Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 120)
P’orihc: "Could you explain a bit the thing of the telepath assassin? What happened? Since apparently he isn't the only one, where could they come from and what could they want?"
Ki’stha: "From where I'm standing Lucida and the assassins are the only real threats to peaceful people right now. I want to look into protecting the innocent both here and elsewhere."
Elizabeth: ”The first incident with a telepathic cloaker was when one attempted to assassinate me. A lot of him is stuck on the ceiling now.”
Looking up, you see all the dark brown stains on the ceiling.
Elizabeth: ”With the new one that appeared to have attacked the investigation team, that would make two total so far. I don’t know where they came from, but I’m guessing they’re related somehow.”
John: "Why did people on the way here keep telling you there was an Enforcer here? Do they have some telepathy specialty too? While on that, you were very polite to him. From what I'd heard elsewhere, it seemed more likely he'd be ending up in the dungeon for coming here. What exactly is the relationship between Vranhal and the Second, or all the sects in general I suppose?"
Elizabeth: ”After the assassination attempt, guards and officials were ordered to report anything out of the ordinary, no matter how seemingly obvious or trivial. People that they thought were supposed to be in another room, phantom breezes, sounds that only one person heard. I think about a fourth of them are overly paranoid or crazy, but you never know.
Enforcers do have training in telepathy though, and a bit of magic cancelling as well. Their sole job is to maintain order within the Second according to the sect’s head. That means arresting high ranking officials that have fallen to corruption or are attempting to splinter off from the Second, as D’Leo did when he formed the Third. Enforcers are top-of-the-line mages that are trained in neutralizing weak to powerful magic users, be it few or many.
My treatment of the Enforcer that was here is because there has never been a case of an Enforcer being used to combat enemies that are outside of the Second’s grounds. Even then, they are only used as a last line of defense, not offense, in a situation where the Second is facing an outside enemy. If an Enforcer is present on the grounds of someone they would consider an enemy, then something very unusual must have happened.
As for Vranhal’s relations with the sects of Caelum - All three don’t like us, in varying amounts. Near the end of the Caelum-Daeli War, Vranhal was allied with the Daeli and the Third pushed an attack on the city and failed. After that, they convinced the First to take up arms and attack, with the Second joining in later despite the fact that the Second was supposed to be in a non-aggression pact with the Daeli. That attack failed as well.
The reason for the ban on religion is because of the way they operate. A believer’s loyalty doesn’t prioritize his state, but his god. Instead of treating religion as a belief, it is treated as a separate state as much as a city is treated as one.
Vranhal does not care about the small religions that an individual may worship. What we worry about is the ones that suddenly command half a populace to rise up and attack the city that’s been housing and feeding them for decades.”
Sun May 24, 2015 7:58 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 120)
Going to split my actions into multiple >s to make them less difficult to read.
"Nice diversion, if a little obvious. Lucky for me I'm no crow."
> Just in case, briefly look around me to make sure the bandit leader didn't somehow escape. Give chase and flurry if I see him. Avoid the bear traps.
> Otherwise, close one eye to let it start adjusting to darkness, and proceed slowly into the cellar. Step over any tripwires the bandit leader may have set up. > Stop before the end of the stairway/corridor or any blind spot, but when I'm far enough in for it to be dark. Switch eyes so I can see properly. If I'm attacked, flurry the attacker's weapon to disarm them.
"You're right by the way. Your allies, perhaps even friends, died back there. And, I am here to tie up loose ends. But, as I've said, that doesn't mean killing you - plenty of people have died already. But that's not to say that I won't kill you if you force my hand."
> Flurry the air to build momentum. (Melee AP)
"Surely you've seen the work of my friends in dispatching your bandit patrols. But, like them, I know of a place where you can find good, honest work that pays well. The one in charge will accept one with a history like yours. He may even let you be a manager, considering your leadership experience. I just sort of assumed you'd be interested after having your entire camp wiped out. Plus, a bounty hunter that's willing to falsely report your death - what a way to wipe your slate clean."
> Go back to having both my eyes open at this point, and use the same principle as before when I reflected light into the cellar. Use my swords as mirrors to peer around corners, where the bandit leader may be waiting in ambush. Again, if I'm attacked, flurry the attacker's weapon to disarm them, and remain wary of traps, especially tripwires. >Continue exploring the cellar in this manner. Explore slowly, and don't let anything slip by, since as far as I know this is the only entrance to the cellar. Hold off on collecting any valuables for now.
