Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 190)
Roll 190
The world as the players know it:
1. Kyeltziv 2. Kleigg, Vandolf 3. P’orihc, Ki’stha, John 4. A Watch Tower ~~~
1. P’orihc, Ki’stha, John ~~~
Notes:
1. Get Spirit expertise from the Lupus (Kyeltziv) 2. Get Construct expertise from a Construct Master in a Chirop jail (John, P’orihc, Ki’stha) 3. Don't talk to strangers (Kleigg) 4. Help Kleigg with his mission (Vandolf)
Time: Morning
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
Ki’stha: "We are an emergency diplomatic envoy organised by the cities east of the Anri, we urgently need to interview a prisoner we believe to be held at this facility."
Receptionist: "An interview can be arranged. Who must you speak to?"
John: "His name is Matis Emiel, he's a construct mage."
Receptionist: "Alright, I'll need to take your names down for records, if you're all going, and then you can follow the guards."
You write down your name on a clipboard, P’orihc and Ki’stha writing their names after, and then head over to the guards.
P’orihc: "Thanks!"
The two guards lead you down a wide hallway that has evenly spaced doors towards the center of the building, stopping at one of them and then turning to face you.
Guard 1: ”You are guaranteed privacy in conversation, but all magic will be monitored. Magic-based life support systems will not receive interference from walking into the room. However, any magic usage that is deemed any way suspicious will be cancelled and you will face charges depending on the severity of your act. Is that understood?”
The three of you give the affirmative, and the guard opens the door. You head in, entering a room with an artificial light fixture on the ceiling and mirrored panes on the left and right walls. A door is at the back of the room, a table in the center, three chairs on your side, one chair on the opposite.
You, P’orihc, and Ki’stha take a seat, taking a look at the human on the other side of the table. A few wrinkles, short greying hair, a bit of stubble, and wearing a light grey uniform.
Emiel: ”So, what can I do for you?” ____________________
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 = 9 Mana , Ability Strength (per ability): 100% = 9 Mana [cannot exceed 100%]) ---Form Sparker (Create a Mana Sparker) (Efficiency: 1 Impulse = 0.01) ---Security Sequence (Level: 2) (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 (Passive) (+10% Damage and Aim to Micro Meteor) -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 ____________________
Taking out a paper bomb, you attach a much longer thread to the detonation string from the spool so you can set it off from much further away.
Tabi makes her move, chucking an arrow with a paper bomb attached to it at one of the entrances to the tower, blowing open the door.
Tabi: ”Alright, go time!”
Breaking into a sprint, you partially circle the building to find an entrance away from her. It’s not hard to find another door, but it’s locked with another of those advanced identification card systems. Waiting a few seconds provides fruitful, however, as the door bursts open and chirop run out, giving you the opportunity to run inside without anyone giving you a second glance.
Alright, gotta find a staircase. A few paces down the hall and you find the stairs, heading down and checking each level for something that would look like it would have machinery, and find something machine-like on the third level below ground.
A circular catwalk surrounds the massive room, where there are six large metal domes surrounded by pipes and valves and magic-y doodads. Well, looks like you’re going to need more than a single long-range paper bomb, so you whip up five more and start fastening them to the machines. As soon as you finish the sixth, the door on the opposite side of the room where you entered bursts open, Tabi jumping off the catwalk and onto the ground below.
Tabi: ”Only one per machine? Let’s bump it up to three.”
18 Paper bombs and a lot of thread later, and you have 3 rigged paper bombs per machine, each dome’s set of charges linked to a pull string.
Seems like the setup is good enough, so the two of you exit the building through the path you took, giving the strings a firm tug before running out of the door.
Ten seconds later, and the ground tremors from the force of 18 paper bombs going off. The tower miraculously stays upright - probably built to withstand severe damage.
Other explosions sound in other parts of the city, other members of the spiral completing their objectives.
