Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 244)
>Smile. This is what I was looking for all along. "Of course - let's go!" >>Survey the stores. Is my coinpurse full for once? Have things really gotten better?
Sat Dec 12, 2015 5:22 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 244)
TheKebbit wrote:
>Smile. This is what I was looking for all along. "Of course - let's go!" >>Survey the stores. Is my coinpurse full for once? Have things really gotten better?
The two of you survey the stores hand-in-hand, checking out toys, weapons, clothes.
You walk into a clothing shop with fashionable winter outfits for young and old. Something for the three kids, cute little munchkins with human bodies and heads but with chirop ears and wings.
A quick peek into your coin purse reveals it nearly bursting at its seams with gold coins, money from your reward for saving the world.
Sat Dec 12, 2015 5:32 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 244)
> Wave back to the guard, go talk to him if it looks like he wants to talk, otherwise just head into the city. Keep an eye out for any of my Lupus friends, unlikely as that is. Huh. Weird system. Well, then again, it was never designed to have a spirit in it. Doubt we can really adapt the sword's magic either, with it all in focuses. We'll just stick to melee for now.
Sat Dec 12, 2015 5:41 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 244)
My god. It's entirely too coherent, normal and happy to be real life. When I'm awake things are far stranger. >Stock up on baskets of new clothes for the children. Return home to them.
Sat Dec 12, 2015 5:42 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 244)
> Stare. Don't break eye contact.
Sat Dec 12, 2015 7:21 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 244)
"Is there anyone still inside the facility?"
Sat Dec 12, 2015 4:24 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 244)
"Uh, basically it looks like we might be takin' a gate back t' vran."
Sat Dec 12, 2015 10:52 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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:
> Use 96 mana, improve my 2.3 stone with that and fuse the Crude Mana Stone in too. Head towards Fluustern. Hm. I can tell you've got Megaflare in here, but do you know anything less fiery, more concentrated?
You head towards Fluustern, taking the dirt path to the first stop in your destination - Venari. Lucida: Uh, I don't think so. I think the sword does have some other stuff in it, but I haven't dug it all out yet.
The city of stone domes and streets has numerous canals running through it, the entire thing surrounded with a large moat. Numerous armored lupus guards patrol the area, one at the city gate giving you a wave.
Huh. Weird system. Well, then again, it was never designed to have a spirit in it. Doubt we can really adapt the sword's magic either, with it all in focuses. We'll just stick to melee for now.
Lucida: Or Megaflares. Scares the crap out of anyone within a mile, especially at night.
You make a new mana stone using 96 of Lucida’s mana, and then fuse it with your 2.3 cap stone and Byrnolf’s crude stone. You think you got better at making mana stones, too!
You wave to the guard, passing him as you cross the bridge to enter the city.
The stone streets are full of lupus walking to and fro, and there are large green pavilions where canopies are set up with tables full out wolves and outdoor kitchens serving guests. The aroma of cooked and spiced meat fills the air, setting your stomach into a rumble.
Blue: ”Smells good, maybe we could grab a bite?” ____________________
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: -Mana Stone (Mana: 2.3/15.3) -Mage Stone (Mana: 10/10) -Mage Stone (Mana: 10/10) -Release Stone (Output: 11) -Focus Stone --Course Correction (Repeat the Land/Miss on a melee attack (consuming AP), but the target has 0 Evasion) --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)
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 (Speed up a target, granting it additional AP) (Cannot use AP gained from FF to cast FF) (0.1 AP = 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 = 7 Mana) ---Form Conduit (Create mana conduits) ---Form Release (Create a release crystal) (Efficiency: 1 Capacity = 9 Mana) ---Form Focus (Create a focus crystal) (Efficiency: 1 Ability = 8 Mana , Ability Strength (per ability): 100% = 8 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:
>Drift off into dreams.
You close your eyes, drifting off darkness...
An extravagant shopping district painted with snow. Although it's night, the endless lanterns hanging from ropes running from building to building illuminate the streets, and the window displays exhibit flashy merchandise in bright lights.
A familiar chirop wearing a tan hat and capelette pulls you by the arm.
Tabi: "C'mon! We need to get the kids something to wear to the Donum party!
TheKebbit wrote:
>Smile. This is what I was looking for all along. "Of course - let's go!" >>Survey the stores. Is my coinpurse full for once? Have things really gotten better?
The two of you survey the stores hand-in-hand, checking out toys, weapons, clothes.
You walk into a clothing shop with fashionable winter outfits for young and old. Something for the three kids, cute little munchkins with human bodies and heads but with chirop ears and wings.
A quick peek into your coin purse reveals it nearly bursting at its seams with gold coins, money from your reward for saving the world.
My god. It's entirely too coherent, normal and happy to be real life. When you’re awake things are far stranger. Where are all the strange field-born people? Walking weapons and armor?
You and Tabi stock up on baskets of new clothes for the kids - no point being stingy! With you filthy rich from being a hero and Tabi raking in gold with her TABI line of magic constructs.