> If I find him and he attacks me, again, attempt to knock his weapon out of his hand with a flurry. > If I find him and he doesn't immediately attack me, or is unable to attack me, (because of being disarmed?) ask "What do you say?"
> If he accepts my offer, take his weapon so he can't stab me in the back. Grab him, and hold onto him as I clear the cellar of valuables, including the copper coin I threw down here. Leave the cellar, and pat him down in case he's trying to sneak something out of here. Take him to Wolf personally. > If he doesn't accept, then he's far more trouble than he's worth. Flurry as many times as I need.
> If I don't find him, then being slow and methodical about this bit me in the ass and he escaped using some other exit. Collect any valuables, or at least the copper piece I threw down here, and leave for Vranhal.
Tfw you take over an hour carefully crafting your action. What have you done to me CC.
Sun May 24, 2015 9:14 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 120)
"That explains much. Excess of fanatism is bound to generate conflict."
Sun May 24, 2015 6:17 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 120)
"So... What's the verdict? Are we criminals?" > If we are judged to be not criminals... "Then, can we assist in this Lucida situation in some way?"
Sun May 24, 2015 10:35 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 121)
Abilities have been updated. Info dump has been updated (sorta).
Roll 121
The world as the players know it:
~~~
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
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: Iron) ---Form Memory Stone (Create a memory stone) (Efficiency: Low) ---Form Mana Stone (Create a mana stone) (Efficiency: 1 Capacity = 8 Mana) ---Form Conduit (Create mana conduits) ---Form Release (Create a release crystal) (Efficiency: 1 Capacity = 10 Mana) ---Form Focus (Create a focus crystal) (Efficiency: 1 Ability = 10 Mana , Ability Strength (per ability): 100% = 10 Mana [cannot exceed 100%]) ---Form Sparker (Create a Mana Sparker) (Efficiency: 1 Impulse = 0.01) ---Security Sequence (Level: Basic) (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) ---Kinetic Bolt (Launch an orb of kinetic energy that explodes upon impact) (Inflicts Trauma = Arcane + Mana) ---Levitation (pick up and levitate small objects) ---Blast Wave (Lets out a powerful but short-ranged concussive wave) (Inflicts Trauma = [Arcane + Mana] * 1.5) ---Counter Force (Single Turn Condition) (Applies counteracting forces to a target, lowering strength and evasion) (-Strength, -Evasion = Arcane + Mana) ---Impulse Evasion (Evasion) (Cannot use Evasion AP) (Launch yourself with kinetics to evade an attack) (Substitutes your basic evasion) (Stumbles you after use, can be used when Stumbled) (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) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (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)
-Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn) Passives: Strength: 6 Arcane: 10 Aim: 8 Evasion: 5 Will: 5 Speed: 1
-Fortified Resolve (Grants a separate pool of AP for Fortification magic) -Acrobat (Grants a separate pool of AP for evasion)
Name: Kleigg (TheKebbit) Race: Human ____________________
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 being cast, storing it while nullifying any remaining) (Nullify = Arcane + Mana) ---Release (Cast a spell that was stored with Capture [removes spell from storage]) ---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) -Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
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) ---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) -(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)
-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) Passives: Strength: 1 Arcane: 12 Aim: 6 Evasion: 7 Will: 4 Speed: 2
-Mind Guard (+1 Telepathy Resistance) -Multiprocessing (Grants a separate pool of AP for Telepathic magic)
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) ---Chain Lightning (Hit multiple targets with damage evenly distributed) (Inflicts Total Electrocution = Arcane + Mana)
-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) -(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) -(Kinetic) --(Fortification) (Mana is only drained when abilities are disturbed) ---Power Flow (Single Turn Condition) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana)
-Sixth Sense (Passive) (+3 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 Resistance)
"Nice diversion, if a little obvious. Lucky for me I'm no crow."
You glance around outside to see if the bandit escaped through another entrance, but you don’t see anyone else around.
Closing one of your eyes to speed up adjustment to the dark, you slowly enter the cellar. You watch your feet for tripwires, and as you pass the scarecrow, there’s a flash of light and an explosion, followed by a high-pitched whining sound.
After the daze of being right next to an explosion ends, you pick yourself off of the ground, wincing from the bruises and burns. There’s a black spot on the ground where the scarecrow used to be.