Tabi: ”Mission complete, let’s head back.” ____________________
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)
-Escape! (Roll a 5 or higher to successfully run away from a battle)
-Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
Ki’stha: "We are an emergency diplomatic envoy organised by the cities east of the Anri, we urgently need to interview a prisoner we believe to be held at this facility."
Receptionist: "An interview can be arranged. Who must you speak to?"
John: "His name is Matis Emiel, he's a construct mage."
Receptionist: "Alright, I'll need to take your names down for records, if you're all going, and then you can follow the guards."
John writes down his name on a clipboard, You and Ki’stha following after, and then head over to the guards.
"Thanks!"
The two guards lead you down a wide hallway that has evenly spaced doors towards the center of the building, stopping at one of them and then turning to face you.
Guard 1: ”You are guaranteed privacy in conversation, but all magic will be monitored. Magic-based life support systems will not receive interference from walking into the room. However, any magic usage that is deemed any way suspicious will be cancelled and you will face charges depending on the severity of your act. Is that understood?”
The three of you give the affirmative, and the guard opens the door. You head in, entering a room with an artificial light fixture on the ceiling and mirrored panes on the left and right walls. A door is at the back of the room, a table in the center, three chairs on your side, one chair on the opposite.
You, John, and Ki’stha take a seat, taking a look at the human on the other side of the table. A few wrinkles, short greying hair, a bit of stubble, and wearing a light grey uniform.
Emiel: ”So, what can I do for you?” ____________________
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) -(Electric) --(Telepathy) (Skills ignore Evasion and do not consume Mana) ---Message (Sends a telepathic message to a target/multiple targets) (does not consume AP) ---Receive (Picks up on thoughts if people are thinking hard enough) (does not consume AP) ---Trace (Find the source of a tendril from an active spell that uses one) ---Proxy (Create a fake mind at a specified location that you can direct to use telepathy) ---Mental Security (Strengthen your defense against Telepathy) (Inflicts Mind Guard = Arcane) ---Analyze (Degrading Condition) (Probe the target's thoughts to discover its behavior and stats) (+Evasion +Aim against target = Arcane - target_Will) ---Mind Control (Force the target to perform an action) (Arcane must be higher than target's Will) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) --(Ice) ---Freeze (Cool down a target, freezing it with enough energy) (Consumes 2x AP) (Inflicts Freeze = Arcane + Mana) -(Pure) --(Light) ---Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana)
-Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude) Passives: Strength: 1 Arcane: 12 Aim: 6 Evasion: 7 +7 Will: 4 Speed: 2
-Mind Guard (+1 Telepathy Resistance) -Multiprocessing (Grants a separate pool of AP for Telepathic magic)
"We are an emergency diplomatic envoy organised by the cities east of the Anri, we urgently need to interview a prisoner we believe to be held at this facility."
Receptionist: "An interview can be arranged. Who must you speak to?"
John: "His name is Matis Emiel, he's a construct mage."
Receptionist: "Alright, I'll need to take your names down for records, if you're all going, and then you can follow the guards."
John writes down his name on a clipboard, You and P’orihc following after, and then head over to the guards.
P’orihc: "Thanks!"
The two guards lead you down a wide hallway that has evenly spaced doors towards the center of the building, stopping at one of them and then turning to face you.
Guard 1: ”You are guaranteed privacy in conversation, but all magic will be monitored. Magic-based life support systems will not receive interference from walking into the room. However, any magic usage that is deemed any way suspicious will be cancelled and you will face charges depending on the severity of your act. Is that understood?”
The three of you give the affirmative, and the guard opens the door. You head in, entering a room with an artificial light fixture on the ceiling and mirrored panes on the left and right walls. A door is at the back of the room, a table in the center, three chairs on your side, one chair on the opposite.
You, John, and P’orihc take a seat, taking a look at the human on the other side of the table. A few wrinkles, short greying hair, a bit of stubble, and wearing a light grey uniform.
Emiel: ”So, what can I do for you?” ____________________
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) ---Forked 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)
Guess bein' a spirit can be a whole world of weird.
