Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 301) - Preparations
CrazyMLC wrote:
> FOCUS ON MY STANCE. TRY TO GET A SOLID FOOTING. BE A MOUNTAIN
YOU GET UP AND FOCUS ON YOUR STANCE
A STURDY STANCE, LIKE A MOUNTAIN
BODY LOW, FEET APPROXIMATELY TWO SHOULDER WIDTHS APART, KNEES UP
BAD FOR EVASION, GOOD FOR STANDING YOUR GROUND, DECENT FOR ATTACKING
THIS IS YOUR MOUNTAIN STANCE
________________________________________
TorrentHKU wrote:
> Expand it to 30 feet. "I'm definitely not casting it normally. It's not what I expected it to feel like."
You expand the range to 30 feet, and get a double dozen rocks burrowing out of the ground and hovering in the air.
Adele: "Amazing - you do have it!
And, what did you expect it to feel like? What does it feel like right now? I've never heard what it feels like to use Captivate or Conquest."
Sun Jul 03, 2016 8:01 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 301) - Preparations
"I expected it to be more... intuitive, or maybe instinctual. Like how casting normally is like moving a magic limb. Thought it would be a second way to cast, where I just 'move' it how I want, and it moves. It's closer to a... I don't know, a minion I suppose? Crude way of putting it. I give it orders, and it obeys. Very first attempt tried to move thousands of stones. Though, it'll probably get more natural over time, once it's not brand new to me." > Switch target to the currently floating rocks only, and have them levitate moving slowly in a 10 foot circle above my head, each one half a foot above the previous, and have them spaced evenly all the way around the circle. A big spiral going upwards.
Sun Jul 03, 2016 8:17 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 301) - Preparations
> STANCES... RUNNING WATER... WATER STANCE? FLUID AND SHIFTING, NIMBLE AND ON MY TOES AND HEELS.
Sun Jul 03, 2016 8:45 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 301) - Preparations
>Head to the house, go back to my room, I left the doll case there right?
Mon Jul 04, 2016 4:42 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Ad Infidium (Roll 301) - Preparations
Posting a rough character draft, as perk kark's instructions.
Sei: Female Human -Base stats- Health: 50/50 Stamina: 4/4 Mana: 4/4 AP: 3/3 Strength: 4 Arcane: 4 Aim: 8 Evasion: 4 Will: 9 Speed: 1 -Bonuses- Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn) Last Will
Mon Jul 04, 2016 6:12 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 302) - Preparations
Roll 302
The world as the players know it:
1. Kyeltziv, Vandolf, John 2. Kleigg 3. Sei
Notes:
(HK’s notes) 1. Try not to die (Everyone) 2. Break out Emiel. (John, Vandolf, Kyeltziv) 2a. Get strong so you don't die when we go break out Emiel. (John, Vandolf, Kyeltziv) 3. Protect BatWife. (Kleigg) 3a. Get back to Vranhal (Still Kleigg) 4. Figure out a way to kill an invincible god-demon Witch. (Everyone)
(Amazigh’s notes) John: don't ♥♥♥♥ it up. Kleigg: Don't let tabi ♥♥♥♥ it up. Kyeltziv+Vandolf: Don't ♥♥♥♥ it up again
Time: Night
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
"I expected it to be more... intuitive, or maybe instinctual. Like how casting normally is like moving a magic limb. Thought it would be a second way to cast, where I just 'move' it how I want, and it moves. It's closer to a... I don't know, a minion I suppose? Crude way of putting it. I give it orders, and it obeys. Very first attempt tried to move thousands of stones. Though, it'll probably get more natural over time, once it's not brand new to me."
Switching targets to the currently floating rocks only, you in a fancy spiral going upwards.
Adele: ”So it feels like manually giving it instructions? Are you able to give it something more of like, natural thoughts?”
Evasion Behavior: Use physical dodge when I have Evasion AP and when the Standard AP wasn't going to be used for other actions.
