Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Ad Infidium (Roll 304) - Preparations
>Shrug, place three coppers on the counter.
"Might as well."
>When served, drink. Gauge my current level of inebriation.
Thu Aug 11, 2016 4:45 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 304) - Preparations
> SAY HELLO TO BAT
Thu Aug 11, 2016 6:03 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 304) - Preparations
> And then I realize I'm a ♥♥♥♥♥♥♥ and she's feeding it bad commands to kill it. Just get rid of my security, I don't think it'll actually help at all. Anything I can think of in 20 minutes is already implemented better. I'll just refresh it frequently. "Do they now. Well that means I don't need that... Is there a trick to that cutting a tendril when they collide thing you mentioned?" > Make a new Captivate, no custom security this time, have a few of them start crossing tendrils with each other, see if I can feel that. Or, have the ones feeling each other up make a few free floating tendrils and try to feel other ones, make a flash if they can on their own.
Fri Aug 12, 2016 12:45 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 304) - Preparations
Areku wrote:
>Shrug, place three coppers on the counter.
"Might as well."
>When served, drink. Gauge my current level of inebriation.
Three coppers and you get another drink, which you start working on.
You don't seem affected by the alcohol yet, so that's good, you guess.
A foreign voice sounds in your head - telepathy.
Sei, the team is assembled. Return to the lord's office for mission details.
________________________________________
CrazyMLC wrote:
> SAY HELLO TO BAT
YOU SHOUT "HELLO" TO MIIMAS
SHE WAVES BACK AT YOU
________________________________________
TorrentHKU wrote:
> And then I realize I'm a ♥♥♥♥♥♥♥ and she's feeding it bad commands to kill it. Just get rid of my security, I don't think it'll actually help at all. Anything I can think of in 20 minutes is already implemented better. I'll just refresh it frequently. "Do they now. Well that means I don't need that... Is there a trick to that cutting a tendril when they collide thing you mentioned?" > Make a new Captivate, no custom security this time, have a few of them start crossing tendrils with each other, see if I can feel that. Or, have the ones feeling each other up make a few free floating tendrils and try to feel other ones, make a flash if they can on their own.
You create a new Captivate cast without your custom security, and see if you can cross tendrils and get a feel for it.
Hmm, nope. No feeling.
Sanoa: "If you use your tendril to deliver a small amount of mana into whatever it contacts with, it will deposit mana into other tendrils that it touches. Once the tendril or you or whatever loses mana, you cast the break spell at the point where the tendril lost mana. Some telepathy experienced would be required."
Fri Aug 12, 2016 3:49 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 304) - Preparations
"I... ok." >Walk over to Kuori, headpats. "Well, gon' be a learnin' 'xperience."
Fri Aug 12, 2016 9:30 pm
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Ad Infidium (Roll 304) - Preparations
>Grit teeth, but grin. Down my ale, grab my gear and get up, hand Jazz the room keys.
"Well, duty calls! Nice meeting you, Jasmine."
>TO THE LORD'S OFFICE!
Fri Aug 12, 2016 9:43 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 304) - Preparations
>SPRINT TO BAT
Fri Aug 12, 2016 11:52 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 304) - Preparations
"Then I definitely need some telepathy experience. I think I'm done with A-M training for now. I... appreciate you helping, Sanoa."
Sat Aug 13, 2016 12:37 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 304) - Preparations
Amazigh wrote:
"I... ok." >Walk over to Kuori, headpats. "Well, gon' be a learnin' 'xperience."
Kuori seems fairly neutral to the headpats, but at least she isn't trying to headpat you back.
Byrnolf: "Guess we could report back to the lord and let'er know that you're set for transferring spirits once we get Emiel to crack security, then you can teach Kuori stuff after, or sleep, I guess."
________________________________________
Areku wrote:
>Grit teeth, but grin. Down my ale, grab my gear and get up, hand Jazz the room keys.
"Well, duty calls! Nice meeting you, Jasmine."
>TO THE LORD'S OFFICE!
Jazz: "See ya." After downing the ale, you grab all your gear, hand the key to Jasmine, and then head back towards the center of the city.
A lazy writing transition later and you're back in the lord's office, with two other new people.
Elizabeth: "After the appearance of the leviathan, Magusalto was evacuated, with almost everyone moving into the mountain shelters north and northeast of the city. The few behind were guards that were posted to stop looters and to maintain communications with us. Several hours ago they stopped, and have not responded to any of our light message. We were also communicating with their shelters, and they did not why the city guards went silent. The shelters stopped communications after that.
