Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 282) - Elder Pact
"You are indispensable, Stahlnacht. Go ahead." >Relinquish my sword temporarily, as the witch suggests.
To the metallic figure, I assume?
Tue Feb 09, 2016 12:02 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 282) - Elder Pact
>Get Tuhota some pork. "Pork it is then."
>Observe her spirit(s) before/while/after she is eating, are there any changes? Maybe the second spirit is why she's hungry all the time?
Tue Feb 09, 2016 12:27 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 283) - Elder Pact
Roll 283
The world as the players know it:
1. Kyeltziv 2. Vandolf, Kleigg 3. P’orihc, Ki’stha, Raze, John
Combat Map:
~~~
Notes:
1. Get Construct expertise from a Construct Master in a Chirop jail 1a. Investigate Heartstone, north of Luttiim (P’orihc, Ki’stha, Raze) 1b. Help investigate Heartstone and/or burn it down (John and Lucida) 2. Investigate the upside-down tower between Teleiat and Magusalto (Vandolf, Kleigg) 2a. Escort coffin to tower 3. What did I say about talking to strangers. (Kleigg)
Time: Morning
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
TorrentHKU wrote:
"Yes, but- Ah. Yeah, there are. Don't worry, I can handle the regular guards no problem. But, there are some of the... girls too, the finished product from Heartstone. I'll get you all out of here, but I need to take care of them first. I can beat em, but I need to rest in here and recover some mana first. Got some friends outside to help, Null and Aucupe too, if you know them. Oh, um, you two, get to different cells, it might get dangerous to be there in a little bit." > Point to the two girls in the northern cells, 4 and 5.
The two move out of their cells obediently, standing in the hall with you.
??? 1: "If the products are outside, what do we do right now?"
TorrentHKU wrote:
"Hm. None of you can fight in here because of the cancellation. If you go outside, you could try to take the regular guards, but there could be losses then, especially if the products step in... Safest option is, for now, just stay in here and in your cells. Once the products are dealt with, we can get everyone out of here. If things look bad, I'll make another hole at the end of the hall and drive them away from it."
You hear banging on the other cell doors down the hall.
"Hey, let me out too!"
"I'm in here too!"
"Hellooooooooooooooo."
TorrentHKU wrote:
"I've not forgotten! Would be rather rude to tell you to escape if needed then just leave you locked up." > Head down the hall, cut open the doors as I pass like I did for 1-5. At the of the wall, on a southern exterior wall make a big X on the wall with two slashes. Don't break the wall down yet, just enough so that I can make an easy emergency exit. "Just... try not to look like you're going to escape. I doubt the products will hesitate to attack you if they think you'll give them trouble, and I'm kinda here to get you girls out in one piece."
After you hack open the rest of the cells in the building wing (which happens to be another ten), you slice an X in the south wall. Not enough to break it down, just weaken it.
"Do we just wait around for you to take care of the products then? I don't know how we're supposed to escape without making it look like we're trying to escape."
"Well, ideally, yeah. Unless any of you know some pretty good light magic and can Haste yourselves, or better yet, pretty good Dark and can Slow them. That speed of theirs is pretty much a cheat."
Girl 3: ”I can use light magic, but I can’t Haste yet.”
Girl 4: ”I can make ice, but not dark magic.”
Girl 2: ”I can turn invisible, something they can’t do, but they have telepathy. Wouldn’t be of much help.” ____________________
Evasion Behavior: Use physical dodge when I have Evasion AP and when the Standard AP wasn't going to be used for other actions.
-Lucida Armor (Absorbs all damage) (17 Armor Resilience, 557.3/1500 Durability) (+50 Strength, +30 Evasion, +10 Speed) (Immune to Telepathy)
Artifact (0/1):
Inventory: -Mana Stone (Mana: 0/15.3) -Mage Stone (Mana: 0/10) -Mage Stone (Mana: 0/10) -Mage Stone (Mana: 0/31) -Mage Stone (Mana: 0/50) -Release Stone (Output: 15) -Release Stone (Output: 3.3) -Release Stone (Output: 3.3) -Release Stone (Output: 3.3) -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)
-Power Flow Bracelet (Output: 0.1) (Mana: 0/1) --Memory Stone: Use Power Flow on the wearer as long as there is mana
Equipped: Lucida (Longsword) (+50 Edge | +8 Impact | +40 Arcane) (Mana: 200/3000) (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 = 6 Mana) ---Form Conduit (Create mana conduits) ---Form Release (Create a release crystal) (Efficiency: 1 Capacity = 8 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:
"I'm glad, Ommel. Do you intend to move out of the pocket dimension at some point, or will the Konai family do all of its further business from the heart of a powerful witch? We may need to return to combat soon. Putting you at risk - even indirectly through carrying the core to fight - is not an option.
