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: Night
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
TorrentHKU wrote:
"...Alright." > Reach forward, hesitate for a second, take hold of the handle. Gulp.
You reach forward, hesitating for a second before grabbing the handle.
A slam startles you as all the armor on Tara zips over and slams into place around your body, encasing you in the suit.
Tara: "Stay."
She walks away, and you find yourself unable to move inside the armor. The door to the house opens and then closes, and your sword-arm slowly moves to your waist, where a sheath materializes over the blade and hooks itself to a belt.
A smooth, feminine voice fills your mind.
So. Did you take a peek? I won't hurt you if you say 'yes.' Promise.
TorrentHKU wrote:
At the book? I learned about it, like, an hour ago. I wouldn't even be there yet if I'd gone straight for the thing. God it's tempting to. I would like to learn bio magic. Doubt I'll ever get as convenient a source as this either. Not worth the risk though. Not even close. One wrong glance at a wrong page, and I'd be ♥♥♥♥, at best.
I see. I'm not great at telling if someone's lying, so I'd almost feel bad if I crushed you and you were telling the truth. Almost.
So, where is this book?
TorrentHKU wrote:
Should be at Mead. Sanoa was a librarian there, hid it under the library's floorboards in the rear left corner.
I'm really not sure why I brought it up. Maybe I wanted to get it off my chest alone. Kinda defeats the purpose of secrecy with it I guess. Wait, am I thinking out loud. Was I thinking out loud?
The library in Mead, where Sanoa took the cover of a librarian. A good place to hide a book.
The door to the building opens and closes, and you hear a pair of footsteps walking towards you. As they come into view, you see Tara, and a white armored figure.
Lucida: "Don't worry John, I'll keep your brain safe!"
Tara: "Lucida will be covering you until the Whitehawk gets here - I sent them a message through the ballista, so it shouldn't be too long."
Lucida holds his weapon with the handle towards you.
TorrentHKU wrote:
> Test arms to make sure they can move, take hold of Lucida with my left. Then, hold Atra up handle first for Tara, assuming Atra doesn't take care of that on her own. "Whitehawk?"
After making sure you can move your arms, you take Lucida in your left hand and offer Atra's handle to Tara with your right. The moment the black armor switches off from you to Tara, Lucida's body vanishes and the armor quickly flies around you and snaps into place.
Lucida: Testing. Can you hear me?
Tara: "One of the main medical guilds, they'll investigate the matter in more detail. Go retrieve the book, do not destroy it or read it. Lucida will retain it until the Whitehawk arrives."
Oh thank god, you're much less intimidating than Atra.
Lucida: I guess I’ve got something to work on, then.
"Alright, we'll head out then. Atra, it was... interesting meeting you. I hope it's less stressful next time."
Tara: ”Atra says, well, I probably shouldn’t repeat that.
Don’t try to get yourself into anymore trouble.” ____________________
Evasion Behavior: Auto Impulse Evasion when there is Evasion AP | Use Impulse Evasion to recover before actions if stumbled and have any Evasion AP or at least 2 regular AP
-Lucida Armor (Absorbs all damage) (17 Armor Resilience, 1500/1500 Durability) (+50 Strength, +30 Evasion, +10 Speed) (Immune to Telepathy)
Artifact (0/1):
Inventory: -Magic Weapons and Constructs (Book)
-Crude Mana Stone (Mana: 1/1) -Mana Stone (Mana: 2.3/2.3) -Mage Stone (Mana: 10/10) -Mage Stone (Mana: 5/10)
Equipped: Lucida (Longsword) (+50 Edge | +8 Impact | +40 Arcane) (Mana: 3000/3000) (Mana Regen: 100) (Magic) -Lucida Armor (Absorbs all damage) (17 Armor Resilience, 1500 Durability) (+50 Strength, +30 Evasion, +10 Speed) (Immune to Telepathy) -Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana) -Radiance (Create a powerful light, blinding everyone around you) (Inflicts Blind = Arcane + Mana) -Megaflare (Unleash a white torrent of flame that incinerates) (Inflicts Burn + On Fire = Arcane + Mana, Blind = [Arcane + Mana] * 0.5) -Haste (Single Turn Condition) (Cast at beginning of turn) (Speed up a target, increasing its Speed) (+Speed = Arcane + Mana) -Accelerated Repair (Speed up the body’s natural healing process on a target, clearing conditions) (Turns given = Arcane + Mana) -Fast Forward (Accelerate a target through time, speeding up all recovery) (Cannot use AP gained from FF to cast FF) (Turns = Mana) -Divine Mirror (Passive) (+100% Light magic effectiveness, Immune to Blind from light)