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
Skills: (Magic) -(???) --Captivate (Send out a swarm of tendrils that carry a spell, casting when specific parameters are met) (Total Magic Strength = Arcane + Mana) -(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) ---Weak Blur (Use kinetics to propel yourself with extreme speed, quickly moving across large ground) (If used directly after attacking, Blur is cast before the target uses any evades, counters, or triggers) (+Movement = [Arcane + Mana] * 0.12) (First use: +Speed = [Arcane + Mana] * 0.5) --(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:
"No regrets?"
>Prepare to leave by retracing my path downward.
Tabi: "Hopefully."
You leave the vault, retracing your steps and descending the tower. No guards are in sight and you can't hear any sounds of activity, but you stay sharp.
Reaching the bottom of the tower and exiting, you see the other four armored witches are standing there, waiting.
-Stahlnacht Armor (Absorbs all damage) (20 Armor Resilience, 5000/5000 Durability) (Regenerates 100 per turn) (+80 Strength, +20 Evasion)
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)
You head back to the house, and find Vandolf doing some weird dancing movements or whatever. Going upstairs to your room, you find the doll case right where you left it.
-Leather Carrying Bag --Wooden Protection Totem (Mana: 185/205) ---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)
-Leather Brigandine (5 Armor Resilience , 30/30 Durability) (+10/10 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 + Will + 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[for Magic], -Will = Arcane + Will + Mana) (If target takes a final spirit damage value greater than their Will, they are stumbled) ---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 Arcane + Will is greater than Spirit’s [Arcane + 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) -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)
-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)
-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 -Paper (Light-Guided Object) searches for a pair of white lights. Turn the object the compass is on towards the point between the dots steadily. If the distance between the two dots starts shrinking (going farther away), then put all available mana into changing the trajectory to the point between the two lights.
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) -Mountain Stance (Modifier) (-50% Evasion, +50% Strength for attacking, +100% Strength for blocking, +50% Aim, +100% Will during Stagger check) (Consumes AP to change stances, first stance does not use AP) -River Stance (Modifier) (+100% Strength, Momentum effect doubled) (Consumes AP to change stances, first stance does not use AP) -Tornado Stance (Modifier) (+100% Evasion, +50% Speed, -50% Strength) (Consumes AP to change stances, first stance does not use AP)
-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 (+30% 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, +6 Combat Movement)
-Constitution (+20% Maximum Base HP)
Name: Sei (Areku) Race: Human ____________________
You open your eyes and find yourself in a dark room.
Looking around, you seem to be in a large wooden building with rows of beds. Several of them are occupied with men and women sporting bandages or missing limbs, and you’re on such a bed yourself.
Right - you were a mercenary hired by the Second of Caelum to fight against Vranhal. Your formation was running across the grassy plains towards the walled city in the distance for a minute before everyone was struck down with metal bolts launched from the kinetic mages perched on the wall.
You don’t remember where you got hit, but you blacked out. Must’ve been out of it for some time.
You can choose 3 abilities to learn that are not marked as “NOT STARTING ABILITIES”
You have 16 points to allocate among your Stamina and Mana stats
You have 30 points to allocate to your base stats OR into Constitution, where 1 point = +5% ____________________
(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)
-Last Will (Passive) (Your Will keeps you alive, allowing you to survive in negative health as long as the negative amount is not greater than your Will. When in negative health, you are not affected by conditions from injuries and you do not automatically recover from injuries)
-Constitution (+0% Maximum Base HP)
Last edited by CaveCricket48 on Mon Jul 04, 2016 10:17 pm, edited 2 times in total.
Mon Jul 04, 2016 9:47 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 302) - Preparations
"That's my hope. I think I just need to grow into it is all." > Switch the stones to a line with no extra space between them, like a stone snake or worm. Have the line quickly spiral up the length of my arm, across the torso, and then down the other arm. If successful, say: "It does seem to take commands very intelligently. I can give a complex pattern to follow, and it does without problems."
Mon Jul 04, 2016 10:01 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 302) - Preparations
> GO OUTSIDE AND STRETCH. TRAIN MY FLEXIBILITY AND RANGE OF MOTION. MAYBE FIND SOMETHING THIN TO WALK ALONG TO TRAIN MY BALANCE.