I don't believe I've introduced myself properly to your parents?"
Ommel: "Dunno about relocating again, but I can go grab everyone else. Sec."
She leaves view of the portal. The witchmetal armored figure that was helping her occasionally pokes its head into view, staring at you and Tabi before retreating and doing the same thing a few seconds later.
Ommel: "Alright, we're back!"
The family, and the armored red-eyed thing, exit the portal to greet you and reunite with Tabi, along with being introduced to you.
Tuva is the father - taller than you but appearing more fragile. He has a pair of round spectacles and seems to have a white collar and chest color pattern on his otherwise black fur. His irises are pitch black, which seems unusual, considering most other chirop you've seen had amber eyes.
The mother, Diitali, is a bit shorter than you and has solid grey fur and amber eyes - fairly normal in appearance.
Iikua is the oldest daughter. She has the same fur pattern as the father, or so you're told, with her mother's eyes. She served a few years in Teleiat's Hastae, assigned to a task force that went against a crime syndicate involved with people-trafficking. She "seems to always be bothered by something."
Tabitha, or Tabi, is the second oldest, sent off to attend university in Magusalto and then declared dead in an accident a few years later. You're not actually sure what her fur pattern is, since you've only ever seen her head and forearms exposed and no one tells you any details. She has her father's black eyes, though.
Ommel (supposed to be oh-MELL, usually called OM-ull) is the next. She has amber eyes and black fur from what you can tell, save for a single diagonal white line under her left eye beside her nose, looking almost like a lone whisker. She seems to have taken over the duties of running the family shop, directing what needs to be done and when, as well as tending to customers and making entire outfits herself.
Kiire (sounds like keer-ay) is the youngest. She has amber eyes and a white collar pattern over her otherwise grey fur.
Diitali: "We wanted to try more human-like names for Tabi and Ommel, which is why their names aren't very chirop-y."
Tuva: "So, you're Kleigg, right? Sounds like you've known Tabi for some time. Has she blown anything up yet? Loved blowing things up when she was little, and she can't even cast!"
TheKebbit wrote:
"I am indeed Kleigg - I apologize that I cannot show my face to you, but if I separate any component of my combat armor it begins to die. I promise that I am human and not a walking structure of witchmetal. I come from the distant south, though that is not important anymore.
It's an honor to finally meet you! I've worked with your daughter for a while; we have been fighting the good fight to maintain peace in the region, and I'm very proud to call her my friend. She is a technologist, a scholar, a warrior - and a noble girl. I can't comment on any past explosions, but Tabi did use some destructive force against that corrupted construct we evacuated you from."
Ommel: "Oooh, really gettin' to know her huh?"
Iikua: "Corrupted construct? I thought it was a leviathan."
TheKebbit wrote:
"I suppose, Ommel - if you travel with someone interesting for a while you can't really help it.
It was both of those things. They're fighting each other right now - Tabi hit the construct with hellfire, then we saw the leviathan erupt from a mountain towards it and decided not to die standing."
Iikua: "Hm."
Diitali: "So, what do we do about food? I'm not sure if I want to be eating that mystery meat for an extended period of time"
Kiire: "We could probably store lots of food in the city, but I don't know where we'd get it."
A quiet voice whispers in your helm.
"I can gather material to farm, but I will need to leave you for a moment. I will fix your armor when I am done."
"You are indispensable, Stahlnacht. Go ahead."
You relinquish the sword to the armored figure, who simply leaves it on the ground at the edge of the forest. The portal closes and masses of red flesh start growing out from Hexestahl as everyone backs away in panic.
The surface of the organic mass turns dark and shiny, becoming witchmetal that morphs into the shape of a massive armored knight, almost three times your height. A teardrop-shaped helm with the point going back, and a pair of metal horns bent forward. Another two limbs sprout from the monster’s back, long and slender, quickly unraveling into two large cloth wings that fall, looking like a cape.
