Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Ad Infidium (Roll 302) - Preparations
>Walk in. Monologue at whoever is there.
"I'm Sei. Mercenary. Independent. Hired to fight against Vranhal. Conflict ended, paid for service. There is a new war going on. Will you hire me again?"
Sat Jul 09, 2016 5:34 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
"Guess i'ts more 'fficient way t' do it, 'ssumin' y' know how t' make th' motors." >Be a better constructor than John.
Sat Jul 09, 2016 5:47 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 302) - Preparations
Amazigh wrote:
>Be a better constructor than John.
BURN
Sat Jul 09, 2016 6:59 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 302) - Preparations
TorrentHKU wrote:
"Hm. Doubt I'll need the horse gauntlet for this one." > Take casting gauntlet, grab the Illige and the Mantisword, compare them in my hands. Get a feel for their stats. "There any caster long weapons? Spears, halberds, the like? I'm more used to those than a sword."
You take the casting gauntlet and grab the Illige and Manticore swords, trying to get a feel for them.
Adele: "These two are the best caster polearms I have."
She points towards a pair of polearms - a blue and green glaive and a fancy red and black spear.
Adele: "Both of these I found in the 'Murder Plains'. Well, I find a lot of weapons there, left behind from would-be hunters. No idea who made these or what their names are, I just call the red one Ruby and the blue one Dragon.
Ruby has a stronger casting boost and armor, but Dragon has faster armor."
________________________________________
CrazyMLC wrote:
> HAND A BANANA TO MONK
"Learning how to cook?"
She takes the banana and peels it open.
Monk: "I guess. I didn't have clothes to change into, and I don't have any money, so I'm working for these clothes I guess."
________________________________________
Areku wrote:
>Walk in. Monologue at whoever is there.
You open the door and walk in, and see a gruff uniformed man sitting behind a desk.
Areku wrote:
"I'm Sei. Mercenary. Independent. Hired to fight against Vranhal. Conflict ended, paid for service. There is a new war going on. Will you hire me again?"
Man: "Don't know what a mercenary can do against a leviathan. You got any fancy tricks up your sleeve? Else we'd just be paying you to go die."
________________________________________
Amazigh wrote:
"Guess i'ts more 'fficient way t' do it, 'ssumin' y' know how t' make th' motors." >Be a better constructor than John.
MOTORS = INSTALLED
And you slap in the sound sensors/emitter too.
Byrnolf: "Alright, let's go get a turtle! If we're lucky we can just pull out out of the river, else we'll have to check out the mountains. You got your weapons?"
Sat Jul 09, 2016 10:07 pm
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Ad Infidium (Roll 302) - Preparations
>Blink in mild surprise, point to my weapon.
"I'm good with a spear. Tough, too. I punched a drake to death, once. What else do you want?"
Sat Jul 09, 2016 10:13 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 302) - Preparations
"Lucida has spoiled me for weapons." > Check Ruby and Dragon.
Sat Jul 09, 2016 10:28 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 302) - Preparations
Areku wrote:
>Blink in mild surprise, point to my weapon.
"I'm good with a spear. Tough, too. I punched a drake to death, once. What else do you want?"
The man stares at you for a good ten seconds before responding.
Man: "If you're really eager to jump into the fray, I'm sure Vranhal will be happy to throw money your way and send you into battle."
________________________________________
TorrentHKU wrote:
"Lucida has spoiled me for weapons." > Check Ruby and Dragon.
Adele: "I've tried getting a hold of a Kamilla weapon, but they're a bit difficult, with the whole contained-spirit thing."
You use your Constructor Knowledge to inspect the polearms.
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 302) - Preparations
"All the ones I've met would not be happy being part of a collection." > Set aside Dragon, form up armor on Ruby. "I think I like this."
Sun Jul 10, 2016 1:15 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Ad Infidium (Roll 302) - Preparations
>Nod wordlessly, storm out.
>Time to prepare for the journey. Search for a brigandine (preferably) or gambeson (if necessary), along with a heavy longcoat or cloak. Try to locate a standalone bevor, or at least a chain or leather gorget.
>Get enough food to last for 2-3 days, in non-perishable form. Bread, smoked meat, a waterskin. A backpack or sack with enough room for my provisions, and a knife. Hopefully it should all be under 9 gold.