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) ---Meteor Shower (Fire multiple projectiles with damage evenly distributed) (Inflicts Total + 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) ---Course Correction (Repeat the Land/Miss on a melee attack (consuming AP), but the target has 0 Evasion) ---Blast Wave (Lets out a powerful but short-ranged concussive wave) (Inflicts Trauma = [Arcane + Mana] * 1.5) ---Propulsion Blast (Power a melee attack with a kinetic blast on impact [no AP/Mana is lost from Propulsion Blast if the melee attack misses]) (+Damage = Arcane + Mana) ---Counter Force (Single Turn Condition) (Applies counteracting forces to a target, lowering strength and evasion) (-Strength, -Evasion = Arcane + Mana) ---Impulse Evasion (Evasion) (Can use Standard AP or Evasion AP) (Launch yourself with kinetics to evade an attack) (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) (Cast at beginning of turn) (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) -(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)
(Physical) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP) -Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
(Hybrid) -Falling Star (Modifier, Melee) (Used with another attack, does not consume AP) (Leap up into the air with kinetic force and attack while falling, strengthening the damage of a single attack) (+Strength = Evasion + Arcane + Mana, Evasion is 0 for the next incoming attack)
(Other) -Counter Strike (Counter) (Instantly attack following an enemy’s attack if your Speed Roll is higher)
-Berserker (Passive) (Grants a separate pool of AP for melee attacks) -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 all “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) -Constitution (+15% Maximum Base HP)
Name: Kleigg (TheKebbit) Race: Human ____________________
TheKebbit wrote:
"Then let's be off! You know Teleiat better than I do. Anywhere at all in mind?"
Tabi: "Hmm. There's an inn not far from here, popular with travelers, good prices."
TheKebbit wrote:
>Allow myself to be whisked off to this inn. I hope the rates are manageable.
Not worrying about Vandolf's arrangements for the night, you and Tabi head off, locating a nice looking inn a few blocks down. A large stone building with five or six levels and balconies for every room. Upon entering, you find the place well-lit and nicely decorated with a mix of light tan walls, bronze fixtures, and an abundance of green plant life.
The receptionist counter is manned by a duo of uniformed chirop, the two of you approaching it.
Receptionist 1: "Welcome!"
Tabi: "Hello, we would like a-er, uhm..."
Receptionist 1: "Would you like a room? Or two?"
Tabi: "UUUUUUH."
Her head slowly turns to you.
Tabi: "Kleigg, how much money do you have."
TheKebbit wrote:
"...ten Aes. A shoestring budget. I don't know if that'll be enough for two."
"...okay, hear me out on this. We're comrades in arms. This mission is going to go on for some time. What could possibly go wrong with rooming together once?"
(shall we assume Vandolf's request to meet in the morning was heard before we wandered off to the inn? that would simplify things)
Tabi: "Yeah, just, once.
We'll have one room."
Receptionist 1: "That will be twenty Aes for one night, an additional ten for each added night."
Tabi: "Just one night."
Your batty companion glances towards you.
Tabi: "Let's split it."
Sounds reasonable enough, so both of you pass up a silver, and in exchange get a pair of steel keys, one for the each of you.
Receptionist: "Enjoy your night."
She gives the wink to the two of you, resulting in Tabi quickly turning and walking towards the nearest flight of stairs. You quickly follow her, taking a look at your room key. The number 206 is on it - must be the room number.