You barely entered the cellar and this kind of stuff is already happening. ____________________
-Sixth Sense (Passive) (+3 Magic Evasion) -Momentum (Passive) (Keep yourself moving, increasing damage with each attack) (Buff ends when you fail to attack in a turn or are blocked or stumbled) (+Damage = 1d6 per attack , Max total +Damage = 2 * Strength) -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)
Skills: -Stabilize (Spend the extra energy to hold still, increasing Aim for the next attack) (+Aim = Stamina) -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)
Last edited by CaveCricket48 on Mon May 25, 2015 7:41 am, edited 1 time in total.
Mon May 25, 2015 7:39 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 121)
P’orihc: "That explains much. Excess of fanaticism is bound to generate conflict."
John: "So... What's the verdict? Are we criminals?"
Elizabeth: ”Only for assaulting state mages, but I think I’ll be nice and drop those charges.”
John: "... Then, can we assist in this Lucida situation in some way?"
Elizabeth: ”Hmm. Well, there’re a few things to do. We need more information on Lucida as a weapon and a spirit. The telepath needs to be tracked down as well.
The lupus might be able to help with spirity stuff, see what we can do about getting the spirit out of the weapon. The Second’s master constructor would probably be a big help right now, but he’s locked in a chirop prison.
So, up to you. Get someone out of prison, get information on spirits, or go hunt the person that got you into this mess in the first place.”
Mon May 25, 2015 7:39 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 121)
"I know of a place where you can find good, honest work that pays well. The one in charge will accept one with a history like yours. He may even let you be a manager, considering your leadership experience. I just sort of assumed you'd be interested after having your entire camp wiped out. Plus, a bounty hunter that's willing to falsely report your death - what a way to wipe your slate clean so you can turn over a new leaf. But if this is what you want, very well."
> Look around and take in the area, then make my way back up and close the cellar door. Rearrange the bear traps I mapped out earlier to catch the bandit off guard should he escape, and take one down with me and place it near the entrance in the dark. Only grab the bear traps by the bottom, and very carefully, so there's no way It closes on my hands. Watch my step for any that I missed.
Tue May 26, 2015 3:46 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 121)
"Kyeltziv, it sounds like you could go talk to the Lupus about the spirit. You're initiated into their spirit society and all. Chirops I have little experience with, chirop jails even less so. How likely is it that they would actually let this constructor go?"
Tue May 26, 2015 4:35 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 121)
"It'd be interesting to know why this master constructor is in prison to begin with. If it's something big, well, I doubt we'd be able to get him out without a lot of help.
Speaking about help, could Vranhal support us in things we might need? Probably nothing too spectacular like top secrets or commanding an army, just things like information related to what we are going to do and maybe some supplies."
Tue May 26, 2015 5:31 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 122)
Roll 122
The world as the players know it:
~~~
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
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: Iron) ---Form Memory Stone (Create a memory stone) (Efficiency: Low) ---Form Mana Stone (Create a mana stone) (Efficiency: 1 Capacity = 8 Mana) ---Form Conduit (Create mana conduits) ---Form Release (Create a release crystal) (Efficiency: 1 Capacity = 10 Mana) ---Form Focus (Create a focus crystal) (Efficiency: 1 Ability = 10 Mana , Ability Strength (per ability): 100% = 10 Mana [cannot exceed 100%]) ---Form Sparker (Create a Mana Sparker) (Efficiency: 1 Impulse = 0.01) ---Security Sequence (Level: Basic) (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) ---Kinetic Bolt (Launch an orb of kinetic energy that explodes upon impact) (Inflicts Trauma = Arcane + Mana) ---Levitation (pick up and levitate small objects) ---Blast Wave (Lets out a powerful but short-ranged concussive wave) (Inflicts Trauma = [Arcane + Mana] * 1.5) ---Counter Force (Single Turn Condition) (Applies counteracting forces to a target, lowering strength and evasion) (-Strength, -Evasion = Arcane + Mana) ---Impulse Evasion (Evasion) (Cannot use Evasion AP) (Launch yourself with kinetics to evade an attack) (Substitutes your basic evasion) (Stumbles you after use, can be used when Stumbled) (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) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (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)
-Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn) Passives: Strength: 6 Arcane: 10 Aim: 8 Evasion: 5 Will: 5 Speed: 1
-Fortified Resolve (Grants a separate pool of AP for Fortification magic) -Acrobat (Grants a separate pool of AP for evasion)
Name: Kleigg (TheKebbit) Race: Human ____________________