Sun Jul 10, 2016 1:46 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
>Wield Hammer. "Aye, ready t' go whenever." >Follow Brynolf.
Sun Jul 10, 2016 1:50 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 302) - Preparations
Monk is working as a maid? Nice.
"I can be your guinea pig for food if you need one?"
Sun Jul 10, 2016 3:21 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 303) - Preparations
Roll 303
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 ____________________
"All the ones I've met would not be happy being part of a collection."
You set down Dragon and form up the Ruby armor, giving yourself a suit of armor that looks like a combination of silver metal and red gemstone plates. Not exactly the stealthiest thing ever, but the designer probably didn't have subtlety in mind. Maybe Emiel sticks with grey for a reason.
"I think I like this."
Adele: ”Mm, it looks good on you. Should take some spare mana stones as well.”
She points at one of the shelves against a wall, which is almost entirely mana stones. Some are very utilitarian, plain and single-colored with plain brass frames holding them to an armband or belt. Most however are ornate - polished metal or wood furnishings, and intricate patterns and designs using differently-colored AM to form the mana stone.
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 ____________________
You continue to circle the city, waiting for a signal from Stahnacht’s child that would alert you that Tabi is in danger.
-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)
With your hammer ready and Byrnolf bringing a paper-wrapped package of something, the two of you leave the shop and take a short walk west to reach the East Anri. The area is dark and the water is pitch black.
Byrnolf creates an AM hook with a long thin wire attached to it, ties it to a freshly-formed AM pole, and pulls a piece of raw meat from the paper package and attaches it to the hook. The fishing rod is cast, and the waiting begins.
Byrnolf: ”Been a while since I’ve gone fishing for turtles. Get your hammer ready.”
Your hammer is at the ready.
Another couple of minutes pass before there’s a hard yank on the line, nearly pulling the lamp-maker in. He plants his foot into the ground and braces, pulling hard on the fishing rod while it pulls back, slowly dragging him closer to the edge of the water. Right when you think Byrnolf is going for a swim, he lunges down and shoots his arm into the water and pulls out a large mass and hurls it over and behind him with kinetic strength.
The thing hits the ground with a dull thud and quickly gets to its feet. A smooth-shelled turtle-like creature with powerful limbs and a strong beaked jaw. It’s larger than you if you were to go on all-fours.
-Leather Carrying Bag --Wooden Protection Totem (Mana: 196/205) ---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)
-Bag --Memory Stone (Drake) --Memory Stone (Drake) --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)
--Drake Magic Organ (Remains) --Drake Magic Organ (Remains) --Drake Magic Organ (Remains)
Skills: (Magic) -(Spirit) --(Entity) ---Meditation (Degrading Condition) (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 ____________________
Stat points distributed!
Abilities learned!
You nod and wordlessly storm out and look for places to acquire gear.
… Oh. It’s night, maybe close to midnight. There doesn’t appear to be any place open that is still open, other than a few taverns.
(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)
-Focused Strike (Strike with a melee attack that deals exponentially more damage with more stamina consumed) (Ignores maximum Stamina usage cap) (+Damage = Stamina ^ 1.5 ) -Heavy Swing (Strike with a melee attack that has half your total aim, but doubles total damage)
-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) -Justified (Passive) (Melee damage is increased by the percentage of missing Health)
-Constitution (+50% Maximum Base HP)
Last edited by CaveCricket48 on Tue Jul 12, 2016 4:01 am, edited 2 times in total.
Mon Jul 11, 2016 4:32 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 303) - Preparations
"There any rhyme or reason to these ones?" > Pick 8 pretty ones. Also, 30 mana from Ruby and 20 from me into the healing lamp.
Mon Jul 11, 2016 4:58 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Ad Infidium (Roll 303) - Preparations
>Scowl. Pass by a tavern, buy small barrel of beer. Affix to back like a backpack, buy leather straps if necessary. There should be at least a harness of some sort for sale.
>Go Full Innawoods. Leave town headed west, can't risk the battle ending before I get there. Be on the lookout for wild animals to hunt for food, and bandits to hunt for... Food too, actually. Perhaps equipment if they have something my size.
Mon Jul 11, 2016 5:13 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 303) - Preparations
>6 Mana Spirit Lance on the turtle. >If it is unstaggered, hit it with a 6 stamina hammer swing.
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