"Seem i've got affixin' spirits down."
Madenuuk: ”Good, good. Unbinding a spirit is a similar process, but with removing the attachment to the body rather than creating one. It should be done with care, as a spirit that is detached can quickly attach itself to something, or someone, nearby. Detaching a spirit from a living creature rarely works. The spirit will, almost, always affix itself back to its body. Now, for what’s next. Hrmm. I do not suppose you care for the, traditions of a shaman? You strike me as very, utilitarian. It is custom of new shamans to find a spirit that is, compatible, with them, that they may share thoughts and beliefs and work together towards a common goal. There are some, extreme cases where shaman and companion spirit meld into a single entity. It is, not something that is taken lightly or encouraged, there are many malicious spirits who would take the opportunity to purge a shaman’s soul to obtain a fresh body.” ____________________
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) ---Bind Spirit (Affix a spirit to a physical object) -(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) (Cast at beginning of turn) (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)
You head towards the inner city as the sun rises, on the lookout for a stupid-looking human in a cloak and/or armor. You’re about to ask a passerby if they’ve seen anyone of the description, but an explosion not too far off interrupts you. Another explosion in another part of the city follows after, and then another, and then another. Chirop and people hurry into buildings, some look around, trying to discern a source of the sound. ____________________
-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.
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP) ---Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP)
-Flurry (Melee three times, each attack dealing one third of your normal damage [consumes 1 AP]) -Metabolize (Exert your will over your body, forcing it to produce energy faster than normal) (+Stamina = Will)
-Sixth Sense (Passive) (+3 Magic Evasion) -Momentum (Passive) (Keep yourself moving, increasing damage with each attack) (Buff ends when you fail to attack in a turn or are blocked or stumbled) (+Damage = 1d6 per attack , Max total +Damage = 2 * Strength) -Critical Shot (Increases damage by extra Aim if initial damage to target is greater than 0) -Berserker (Grants a separate pool of AP for melee attacks) -Adrenaline Rush (Passive) (Stamina usage is twice as effective)
Skills: -Stabilize (Spend the extra energy to hold still, increasing Aim for the next attack) (+Aim = Stamina) -Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
Skills: (Magic) -(Pure) --(Light) ---Accelerated Repair (Speed up the body’s natural healing process on a target, clearing conditions) (Turns given = Arcane + Mana)
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 190)
"Short version, we and by extension Vranhal, need your help to find a method of moving the spirit inside Lucida to a new body.
Long version, there was a big event in Esthen several days ago, Lucida escaped their captivity and made a beeline for Vranhal. After some diplomacy, some of which involved hitting each other, the Lord of Vranhal and Lucida reached an agreement. Lucida will stop causing trouble and work with us, and in exchange Vranhal finds a way to put him back into a body that isn't a sword. Currently, we've got a team over in Fluustern getting some expertise with spirits, and we're here to get an expert in constructs. You. So, that's why we're here." > 3 Intermissions.
Mon Oct 05, 2015 6:36 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 190)
TorrentHKU wrote:
"Short version, we and by extension Vranhal, need your help to find a method of moving the spirit inside Lucida to a new body.
Long version, there was a big event in Esthen several days ago, Lucida escaped their captivity and made a beeline for Vranhal. After some diplomacy, some of which involved hitting each other, the Lord of Vranhal and Lucida reached an agreement. Lucida will stop causing trouble and work with us, and in exchange Vranhal finds a way to put him back into a body that isn't a sword. Currently, we've got a team over in Fluustern getting some expertise with spirits, and we're here to get an expert in constructs. You. So, that's why we're here."
Emiel: "... That's... Huh... Well, the first step would be cracking Lucida's security sequences. That would normally be impossible, but I think I can figure it out. After that, it'd be figuring out what method the construct is using to contain his mind, spirit, whatever, and then safely transfer it into the not-sword. We'd also need to build the not-sword. That probably didn't sound too specific, but there's not a whole lot of specificity you can give when you're talking about something like Takoa's weapons.