Stahlnacht.
The witch walks into the forest for a few feet before stopping and hunches over, shaking. A distortion in the air ahead appears, quickly expanding and engulfing a chunk of trees and land. It quickly vanishes, leaving a large crater.
-Stahlnacht Armor (Absorbs all damage) (20 Armor Resilience, 239/500 Durability) (Degrades 1 per turn)
Artifact (1/1): -Caelum Earth Token (+5 Will)
Inventory: -Silver Coin (Qty. 1)
-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)
> Hit the door with the colichemarde, aiming for hinges or other weakspots. If the door doesn't open, do it again but casting power flow this time.
You hit the door with the colichemarde, striking hinges and the lock, but all you manage to do is leave light scratches. Using Power Flow gives some better results - the hinges break off, along with the lock, and the iron-bar door blocking the main door falls off with a loud clang.
You could've also tried activating the colichemarde's mechanism, but whatever. Access granted.
Asklar wrote:
>Walk in slowly, look for signs of people.
You push open the wooden double doors and slowly enter.
The building is unlit at the moment, and the few windows are barred with metal bars and let in little light. The polished wooden floors feel solid - not a single creak as the three of you pass through the main entrance and look around.
The building is shaped like a U, with the 'middle' segment being the entrance and a few large rooms. The wings of the building seem to have a large array of smaller rooms, from what you can tell.
No one is in sight.
Asklar wrote:
"I don't think dividing ourselves would be a good idea to check both wings of the building because that'd mean someone would have to go alone, and that wouldn't be a good idea. Let's check the left wing first."
Black Mage: "Alright."
The three of you slowly walk towards the left wing of the building, passing a building that resembles an infirmary on the way. At the end of the hall and the beginning of the wing, you see the walls are lined with metal doors - cells. Peering through the clear glass-like window of one of the rooms, you see a skinny human girl lying on a simple bed, sleeping.
Black Mage: "These must be the test subjects."
Blue Mage: "Gonna be a pain breaking them out. Maybe we can take out the antimagic systems in the building. Basement level, I'm guessing."
-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)
"Alright, left or right? If we go left we can hit at range across one group of them."
Aucupe: "Left. Get the first hit."
The three of you huddle by the edge of the building, looking as the guards get on top of the guard tower.
Aucupe: ”Alright let’s go!”
Null: ”Wait a second, we-”
A large number of feathers sprout out from Aucupe’s skin, and she rushes towards the watchtower at inhuman speeds. The four guards fall silently, cut down by the feathered monster. ____________________
-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)
>See how much some good Brigandine? would set me back, nothing quite as heavy as full plate, but still durable and high quality. >Also see if I can find a good sturdy surcoat or similar.
Note to self: go and get another robe.
Well, you can get a brigandine for free from the armory. As for the shops, it looks like they're charging you 5 silvers for a munitions grade one, and 8 for the higher grade ones.
There are plenty of robes - Unmarked and marked ones from the armory and market, as well as some higher-end robes that have metal plates sewn between the layers of cloth, providing a great deal of protection without the conspicuous shine of standard plate armor. A gold and 2 silvers for one of those. Surcoats, on the other hand, seem to not be very popular. In fact, you can't even find any! Hoods and arm protection are apparently mandatory.
Amazigh wrote:
>No surcoats? clearly these people have no sense of style.
>Buy one of those plated robes, preferably in a grey/brown colour.
"So Toh, what'd you fancy t' eat?"
You look at the plated robes. It looks like they have Grey and Brown, but not one with both. Hmm, choices... Well, might as well ask T'ota what she wants to eat.
Tuhota: "Uh, meat please."
Amazigh wrote:
>Wait, what colour is my fur anyways... If predominantly grey or brown, go for a cloak in the opposite colour, if some other colour, go for grey.
"A'ight, meat it is then."
>Seek out some sort of meat, maybe pre-cooked at a stall/cart maybe?
Your fur is grey and white, so you grab a brown armor cloak (-1 gold 2 silver).
Looking around, there are a few stalls with precooked meat. Roast chicken and grilled pork are the most common, though there are plenty of fish cooked in various styles.
