heard is that some other guards say that this tower is actually a basement. The staircase goes down below the current ground level for several feet before stopping, just a stone floor, like it was sealed off. Something about there being an entire underground palace, maybe that’s where the rest of the town went too, all underground.” ____________________
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)
"This is all on the bottom floor? What have you got upstairs?"
Guard: ”The layout’s the same, just some designated sleeping areas for guards and some more storage here and there.”
P’orihc: "Who's the owner of the watch tower by the way? Or is it part of a city?"
Guard: ”This tower used to be in the center of a small town, but the rest of the town was destroyed centuries ago. The tower was acquired by Teleiat some time after that when Magusalto was still separate from the Cinero.
You guys like legends an’ stuff? Apparently this tower is upside-down. Look at the passages to the rooms.”
Guard: ”Doesn’t it look like those are upside-down archways that got the middle of ‘em cleared out? All the windows and doors to the outside also look like they were roughly carved in after the tower was flipped, some of ‘em aren’t even or neat. The spiral staircase has steps on the underside of them, too.
The creepiest thing I heard is that some other guards say that this tower is actually a basement. The staircase goes down below the current ground level for several feet before stopping, just a stone floor, like it was sealed off. Something about there being an entire underground palace, maybe that’s where the rest of the town went too, all underground.” ____________________
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 travel to the center of town, locating the massive dome that is the Obdach of the Ruhe. Standing in front of it is an old, decorated shaman. His fur is thin, revealing pale skin underneath, and the pupils of his eyes shine white with cataracts.
Old Shaman: ”Greetings, young shaman. The guard told me of your arrival, and the misfortune of the other shamans whose medallions you hold.
We are in fearful times, where travelling is unsafe and states walk a thin line between peace and war. Tell me, why have you faced danger to come to this spiritual center?” ____________________
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)
-Chilling Howl (Degrading Condition) (Strike fear into enemies, lowering their Aim and Arcane) (-Aim , -Arcane = Will) Passives: Strength: 8 Arcane: 8 Aim: 6 Evasion: 5 +2 Will: 9 Speed: 4
-Sixth Sense (Passive) (+5 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) -Constitution (+10% Maximum Base HP)
"Indeed, Gazebo. I was just wanting to ask you a few questions, since you seem to be very knowledgeable... What could you tell me about the rune mages of old, and what happened between them and the shamans?"
Gazebo: ”Ah, the ancient rune and vocal mages. It was before my ancestors’ time, before the great migration, but we have learned quite a bit in the time we have spent here. The kings of old could only be kings if they had control over the people, and that was not possible with the existence of runic and vocal magic. The kings made a pact with the Ruhe, a religion as old as Caelum, I believe, to find a way to rid the world of runic and vocal magic. They used their spirit magic to do it, unfortunately I can’t tell you what exactly they did. It is a secret that only a small number amongst the Ruhe know, those that are the elite of the elite.
Old texts say that the banishment of runic and vocal magic is somehow related to what the original denizens of the world call the corruption, it is what we call the great migration.” ____________________
-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)
Last edited by CaveCricket48 on Tue Sep 15, 2015 8:26 pm, edited 1 time in total.
Mon Sep 14, 2015 6:38 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 179)
>Unleash a 3-mana Radiance and batter the longsword-wielding chirop.
Mon Sep 14, 2015 1:54 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 179)
>Hand over the Medallions.
"Y' know of the spirited weapons?"
"So, Vranhal have Ultima contained as it's dangerous right, 'nother weapon, Lucida showed up wantin' t' release Ultima, and was pretty disagreeable." "T' 'void a battle been thinkin' of a way t' sort things out peacefully, and had the idea that we could transfer the spirit from a sword t' a less dangerous construct, came seekin' knowledge t' that end."
Mon Sep 14, 2015 8:55 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 179)
"Weird, but fascinating. No one has ever tried to find out what's down there?"
Tue Sep 15, 2015 4:19 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 179)
"The great migration? What happened to cause such a thing?"
Tue Sep 15, 2015 4:30 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 179)
> Wander off to find Byrnolf and Kark with this testing they're doing, that sounds interesting. Form a blunt AM arrowhead over half my bolts while I walk, specialized for impact damage.
Tue Sep 15, 2015 4:32 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 180)
Roll 180
The world as the players know it:
Kyeltziv: Fluustern 2. John Vandolf: In between Vranhal and Mead 3. P’orihc, Ki’stha 4. Kleigg ~~~
Time: Night
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
You head off to find Byrnolf and Kark, forming a blunt head over half of your bolts as you walk.
With the sun down, the town is lit with magic lamps, and you make your way through the nightly crowds to find the postal center.
It’s a strange facility, one that you passed by at first because you didn’t know what it was. There’s the main office building, a large two-story building with the occasional courrier running in and out, and connected to the building is a 10 foot stone wall that encloses a large space behind the building. Loud whipping and banging sounds can be heard in the area, and using a gate to pass through the wall, you find yourself standing in a walled-off field with four large war machines evenly spaced from each other.