The two of you reach your penthouse, and with arms full of the latest trend-setting outfits from all the major brands, including Konai’s, you nudge the doorbell with your elbow. The sounds of artificial bells ringing fills the air, followed by a multitude of running feet. The door soon flies open, revealing your adorable little bat-eared bat-winged human-bodied kids.
Shouts of joy ring out as you and Tabi show the kids their new outfits, with Ommel walking over from the oversized couched to greet you.
Despire Ommel being the CEO of Konai clothing industry, she’s still happy to come over and babysit the kids!
Ommel: You guys should go get ready for the party! Don’t worry abuot the kids, I’ll get them dressed into one of these! ____________________
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)
Girl: ”The whole place wasn’t burned down. Just one building out of many. It was a large building though. The others are still being used.” ____________________
-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)
P’orihc: "Is there anyone still inside the facility?"
Girl: ”The whole place wasn’t burned down. Just one building out of many. It was a large building though. The others are still being used.” ____________________
-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)
>Gather my stuff from the inn, then look for batpals, check their rooms first.
Head back to the inn with Horoma in tow, you reach your room and pop it open, retrieving all of your items.
With the little coffin on your back and the rest of your gear with you, you knock on Miimas's door, which soon opens up with the blue-coat there to greet you.
Miimas: "Hey. What's up?"
"Uh, basically it looks like we might be takin' a gate back t' vran."
Miimas: ”Um. Is that, safe?”
Horoma: ”A bunch of shamans will be doing it, I assume they know what they’re doing.”
Miimas: ”Oookay. I’m pretty much ready to go, then.”
-Bag --Focus Stone (Kinetic Bolt, Blast Wave) --Focus Stone (Power Flow, Agility Flow) --Focus Stone (Kinetic Bolt) --Memory Stone (Drake) --Memory Stone (Drake) --Release Stone (Release: 24) --Release Stone (Release: 27) --Release Stone (Release: 30)
--Mana Stone (Mana: 22/22) --Mana Stone (Mana: 22/22)
--Mana Stone (Mana: 21/21) --Mana Stone (Mana: 21/21)
--Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20)
--Mana Stone (Mana: 19/19) --Mana Stone (Mana: 19/19)
--Mana Stone (Mana: 18/18) --Mana Stone (Mana: 18/18) --Mana Stone (Mana: 18/18) --Mana Stone (Mana: 18/18) --Mana Stone (Mana: 18/18) --Mana Stone (Mana: 18/18)
--Mana Stone (Mana: 0/17) --Mana Stone (Mana: 0/17) --Mana Stone (Mana: 0/17)
--Drake Magic Organ (Remains) --Drake Magic Organ (Remains) --Drake Magic Organ (Remains)
Equipped: -Shaman Medallion (Kyeltziv)
-Doll Coffin --Doll (Mana: 41/41) --Doll Clothes
-Leather Carrying Bag --Wooden Protection Totem (Mana: 171/180) ---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) ---Possession Break (Forcefully detach a spirit’s bind) (Cannot miss) (Possession is broken if your Will is greater than Spirit’s will x2) -(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)
> This is a nice tree. Let's stay in this tree for a long time and never leave. Please save me Lucida.
> Carefully go around the tree trunk so that it's between me and the manticore's head. Climb down slowly to the floor, making sure to adjust around the trunk if it moves, in order to keep the trunk between us so I remain hidden.
You carefully move yourself to begin descending the tree, but before you step down the beast's head snaps towards you, yellow eyes gleaming.
♥♥♥♥.
You stare back at the beast, doing your best to hold eye contact.
It starts to circle the tree while slowly moving closer, completely ignoring the lamp and coat now.
You better come up with a good plan quick, because you’ve a feeling things are about to go really bad. ____________________
-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)
P’orihc: "Is there anyone still inside the facility?"
Girl: ”The whole place wasn’t burned down. Just one building out of many. It was a large building though. The others are still being used.” ____________________
-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: 19/19) -Mana Stone (Mana: 2/19) -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)
Sun Dec 13, 2015 10:36 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 245)
> Write a rune spell that upon activation locks onto the nearest spirit and treats it as its master. It then looks for the most complex spirit that isn't its master within 20 meters and creates a 6 meter cube around that spirit with points of light, meant to obscure that spirit's vision. dump 20 mana from my lamp into it.
Last edited by CrazyMLC on Mon Dec 14, 2015 1:51 pm, edited 1 time in total.
Sun Dec 13, 2015 11:03 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 245)
How much of the helmet do I need to maintain the telepathy protection? Or, well, you probably know as much as I do. A mouth hole is... probably fine. Or just form armor around the food, hah. Eh, I'll wait til we're out of the city regardless. "Sure. Haven't had anything in a while either." > Go buy some food. Preferably something meaty and solid, nothing that requires a spoon. Try not to think of the logistics of not having eaten or slept for a week.
Sun Dec 13, 2015 4:24 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 245)
>Dress in my best finery for the party - the suit, the lord's medal, everything. Then check out what Tabi is wearing.
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