Tuhota: "Mmm, anything's good."
"Pork it is then."
You buy a nice slab of grilled pork for her, costing a silver. She starts chowing down and you observe her spirits, trying to figure out what’s going on.
One of her spirits seems to be on the inside, the ‘core’, so to speak, while the other surrounds it. As she eats, the inner spirit seems to react in a positive way. After, the outer spirit does something, and the inner spirit seems to be in pain while the outer appears to gain something. ____________________
-Leather Carrying Bag --Wooden Protection Totem (Mana: 156/205) ---Mana Stones (8/8) ----Regenerating Mana Stone (?/24) (Regenerates 1 Mana per turn) ----Mana Stone (Mana: ?/30) ----Mana Stone (Mana: ?/30) ----Mana Stone (Mana: ?/30) ----Mana Stone (Mana: ?/24) ----Mana Stone (Mana: ?/23) ----Mana Stone (Mana: ?/22) ----Mana Stone (Mana: ?/22)
-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 with a Haunt) ---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)
The three armored figures whirl about to face you. One of them speaks in a young female voice.
??? 1: "This area is restricted and under attack right now. You should leave, we can handle it."
CrazyMLC wrote:
"Ah, alright! Who was the figure that disappeared into the building though? You should chase after it before it hurts anyone!"
??? 2: "You should leave before someone hurts you."
CrazyMLC wrote:
"Ah! It is true that I seem to have a knack for getting myself into trouble. Thank you, and good luck!"
> Smile and wave goodbye, run off to the north from the danger they warned me about.
You head north, leaving the facility grounds. Well, now what.
You loop around west. It looks like Ki’stha and a human girl are hiding behind the edge of a building. On the watch tower to the south-east, there’s a beast covered in white feathers. ____________________
-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. -Paper (Obscuring Light) 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
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)
(Heroic) (Each ability uses 10 Heroic AP) -Skin of My Teeth (When you fail to evade an attack, redo the evade while disregarding any negative conditions and increasing your Evasion by your Will) (Automatically triggers if the attack would be lethal)
-Sixth Sense (Passive) (+3 Magic Evasion) -Edge Alignment (+20% 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)
-Fleet Footed (Travel in the Overworld is doubled, +4 Combat Movement)
Last edited by CaveCricket48 on Tue Feb 09, 2016 8:23 am, edited 3 times in total.
Tue Feb 09, 2016 7:58 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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: 2/19) -Mana Stone (Mana: 0/19) -Mana Stone (Mana: 0/19) -Mana Stone (Mana: 0/19) -Mana Stone (Mana: 0/19)
-Vranhal Guest House Key
-Coin Purse --Gold Coin (Qty. 1)
Equipped: -Black Dress -Girl’s Dress Shoes
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)
Name: Aucupe Race: Human Spirit in a Doll ____________________
Skills: (Magic) -(Spirit) --(Mana) ---Form Swift Feather (Persistent Condition) (Create an AM feather that improves movement) (+1 Evasion, +1 Speed, +0.2 Movement) (A Swift Feather is lost every time you are struck) ---Form Armor Feather (Persistent Condition) (Create an AM feather that offers protection) (10 Armor Resilience, 10/10 Durability) (+10/10 Physical Defense) (Durability and Physical Defense stacks with more Armor Feathers) -(Kinetic) --(Impulse) ---Kinetic Blade (Single Turn Condition) (Does not consume AP if used with a Melee Attack) (Strike with a blade of cutting kinetic force) (+Edge = Arcane + Mana)
(Physical) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
(Hybrid) -Feather Shot (Range = 5) (Does not consume AP) (Launch feathers out like arrows, damaging enemies) (Swift Feather: Cut = Arcane) (Armor Feather: Trauma = Arcane)
(Other)
(Heroic) (Each ability uses 10 Heroic AP) -Grand Feather Duster (Create a total 20 feathers, any type) -Feather Dragon (Let loose the inner beast, becoming stronger and faster) (+Strength = Feathers) (Bonuses from Swift Feathers are doubled) (Feather Dragon lasts for 3 turns [this one and the two after])
-Bird Catcher (Grants a separate AP pool for Feather creation)
-Berserker (Grants a separate pool of AP for melee attacks) -Flurry (Melee three times, each attack dealing one third of your normal damage [consumes 1 AP]) -Efficient Attacking (Passive) (Melee attacks will only consume AP if successful) (Cannot queue more attacks than max AP)
-Acrobat (Grants a separate pool of AP for evasion) -Efficient Evasion (Passive) (Evasions will only consume AP if successful) -Glancing Blow (Passive) (On a failed Evasion skill that uses the Evasion stat, reduce the damage of the attack by some of your Evasion) (-%Damage = Evasion/AttackAim)
-Critical Shot (Increases damage by extra Aim if initial damage to target is greater than 0) -Optimal Position (Increase damage by the difference between your and the enemy’s Evasion if your Evasion is higher) -Setup Time (Increase damage by the difference between your and the enemy’s Speed roll if your Speed roll is higher)
-Mana Regeneration (Mana regenerates 2 per turn)
Tue Feb 09, 2016 7:58 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 283) - Elder Pact
>The outer spirit is like a parasite then? the inner spirit isn't quite a full spirit and all.