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 being cast, storing it while nullifying any remaining) (Nullify = Arcane + Mana) ---Release (Cast a spell that was stored with Capture [removes spell from storage]) ---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) -Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
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) ---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) -(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)
-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) Passives: Strength: 1 Arcane: 12 Aim: 6 Evasion: 7 Will: 4 Speed: 2
-Mind Guard (+1 Telepathy Resistance) -Multiprocessing (Grants a separate pool of AP for Telepathic magic)
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) ---Chain Lightning (Hit multiple targets with damage evenly distributed) (Inflicts Total Electrocution = Arcane + Mana)
-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) -(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) -(Kinetic) --(Fortification) (Mana is only drained when abilities are disturbed) ---Power Flow (Single Turn Condition) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana)
-Sixth Sense (Passive) (+3 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 Resistance)
"I know of a place where you can find good, honest work that pays well. The one in charge will accept one with a history like yours. He may even let you be a manager, considering your leadership experience. I just sort of assumed you'd be interested after having your entire camp wiped out. Plus, a bounty hunter that's willing to falsely report your death - what a way to wipe your slate clean so you can turn over a new leaf. But if this is what you want, very well."
You look around and take in the area - it’s a small empty room, the walls, floors, and ceiling consisting of an array of long rods that seem to be dried reeds. There’s a tunnel leading down opposite of the entrance. The reeds under where the scarecrow was are blackened and broken, but it doesn’t look like any serious damage was done.
Exiting the hideout, you close the cellar door and go towards the nearest bear trap. Carefully grabbing the trap by its base, you slowly lift it off the ground, and as you do, see the corners of a piece of paper on the bottom.
You manage to drop the trap and turn away, but not get away from the ensuing explosion that occurs, the same as the one that destroyed the scarecrow. The blast knocks you back, but thankfully you don’t land in another bear trap. ____________________
-Sixth Sense (Passive) (+3 Magic Evasion) -Momentum (Passive) (Keep yourself moving, increasing damage with each attack) (Buff ends when you fail to attack in a turn or are blocked or stumbled) (+Damage = 1d6 per attack , Max total +Damage = 2 * Strength) -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)
Skills: -Stabilize (Spend the extra energy to hold still, increasing Aim for the next attack) (+Aim = Stamina) -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)
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 122)
John: "Kyeltziv, it sounds like you could go talk to the Lupus about the spirit. You're initiated into their spirit society and all. Chirops I have little experience with, chirop jails even less so. How likely is it that they would actually let this constructor go?"
Elizabeth: ”Not very likely.”
P’orihc: "It'd be interesting to know why this master constructor is in prison to begin with. If it's something big, well, I doubt we'd be able to get him out without a lot of help.
Speaking about help, could Vranhal support us in things we might need? Probably nothing too spectacular like top secrets or commanding an army, just things like information related to what we are going to do and maybe some supplies."
Elizabeth: ”His name is Emiel. I think that’s his surname? His given name is Matis or something. What got him into a chirop prison was experimenting with teleportation while in a chirop city. I have no idea what he did, but apparently half a block turned inside-out. Structures, objects, chirop. He was also suspected of performing numerous, intentional, experiments on the living, though I don’t have the details..
As for support, of course. You help us, we help you.”
Tue May 26, 2015 6:28 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 122)
Bandit leader so silly.
> Take the scrap metal for what it's worth. See if the paper that was there that exploded or if any piece of it remains. Take a rest and tend to my wounds as best I can with the rest of my action points.
Last edited by CrazyMLC on Wed May 27, 2015 5:42 am, edited 3 times in total.
"Gotta weigh up this Emiel's usefulness over the risk of busting him out, what is it he'd be useful for?"
Tue May 26, 2015 4:02 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 122)
Roast Veg wrote:
"Gotta weigh up this Emiel's usefulness over the risk of busting him out, what is it he'd be useful for?"
Elizabeth: "He's probably the best person on this side of the world when it comes to constructs, so he'd be most useful in devising some method to directly stop Lucida."
Torrent: "The Lucida we fought was weakened from being in containment for so long. It will recover to its full strength as time passes, and we won't be able to make a direct confrontation as we did earlier."
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