These weren’t regular ballistae, resembling more like some high-precision measuring instrument with the cranks and curved metal angle measures, complicated acceleration controllers on the projectile flight deck, and each one with a person standing by with a clipboard and pen.
Kark and Byrnolf are at one of the ballistae, talking while standing beside several large, rectangular crates. Except, instead of wooden construction that you imagined when you heard “crate,” these seem to be made of some sort of sheet metal, folded and riveted to form the container. Five of the crates have a damaged clear window on them, while three others have perfectly intact windows. ____________________
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) (Efficiency: 1 Mana = 2 Durability) ---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) Quick Rest (Passive) (If no action in the turn, all standard AP is recovered at the end of the turn) (Cannot be used if stumbled or in negative standard AP)
Name: Kleigg (TheKebbit) Race: Human ____________________ ___Enemy List___ Chirop Green Mage Chirop Blue Mage Chirop Purple Mage
___Action Priority___ Chirop Blue Mage: 9 Kleigg: 7 Chirop Green Mage: 6 (6) Chirop Purple Mage: 6 (3)
___Events___ Chirop Blue Mage uses Mind Control on Kleigg It doesn’t work!
Kleigg uses Radiance (3 Mana) Chirop Blue Mage is inflicted with 9 Blind Chirop Green Mage is inflicted with 9 Blind Chirop Purple Mage is inflicted with 9 Blind
Kleigg attacks Chirop Purple Mage Chirop Purple Mage does not attempt to evade Attack lands, inflicting 5 damage to armor
Chirop Green Mage uses Fireball on Kleigg Kleigg does not attempt to evade Attack lands, inflicting 0.6 damage to armor
Chirop Purple Mage uses Power Flow on self
Chirop Purple Mage attacks Kleigg Kleigg does not attempt to evade Attack lands, inflicting 11.3 Cut
You cast Radiance with 3 Mana, being sure to shield your eyes from the flash of light. It doesn’t seem as bright as Lucida’s and doesn’t seem as nearly as effective. Rushing towards the armored chirop, you give her a swing of your mace, putting a dent in the steel cuirass while you shrug off a fireball from the green mage.
The sword-wielding chirop seems to be a much bigger threat though, swinging her blade at blistering speeds into your own armor, cutting through and slicing through a bit of flesh. ____________________
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)
"Weird, but fascinating. No one has ever tried to find out what's down there?"
Guard: ”There’ve been a few mages who tried to detect anomalies underground, but they weren’t able to find any major air spaces that would suggest rooms or hallways or anything. Teleiat’s also not going to permit any excavation unless if someone has solid evidence of something being down there. Maybe if there was an actual method to get down below using a hidden mechanism or something, that’d be fine, but we haven’t really come across anything like that.
There used to be something in the top of the tower, which would be the bottom of the basement if it were right-side-up. Some kind of coffin or something? Big rectangular metal box, empty, was taken to a museum in Teleiat. You can still see the place where it was nested in the top floor.” ____________________
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: "Weird, but fascinating. No one has ever tried to find out what's down there?"
Guard: ”There’ve been a few mages who tried to detect anomalies underground, but they weren’t able to find any major air spaces that would suggest rooms or hallways or anything. Teleiat’s also not going to permit any excavation unless if someone has solid evidence of something being down there. Maybe if there was an actual method to get down below using a hidden mechanism or something, that’d be fine, but we haven’t really come across anything like that.
There used to be something in the top of the tower, which would be the bottom of the basement if it were right-side-up. Some kind of coffin or something? Big rectangular metal box, empty, was taken to a museum in Teleiat. You can still see the place where it was nested in the top floor.” ____________________
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)
So, Vranhal have Ultima contained as it's dangerous right, 'nother weapon, Lucida showed up wantin' t' release Ultima, and was pretty disagreeable. T' 'void a battle been thinkin' of a way t' sort things out peacefully, and had the idea that we could transfer the spirit from a sword t' a less dangerous construct, came seekin' knowledge t' that end."
Old Shaman: ”Hrmm. As much as I would rather not suggest you speak with Madenuuk, he sounds like the one that would have what you are looking for. His home is the pointed human-like structure on the south west end of town. The others tend to avoid him, with his studies being - well, uncomfortable. Pursuing methods to imbue spirits into artificial dolls, brings unease to those of us who talk and walk amongst the voices of the dead. But, it sounds precisely like what you are seeking.” ____________________
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)
-Chilling Howl (Degrading Condition) (Strike fear into enemies, lowering their Aim and Arcane) (-Aim , -Arcane = Will) Passives: Strength: 8 Arcane: 8 Aim: 6 Evasion: 5 +2 Will: 9 Speed: 4
-Sixth Sense (Passive) (+5 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) -Constitution (+10% Maximum Base HP)
"The great migration? What happened to cause such a thing?"
Gazebo: ”It was an ancient machine that some of the people of this world had found. I do not know what it was originally designed for, but it opened up a rift that let many spirits through. A movement to rebel against the current status of the world, or something.” ____________________
-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)
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