>Head for the armoury to return my damaged gear.
Tue Feb 09, 2016 8:23 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 283) - Elder Pact
"But should we? Wouldn't it be dangerous for this girls?"
Tue Feb 09, 2016 9:07 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 283) - Elder Pact
> Run over.
"Hey Ki'stha! Where are the others?"
Tue Feb 09, 2016 11:03 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 283) - Elder Pact
"Yeah. You might be able to manage with numbers, but if it comes to that I've failed anyway. ...I'm surprised they haven't come in already. And worried." > Think back to my entrance. Can I get to the other wing without giving them sight of me going by the hole?
Wed Feb 10, 2016 2:16 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 283) - Elder Pact
"My god. It certainly was her. I trust that Stahlnacht will obtain the farming equipment safely.
...as you can see, Tabi and I have been through interesting times and picked up interesting allies. I hope you do not object to our traveling arrangement? I do confess that I am bound to her - of course, this means that I am at the Konais' service as well. Having no family of my own, I am gratified to lend my hand to yours."
Wed Feb 10, 2016 3:29 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 283) - Elder Pact
Amazigh wrote:
>The outer spirit is like a parasite then? the inner spirit isn't quite a full spirit and all.
>Head for the armoury to return my damaged gear.
Parasitism doesn't seem implausible here, but there's no saying for sure right now.
You and Tuhota head back to the armory, where you drop off your damaged gear and put on your robe.
Guard: "Hey, did you hear? There's going to be a public announcement soon, in front of the courthouse." ____________________
Asklar wrote:
"But should we? Wouldn't it be dangerous for this girls?"
Black Mage: "Dangerous how? We gotta get 'em out somehow. Besides, once we take out the antimagic systems they'll be able to use whatever abilities they have to protect themselves." ____________________
CrazyMLC wrote:
> Run over.
"Hey Ki'stha! Where are the others?"
The girl responds instead - a young blonde who looks like she's lacking in sleep.
Blonde: "Who are you?" ____________________
TorrentHKU wrote:
"Yeah. You might be able to manage with numbers, but if it comes to that I've failed anyway. ...I'm surprised they haven't come in already. And worried." > Think back to my entrance. Can I get to the other wing without giving them sight of me going by the hole?
You busted into the infirmary or medical ward or whatever, so you can move about the building's halls without being seen from outside the hole.
Girl 5: "They probably don't want to be powerless in here. Though, we can't really get out if they're waiting around out there. Are you sure you can take them on? All ten of them?" ____________________
TheKebbit wrote:
"My god. It certainly was her. I trust that Stahlnacht will obtain the farming equipment safely.
...as you can see, Tabi and I have been through interesting times and picked up interesting allies. I hope you do not object to our traveling arrangement? I do confess that I am bound to her - of course, this means that I am at the Konais' service as well. Having no family of my own, I am gratified to lend my hand to yours."
Ommel: "Tabi you're MARRIED!?"
Tabi: "W-wha no that's not what he meant we're"
Ommel: "Engaged!? And you didn't even tell me!? Don't tell me you've done it already! Oh my god how far along are you?"
She runs blushed-face into the trees opposite to Stahlnacht, vanishing from view.
Ommel: "She knows I was kidding, right."
Iikua: "You've only seen her like three times and you're already back to that again."