Your mission is to head to the docks, take a ferry across the Anri, and then walk to Magusalto. Investigate the reason for the loss of communication. Then, head to the shelters and do the same. Return when you have sufficient information to explain the cause. If you encounter hostile forces, you may retreat back to Vranhal. This is a scouting mission, avoid combat unless absolutely necessary.
Everyone in the team is assembled. Any questions?"
You take a look at your teammates - a young woman in a black mage's robe, and a disheveled man in a blue mage's robe.
Wait. That disheveled man looks familiar. It's... The Drunkard?
________________________________________
CrazyMLC wrote:
>SPRINT TO BAT
YOU SPRINT TO BAT
BAT SEEMS NERVOUS AND STARTS BACKING AWAY
AND THEN STARTS RUNNING AWAY
________________________________________
TorrentHKU wrote:
"Then I definitely need some telepathy experience. I think I'm done with A-M training for now. I... appreciate you helping, Sanoa."
Sanoa: " 'Allies are more useful than enemies. In fact, enemies just make it more difficult to achieve victory.'
Lord Elizabeth said that.
Though, she also said 'Some allies are enemies with mutual interests.'
Mutual interest is probably more applicable here."
Sat Aug 13, 2016 5:46 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 304) - Preparations
> BE FASTER THAN BAT
"WHAT'VE YOU BEEN UP TO TO PREPARE FOR THE MISSION?"
Sat Aug 13, 2016 5:54 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Ad Infidium (Roll 304) - Preparations
Oh great. Two... Mages. And one of them a drunkard, to boot. I should have taken a few more beers.
"Very well."
>Turn to the two mages.
"We leave now."
>Leave for the docks. Fast pace. Let's see if they're in shape or just lazy wand-wigglers.
Sat Aug 13, 2016 8:06 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 304) - Preparations
>Past the guards to where? Are there footpaths that bypass the facility to other cities?
Sat Aug 13, 2016 9:43 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 304) - Preparations
> Wince internally. "Mutual interest, one sided animosity..." > Make a Captivate to search for Adelle.
Sun Aug 14, 2016 12:49 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 304) - Preparations
>See if I can pick Kuori up and put her on my shoulder. "Yeah, prolly should get back sometime soon."
Sun Aug 14, 2016 1:55 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 305) - Preparations
Roll 305
The world as the players know it:
1. Kyeltziv, Vandolf, John, Sei 2. Kleigg
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 ____________________
You wince internally.
"Mutual interest, one sided animosity..."
You cast a Captivate to search for Adele - Though, you’re not quite sure how searching works. Visually? That’ll take some fiddling with light. Her spirit? You’re not too familiar with her feel yet.
Maybe you’ll just search for “a person with a spirit”. You cast that and find someone in a random spot on the fields, a decent distance away but within line-of-sight.
Also, the house seems to have an antimagic system, so that’s a discovery.
Looking in the direction of the person-in-the-fields, you can barely make out the brunette with her beret, waving to you.
Inventory: -Witch's Mana Stone (340/340) (Regenerates 20 Mana per turn) -Regenerating Mana Stone (Mana: 25/25) (Regenerates 5 Mana per turn) -Mana Stone (Mana: 50/50) -Mana Stone (Mana: 50/50) -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 ____________________
It doesn’t look like there are any cities nearby, and you’re not really sure what’s past the facility, either. It’s built into the side of the mountain, probably going deeper. One mountain of the many that make up the mountain range.
There seem to be several footpaths that lead from the agricultural fields (which are connected to paths to Magusalto) to the facility, but you think you can also make out imprints from things walking on the tall grass, numerous spots where there’s a depression or flattened trail, leading towards the facility from roughly a south-west angle.
The guards seem to be leaving now, moving east, towards the neighboring mountain?
-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)
-Leather Carrying Bag --Wooden Protection Totem (Mana: 198/205) ---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 (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 (Degrading Condition) (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]) -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 ) -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 ____________________
Oh great. Two... Mages. And one of them a drunkard, to boot. I should have taken a few more beers.
"Very well."
You turn to the mages.
"We leave now."
Drunkard: ”Guess you’re the boss.”
You leave for the docks, the two mages following as fast as you move. They don’t seem to be physically unfit at all.
Your trio makes it to the docks rather quickly, and you can see that a ferry is being prepared.
Black Mage: ”I’m Amelia. Kinetic specialist, mainly sniping.”
Drunkard Blue Mage: ”Ethan. Analytical telepathy. Spying an’ crap.”
(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 Aug 16, 2016 4:50 am, edited 1 time in total.
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