One floor up, and the two of you stand in front of room 206. Tabi inserts her key and turns, the lock is undone and she opens the door.
It's a cozy looking room - first there's a room to the left, a wash room with a large porcelain tub, sink, and toilet, complete with copper water fixtures. To the right is a closet, and ahead is the main room - two beds a few feet apart, a desk, and sliding glass doors at the back leading to the balcony.
Tabi drops off her stuff off beside the desk before moving towards the washroom.
Tabi: "I'm gonna take a quick wash."
The door closes behind the bat, followed soon by the sound of running water.
TheKebbit wrote:
>Armor off. This itchy goddamn hair-shirt too - swap it for the nice white one we stole in Magusalto. What a charmed life I live. >>Fall back on a bed and close my eyes. Take in an impression of whatever magic flows through these rooms. Wait for my friend.
Taking off your armor and hair shirt, you put on your nice sleeved button-down white shirt that was part of a university uniform package. You the let yourself fall back on the bed, closing your eyes and getting a glimpse of the magic that runs throughout the inn's walls.
Conduits running to light fixtures, vents, and pipes - light, air conditioning, and heated water. Pretty advanced, you can see why this would be a popular place to stay.
The sound of running water stops after a few minutes, and Tabi soon exits the washroom wrapped in enough towels to resemble a mummy.
Tabi: "I forgot to grab a fresh change of clothes. Could you, um, take my coin bag and grab something from the shop on the bottom floor?"
She digs through her bag of items and pulls out a pouch, holding it hesitantly.
"Any preference?"
Tabi: ”Something normal, I guess.”
Normal, you can do that! The towel mummy hands you her coin pouch and you leave the room to head for the ground level. There’s an entranceway that leads to a room with shelves of clothing, towels, and soaps.
Let’s see… Some classy sleeved button-down shirts - standard wear for anyone in a uniform, and dress pants that come in black and light tan. Various colored slitted-sleeve shirts and loose fitting colored pants. Simple white cotton shirts and canvas pants, standard attire of the field-born adventurer. Ruffled sleeping shirts and pants, and undergarments. Dresses of various colors, all the same style - sleeveless and form-fitting but full coverage on the rest of body. ____________________
-Note from “E” -Small Pouch --”Negative Fabric” -Quill (Qty. 3) -Inkpot -Paper (Qty. 10) -Mana Stone (20/20) -Padded Shirt (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma) -Shortsword (+5 Edge | +2 Impact) -Potato Sack Pants -Paper Bomb (Detonates after 10 seconds after pulling string) (Power: 100) (Qty. 1) -Spool of Thread -Runic Assassin Gauntlet (Mana: 0/??) --(Magic) ---Kinetic Blade (Single Turn Condition) (Strike with a blade of cutting kinetic force) (+Edge = Mana) ---Compression Barrier (Form a barrier of extremely compressed air around self, reducing damage and becoming invisible) (Durability = Mana/2, +Evasion = Mana, disregards Critical Shot) (Consumes 1 Mana at the end of EVERY turn) ---Conflagration (The user bursts into flames, destroying evidence) (Burn = 100, On Fire = 20)
-Running Pants (+1 Evasion) -Burlap Cloak (2 Armor Resilience , 30/30 Durability) (+1/1 Physical Defense) (Armor does not take damage from Trauma)
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 or piece of Artificial Matter, storing it along with its mana) ---Release (Cast a spell that was stored with Capture [removes spell from storage]) ---Delete (Delete a captured spell) (Does not consume AP) ---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)
(Physical) -Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
(Hybrid)
(Other) -Escape! (Roll a 5 or higher to successfully run away from a battle)
-Padded Shirt (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma) -Grey Mage’s Hooded Robe (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma)
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) ---Locate (Does not consume AP) (Telepathically scan the area and locate people) ---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) ---Calling the Shots (Does not consume AP) (Successfully predict what skill [and order of skills, if performing multiple calls] an enemy will perform, and increase your Evasion by 100% of its base value to that attack. AP will not be consumed while dodging that attack) -(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)
(Physical) -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) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
-Edge Alignment (+10% Damage and Aim to attacks with edged weapons) -Aerial Evasion (Passive) (Can use Flight right after an enemy attack is successfully evaded on the ground) -Mind Guard (+1 Telepathy Resistance) -Acrobat (Passive) (Grants a separate pool of AP for evasion) -Multiprocessing (Passive) (Grants a separate pool of AP for Telepathic magic)
-Padded Shirt (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma) -Blue Mage’s Hooded Robe (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma)
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) ---Ball Lightning (Create an electric artifact that releases all of its energy upon contact) (Electrocution = Arcane + Mana) ---Discharge (Does not consume AP) (Release any number of electric artifacts)
(Physical) -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) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
"Basically, in Vranhal they're tryin' t' see if they can get the spirit out of a rather dangerous one." "Know roughly what we're gon' do when spirit is out, but it's likely bound by a possession, not just a simple haunt. What you said made me realise could be in trouble gettin' it out."