Ommel: "I started the first time I saw her since she 'died', thankyouverymuch."
Tuva: "So, what's your relationship with her, Kleigg?"
Wed Feb 10, 2016 6:20 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 283) - Elder Pact
"...Ten? There's 3 out there right now, so you mean there's 7 more in reserve. Do they all have one of those seahorse swords?"
Wed Feb 10, 2016 6:26 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 283) - Elder Pact
TorrentHKU wrote:
"...Ten? There's 3 out there right now, so you mean there's 7 more in reserve. Do they all have one of those seahorse swords?"
Girl 1: "... Seahorse swords? Their swords are some strong artificial matter but nothing else special about them. The armor is formed by a thing they're wearing under the armor, like an amulet or something.
I don't think they all have the armor, though. When Emiel was still working here he only built three of those in the first place. He might've built other armors, I don't know.
The long building close to the south dorm, that's where they're keeping the Mother and fusers - the girls they're going to fuse into the Mother. That's where the products normally stay, too. If you could threaten or bluff to destroy the Mother, they'll probably be on the defensive."
Wed Feb 10, 2016 6:37 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 283) - Elder Pact
"Not the sword, but an amulet... Good thing I didn't target the swords. Well let's assume they all have something at least similar, to not get my hopes up. What about the Mother and fusers, tell me about those. And uh, how many of you can transfer mana?"
Wed Feb 10, 2016 6:42 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 283) - Elder Pact
"Truthfully? I have not been so forward as to even ask for her hand. We are in a time of struggle, not courtship, and there are higher responsibilities at hand.
But I value her life level with mine, because of the brave and beautiful ideas she holds: about industry, governance, the rights of chirop and humans. She has direction, a vision which I long to experience - together. As a man anathema to magic, I was for the longest time alone and unable to understand my place in the world. Tabi helped me reach powerful truths.
I don't know if that's what you wanted to hear. She is more than just a fellow agent to me. If she asked, I would stand at her side until my end.
...okay, is she going to come back or should we get looking?"
Wed Feb 10, 2016 6:44 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 283) - Elder Pact
TorrentHKU wrote:
"Not the sword, but an amulet... Good thing I didn't target the swords. Well let's assume they all have something at least similar. What about the Mother and fusers, tell me about those."
Girl 1: "The Mother is what creates the products. Alku, she was one of us, and was apparently a good 'base'. They used a machine to force her spirit to create a child spirit and then extracted that, incubating it in another machine. Alku's child-spirit was the first part of Mother. She's materialized now, I think.
The fusers are girls like some of us - girls with abilities that the directors see as valuable. Fusers are forced to produce new spirits which are extracted and fused into Mother, giving her that ability. There was a Mother before Alku's child-spirit. The directors experimented fusing male spirits into her, but it damaged her ability to produce offspring spirits. Alku's is the second Mother.
Mother isn't complete right now, there are still fusers that haven't been used yet. The process to force a girl to produce a new spirit is slow, mostly because they only develop that ability past a certain age.
Maybe you could convince Mother to rebel. She's probably the single-strongest person here right now, not counting whatever tricks you have up your sleeve."
____________________
TheKebbit wrote:
"Truthfully? I have not been so forward as to even ask for her hand. We are in a time of struggle, not courtship, and there are higher responsibilities at hand.
But I value her life level with mine, because of the brave and beautiful ideas she holds: about industry, governance, the rights of chirop and humans. She has direction, a vision which I long to experience - together. As a man anathema to magic, I was for the longest time alone and unable to understand my place in the world. Tabi helped me reach powerful truths.
I don't know if that's what you wanted to hear. She is more than just a fellow agent to me. If she asked, I would stand at her side until my end.
...okay, is she going to come back or should we get looking?"
Iikua: "I'll go get her."
The eldest daughter leaves.
Ommel smiles sweetly at you, her hands clasped in front of her chest.
Ommel: "Awww, you really do like her. Well, I honestly think the two of you would be a wonderful match."
Kiire: "Aren't you a human?"
Kuva: "Well Kleigg, you've helped her and all of us out a great deal, even bringing her back to see us. I don't know how Tabi feels about the whole thing, but I'd be happy to have you as a part of our family. Even if it's a bit, unconventional."
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