Mon Jul 04, 2016 10:24 pm
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Ad Infidium (Roll 302) - Preparations
_______________________
Abilities: Heavy Swing, Focused Strike, Justified
Put 16 points into Stamina, 10 in Constitution, 20 in Will.
_______________________
>Panic for a moment. Am I missing more limbs than usual? Where are my halberd and armor? Can I get up? If so, get up.
Mon Jul 04, 2016 10:59 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 302) - Preparations
>Begin to move toward the outskirts of Magusalto and motion for the witches to accompany me if they desire. "When this blows over, we go abroad. To Vranhal. There is great power there."
Tue Jul 05, 2016 12:10 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 302) - Preparations
TorrentHKU wrote:
"That's my hope. I think I just need to grow into it is all." > Switch the stones to a line with no extra space between them, like a stone snake or worm. Have the line quickly spiral up the length of my arm, across the torso, and then down the other arm.
Changing the parameters of Captivate again and applying the effects, the rocks turn into a snake-like thing and spiral around your arm, across your chest, and around your other arm.
TorrentHKU wrote:
"It does seem to take commands very intelligently. I can give a complex pattern to follow, and it does without problems."
Adele: "So, now that we've confirmed that you have Captivate..."
________________________________________
CrazyMLC wrote:
> GO OUTSIDE AND STRETCH. TRAIN MY FLEXIBILITY AND RANGE OF MOTION. MAYBE FIND SOMETHING THIN TO WALK ALONG TO TRAIN MY BALANCE.
YOU GO OUTSIDE AND STRETCH
THERE'S THE IRON FENCE YOU CAN WALK ON, SO YOU JUMP ON THAT AND PRACTICE YOUR BALANCE
IT'S A BIT HARD AND YOU FALL OFF A FEW TIMES
THE GUARDS GIVE YOU ODD LOOKS
YOU SEE THE HOUSE DOOR OPEN AND MONK WALKS OUT WEARING JUST A TOWEL
PEOPLE ALSO GIVE HER ODD LOOKS
________________________________________
Areku wrote:
>Panic for a moment. Am I missing more limbs than usual? Where are my halberd and armor? Can I get up? If so, get up.
You panic and quickly do a limb check - Right arm, right leg, left leg. Left arm missing. Your number of limbs hasn't changed.
None of your gear is in sight. Pulling yourself out of bed, you feel a bit sore but fully capable of moving. A quick glance under your bed reveals no gear, so you head towards the only door and open it up.
A smaller, dimly-lit room with chairs and a wooden table. A man is sleeping at the table with his arms acting as a pillow. The door ahead of you appears to be the exit.
________________________________________
TheKebbit wrote:
>Begin to move toward the outskirts of Magusalto and motion for the witches to accompany me if they desire.
It doesn't take long for you to reach the outskirts of Magusalto, your trip devoid of notable events.
TheKebbit wrote:
"When this blows over, we go abroad. To Vranhal. There is great power there."
"We would not be welcomed in Vranhal. We would have to be as a sword while we are there."
Tue Jul 05, 2016 12:51 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 302) - Preparations
"GOOD OUTFIT!"
> RIVER STANCE. WALK ON THE FENCE, CONTROLLING AND MANAGING MY MOMENTUM. KEEP GOING UNTIL I DON'T FALL OFF
Last edited by CrazyMLC on Tue Jul 05, 2016 1:32 am, edited 1 time in total.
Tue Jul 05, 2016 12:57 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Ad Infidium (Roll 302) - Preparations
>Be cautious. Move around the man as silently as possible, try to open the door.
Tue Jul 05, 2016 1:08 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 302) - Preparations
> Split rocks into two groups. Have them form a small ring, about a foot and a half across, above my and Adele's heads, like a halo. "Sure."
Tue Jul 05, 2016 1:09 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 302) - Preparations
>Dump 10 mana into my totem. >Recover all my stuff, save me from having to come back later. >Head back to Mead, pointedly ignore any weirdness when I leave the house.
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