Bauen: "Hrm. You will most likely have to break a possession to get the spirit out, yes. The task will be further complicated by the weapon's own security measures, which must be broken before you can tamper with anything. I suppose you wish to learn how to undue possessions?"
"If you don't mind, that'd be 'ppreciated."
Bauen: ”It is not an easy task, and even once you get a spirit detached, it can possess the same item again, or a different item nearby. It is usual to weaken the spirit beforehand to make it easier to remove.”
Attacking someone’s spirit is, well, tricky. It more or less involves reaching out with your own spirit and poking theirs really hard. ____________________
Evasion Behavior: Auto Evade when there is Evasion AP
Spirit’s Eye (Accuracy cannot fall below 50%)
Artifact (1/1): -Caelum Fire Token (+1 Basic AP)
Inventory: -Memory Stone Fragment -Takana Inn Room Key -Folding Peasant’s Knife (+3 Edge)
Equipped: -Shaman Medallion (Kyeltziv)
-Leather Carrying Bag --Wooden Protection Totem (Mana: 158/180) ---Mana Stones (8/8) ----Regenerating Mana Stone (?/24) (Regenerates 1 Mana per turn) ----Mana Stone (Mana: ?/24) ----Mana Stone (Mana: ?/23) ----Mana Stone (Mana: ?/22) ----Mana Stone (Mana: ?/22) ----Mana Stone (Mana: ?/22) ----Mana Stone (Mana: ?/22) ----Mana Stone (Mana: ?/21)
-Brown Mage’s Hooded Robe (5 Armor Resilience , 0/30 Durability) (+0/4 Physical Defense) (Armor does not take damage from Trauma) -Padded Shirt (5 Armor Resilience , 0/30 Durability) (+0/4 Physical Defense) (Armor does not take damage from Trauma)
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) ---Spirit Lance (Attack another spirit, weakening it) (Cannot miss) (-Arcane, -Aim, -Will = Will + Mana) ---Bind Spirit (Affix a spirit to a physical object) -(Kinetic) --(Fortification) (Mana is only drained when abilities are disturbed) ---Power Flow (Single Turn Condition) (Cast at beginning of turn) (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)
(Physical) -Chilling Howl (Degrading Condition) (Strike fear into enemies, lowering their Aim and Arcane) (-Aim , -Arcane = Will) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
-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 effectiveness, +5 Spirit Magic Resistance) -Constitution (+10% Maximum Base HP)
With your help Rauha, now we know, and knowing is half the battle. You're still important, and can make a positive impact on this world, even if not everyone realizes it. Take care of yourself.
"Let's meet back here at morning to speak with the curator again, okay you two?
... Oh."
> Go just south of the town, near the edge of the forest, and carefully see if I can make any new friends.
After delivering your farewell to the leviathan, you walk through the city, locating the bridge that takes you over the moat and out of Teleiat. Heading south, you reach the edge of the forest.
It's, well dark. You're not sure what lies within the shadows of the trees, but it seems odd that any creature would be so close to a large, visible settlement. If you want to encounter something, you might have to poke your nose in.