So, what's the plan? Some sort of back-and-forth communication? You have your guys in Vranhal build somethin', and there's someone running back and forth relaying information between me and the build team?"
Mon Oct 05, 2015 6:50 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 190)
"Great, just great. Kleigg, what have you gotten yourself into this time?"
(Hm... This seems like a big, organized attack on the city. It hasn't been too long, so there should be some of the people who participated in the act wandering around, trying to avoid suspicion.)
> Look for anyone that seems less, well, terrified than the rest, especially those in cloaks concealing themselves, and question them. Don't let them get away.
Last edited by CrazyMLC on Mon Oct 05, 2015 10:27 pm, edited 3 times in total.
Mon Oct 05, 2015 6:59 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 190)
"God, I HOPE we don't have to do anything that inefficient. But we might. Quite frankly, I'm not sure there's anyone else, well, anywhere who can perform the kind of construct work we need. Probably wouldn't be easy to get the Teleiat people to put you out on parole to make a new body for a grumpy light god and save the civilized world. Though, we do have one idea. Try to get you a community service job looking at the watchtower between here and Magusalto. Apparently it's an underground castle that got flipped upside down, and you have some uh, experience with flipping, so I've heard. A long shot, but it's worth a shot."
Mon Oct 05, 2015 7:00 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 190)
>Leave with my Chirop colleague. Avoid getting caught up in the fierce response to the bombing.
Mon Oct 05, 2015 5:44 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 190)
"Yea, not 'xactly a conventinal shaman." "No disrespect t' tradition, just not really got time for 'em now."
Tue Oct 06, 2015 3:13 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 191)
Roll 191
The world as the players know it:
1. Kyeltziv 2. Kleigg, Vandolf 3. P’orihc, Ki’stha, John 4. A Watch Tower ~~~
1. P’orihc, Ki’stha, John ~~~
Notes:
1. Get Spirit expertise from the Lupus (Kyeltziv) 2. Get Construct expertise from a Construct Master in a Chirop jail (John, P’orihc, Ki’stha) 3. Don't talk to strangers (Kleigg) 4. Help Kleigg with his mission (Vandolf)
Time: Morning
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
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 = 9 Mana , Ability Strength (per ability): 100% = 9 Mana [cannot exceed 100%]) ---Form Sparker (Create a Mana Sparker) (Efficiency: 1 Impulse = 0.01) ---Security Sequence (Level: 2) (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 (Passive) (+10% Damage and Aim to Micro Meteor) -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 leave the scene of the crime with your chirop companion, attempting to avoid suspicious eyes as you casually walk into an alleyway. Right when you take a turn, however, you find yourself standing in front of a familiar lupus - Vandolf. ____________________
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)
-Escape! (Roll a 5 or higher to successfully run away from a battle)
-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) ---Forked 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, not 'xactly a conventinal shaman. No disrespect t' tradition, just not really got time for 'em now."
Madenuuk: ”Mm. The next thing to teach you is determining spirit signatures.
It is said that all spirits have a ‘name,’ a mark that symbolizes them. It is not something we can speak, but a symbol that they recognize. If a spirit is detached from the physical world, its signature can be used to call it back. That is why your medallion bears your signature - should you die, your spirit can be called back so you may still communicate with us.
That is partially true. Spirit signatures are not ‘discovered’, they are created and given. It is similar to affixing, but instead of a specific object to ‘bind’ the spirit to, it is a symbol.
I suppose I can also teach you about gates, though that’s a bit more adv-”
A clatter interrupts his sentence, and you turn to see Miimas and Horoma standing by a knocked-over pile of doll parts, a partially-assembled doll sitting on the floor near them. The two give a nervous smile as they pick the parts back up.