CrazyMLC wrote:
"Wait! I forgot to ask Rauha if humans and chirop can make babies. Dammit. Whatever."
> Avoid going into the forest, go along the edge onto the path towards Magusalto/the tower, but just sort of meander around instead of actually going anywhere. Store mana, putting 20 in the rune orb.
You wander along the edge of the forest on the path between Teleiat and tower, not really going anywhere.
After a bit of walking back and forth, you see something on the path coming from Teleiat - a sort of figure with a huge hunchback, almost as if it was carrying a multitude of overstuffed packs. The thing is concealed in a large hooded cloak, so you can't make out any details other than its size.
It seems to have noticed you and gives a wave as it approaches your location.
Stored 20 mana into runic orb
You move to meet the creature half-way on the path.
"Hello there, my name is Vandolf. Who might you be?"
When it speaks, it has a sort of low-pitch chirp.
???: ”My name is Jala. It is strange to see others outside during the night, I hope you are keeping safe?” ____________________
-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)
(Physical) -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)
-Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP) -Weak Block (Evasion) (Intercept an attack to defend yourself) (Block connects if your Aim >= Attack Aim) (-Damage = 0.5*Strength) (Uses Standard AP or Melee AP) -Delay and Evade (Evasion) (Intercept the attack to delay it, and immediately follow up with an evade) (+Evasion = Aim) (Uses [a single] Standard AP or Evasion AP)
(Hybrid)
(Other) -Offhand Strike (Counter) (When dual wielding and you evade or block using one weapon, instantly follow up with an attack from your other weapon with no additional AP cost)
-Sixth Sense (Passive) (+3 Magic Evasion) -Edge Alignment (+10% Damage and Aim to attacks with edged weapons) -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)
-Sixth Sense (Passive) (+5 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) -Berserker (Passive) (Grants a separate pool of AP for melee attacks) -Cover Up (If you fail an evasion, your equipped shield will act as your first layer of armor) -Brace for Impact (Passive) (Lower incoming Trauma damage by your Strength)
Skills: -Stabilize (Spend the extra energy to hold still, increasing Aim for the next attack) (+Aim = Stamina)
-Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
-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)
Inventory: -Mana Stone (Mana: 22/22) -Mana Stone (Mana: 20/20) -Mana Stone (Mana: 19/19) -Mana Stone (Mana: 15/19) -Mana Stone (Mana: 0/19) -Mana Stone (Mana: 0/19) -Mana Stone (Mana: 0/19) -Mana Stone (Mana: 0/19)
Skills: (Magic) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) ---Flare (Unleash a torrent of flame that burns and sets targets on fire) (Burn + On Fire = Arcane + Mana) ---Fireball (Launch an orb that unleashes an explosion of heat on impact) (Inflicts Burn = Arcane + Mana) ---Flash Point (Launch an orb that sets a target on fire) (Inflicts On Fire = Arcane + Mana) ---Cauterize (Use heat to seal a wound) (Inflicts Burn = [Arcane + Mana] * 0.1 , Removes Cut, Frozen = Arcane + Mana) ---Mirage (Heat the air to cause distortions, lowering Aim and increasing Evasion on the target) (-Aim = Arcane + Mana, +Evasion = Arcane + Mana)
-Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
-Pyromania (Passive) (+50% Fire magic effectiveness) (No damage taken from Cauterize) (No Aim reduction taken from Mirage) -Twin Dragons (Flare casts twice [on 1 AP]) -Mana Regeneration (Mana regenerates 2 per turn)
Tue Dec 08, 2015 12:35 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 240)
>Wave over whoever attends the store and get a set of each: Some classy sleeved button-down shirts - standard wear for anyone in a uniform, and dress pants that come in black and light tan. Ruffled sleeping shirts and pants, and undergarments. >>Then return. Knock beforehand.
"Research facility... children... spooky. Call me crazy, but I might have a plan!"
Tue Dec 08, 2015 1:19 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 241)
Nonononono plz no You're good, jesus. My stomach is still all clenched up, I don't want to soil this armor or anything. "With pleasure." > Head out, start going towards Mead. Oh yeah, so the book is in Mead, hidden in the library. Are we gonna meet up with your telepath later? > Power Flow while I walk.