Madenuuk: ”Gates are a bit more advanced, and can be dangerous. They are openings that allow things from the otherworld to enter the physical world, and the other way around. They take immense energy to open and maintain, and can lead to catastrophic results if one is not careful. The physical world and the otherworld do not share the same rules, and anything from one world that enters the other is, converted, to agree with the rules of the world that it is entering.
I know! I shall teach you how to harvest mana stones and other magic parts from beasts. They are necessary in the fabrication of the dolls, and I need some to build a new one anyways. We can leave whenever you are ready, unless if you have other ideas?” ____________________
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) ---Bind Spirit (Affix a spirit to a physical object) -(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) (Cast at beginning of turn) (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)
"Great, just great. Kleigg, what have you gotten yourself into this time?"
Alright, it hasn’t been too long, so you look carefully for anyone who looks suspicious, anyone who could’ve been a participant in the going-on. You spot a man in a brown cloak entering an alleyway with a chirop behind. Cloaks are suspicious, alleyways are suspicious, looks like you found a mark. Rushing to where you think the alley leads you, you quickly pace between the buildings, stopping when the robed man and the chirop round the corner and end up standing right in front of you. The man is Kleigg. ____________________
-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.
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: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 191)
John, P’orihc, Ki’stha
John: "Short version, we and by extension Vranhal, need your help to find a method of moving the spirit inside Lucida to a new body.
Long version, there was a big event in Esthen several days ago, Lucida escaped their captivity and made a beeline for Vranhal. After some diplomacy, some of which involved hitting each other, the Lord of Vranhal and Lucida reached an agreement. Lucida will stop causing trouble and work with us, and in exchange Vranhal finds a way to put him back into a body that isn't a sword. Currently, we've got a team over in Fluustern getting some expertise with spirits, and we're here to get an expert in constructs. You. So, that's why we're here."
Emiel: "... That's... Huh... Well, the first step would be cracking Lucida's security sequences. That would normally be impossible, but I think I can figure it out. After that, it'd be figuring out what method the construct is using to contain his mind, spirit, whatever, and then safely transfer it into the not-sword. We'd also need to build the not-sword. That probably didn't sound too specific, but there's not a whole lot of specificity you can give when you're talking about something like Takoa's weapons.
So, what's the plan? Some sort of back-and-forth communication? You have your guys in Vranhal build somethin', and there's someone running back and forth relaying information between me and the build team?"
"God, I HOPE we don't have to do anything that inefficient. But we might. Quite frankly, I'm not sure there's anyone else, well, anywhere who can perform the kind of construct work we need. Probably wouldn't be easy to get the Teleiat people to put you out on parole to make a new body for a grumpy light god and save the civilized world. Though, we do have one idea. Try to get you a community service job looking at the watchtower between here and Magusalto. Apparently it's an underground castle that got flipped upside down, and you have some uh, experience with flipping, so I've heard. A long shot, but it's worth a shot."
Emiel: ”Hmm. That might work. You’d have to file a request with prison, and they’d probably have to take it to the council, but it might work. Well, if you can get me out of here, I’m in on the plan.”
Tue Oct 06, 2015 5:42 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Ad Infidium (Roll 191)
"So um, just out of curiosity. What exactly happened that got you in here? You don't really have to answer if you don't want."
Tue Oct 06, 2015 5:51 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 191)
Asklar wrote:
"So um, just out of curiosity. What exactly happened that got you in here? You don't really have to answer if you don't want."
Emiel: "Y'know how I'm good at uh, 'flipping things around?' I was doing some experiments on teleportation, and there was an accident that, uh, flipped an entire block around. Inside-out, to be precise. Including, uh, living things."
Tue Oct 06, 2015 5:56 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 191)
"Well that DOES sound like the sort of thing you'd need for flipping a castle. We may have a good chance of convincing them after all, depending on how valuable this watchtower is to them. And how good of an inmate you've been. Question is, how do we get you over to Vranhal after that. Could go the diplomatic way and try to work that into the bargain. Or could go the less sane 'run for it when we get free' way. I'd really prefer not to be a fugitive from the Chirop government."
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