Tue Dec 08, 2015 1:32 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
"But I might have a plan! What if the research facility is responsible for the weird children sounds? We may as well take a look."
Tue Dec 08, 2015 2:49 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 241)
"It's nice to meet you, Jala. Truth be told, I'm looking for a fight from a creature in the woods. I have nothing to do until morning, and I thought actual combat experience might help me prepare for, well, upcoming adversity.
That can wait though - I've not seen anyone quite like you before, Jala. Where do you hail from?"
Tue Dec 08, 2015 3:44 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 240)
TheKebbit wrote:
>Wave over whoever attends the store and get a set of each: Some classy sleeved button-down shirts - standard wear for anyone in a uniform, and dress pants that come in black and light tan. Ruffled sleeping shirts and pants, and undergarments. >>Then return. Knock beforehand.
Waving over an inn associate, you purchase the button-down shirt + black dress pants set for 20 Aes, and the sleeping set for 15 Aes. Returning to the room, you give a knock and entering after you here a "come in."
Tabi is still wrapped in her towels, and you offer her the stacks of clothes, along with her coin purse.
Tabi: "Thanks."
After setting down the dressy clothes and coin purse on the desk, she retreats into the washroom for a minute before coming back out in the sleeping outfit, the faint scent of kiwi following her.
Tabi: "Are you going to take a wash too?" ____________________
Roast Veg wrote:
"Research facility... children... spooky. Call me crazy, but I might have a plan!"
Asklar wrote:
"... You're crazy."
Roast Veg wrote:
"But I might have a plan! What if the research facility is responsible for the weird children sounds? We may as well take a look."
____________________
TorrentHKU wrote:
Nonononono plz no You're good, jesus. My stomach is still all clenched up, I don't want to soil this armor or anything. "With pleasure." > Head out, start going towards Mead. Oh yeah, so the book is in Mead, hidden in the library. Are we gonna meet up with your telepath later? > Power Flow while I walk.
After leaving the house and the gate, you spot a blue-cloaked telepath on the street who waves at you.
There he is. He'll come with us and wait outside the library, so don't worry about your secret stash of pictures being exposed to anyone else.
You (and Lucida) head for Mead, the telepath following as you exit Vranhal's south gate and take the cobbled road towards Mead.
After a bit of walking, you reach Gazebo's empty gazebo, the oversized ferret-dog nowhere in sight. ____________________
CrazyMLC wrote:
"It's nice to meet you, Jala. Truth be told, I'm looking for a fight from a creature in the woods. I have nothing to do until morning, and I thought actual combat experience might help me prepare for, well, upcoming adversity.
That can wait though - I've not seen anyone quite like you before, Jala. Where do you hail from?"
Jala: "I am from the temple of Motram, it is a little south of Nullam. If you wish to fight a beast from the forest, why not enter the forest? You will have a much better chance of encountering one than staying on the path."
Tue Dec 08, 2015 4:35 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 241)
"Yes. Since we're in such a well-appointed room I might as well enjoy it! Is that kiwi shampoo I detect? This place has everything." >Finally - a chance to really feel clean after I swam in sewage for the Spiral. Go bathe.
Last edited by TheKebbit on Tue Dec 08, 2015 5:15 am, edited 1 time in total.
Tue Dec 08, 2015 4:50 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 241)
"My thanks, would've been embarrasin' t' go back only t' realise i'd been completely sidetracked." >Transfer 10 mana into my totem.
Tue Dec 08, 2015 5:04 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 241)
Secret stash of- I have no idea what you are talking about. Oh look, Gazebo's gone, I wonder where he went!
So, odd request. Can I use some of your mana for construct practice? It's not often you meet someone who has a pretty much an endless mana wellspring with them.
Tue Dec 08, 2015 5:09 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 241)
"Ah, well, I suppose I'm a bit of a coward - I don't want to get in over my head. I may spend my time another way yet.
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