"Hi there, how much is it for a tour... today if possible?"
Wed Jul 08, 2015 6:17 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 152)
"The meat's great, and uh, didn't ask 'bout the pricin', guess I was more focused on gettin' somethin' t' eat."
Thu Jul 09, 2015 12:17 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 152)
"Mm, that's fair. Should talk to him later though, nothing quite like having a line to your friendly neighborhood Manticore." > Intermission with my AP that ain't going anywhere.
Thu Jul 09, 2015 2:27 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 152)
> Smile, look friendly to the guides.
Thu Jul 09, 2015 3:13 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 152)
"How are you doing that?"
Thu Jul 09, 2015 3:30 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 152)
>Call out in the dream.
"What did you do?" "Where did you come from?"
...
"Why me?"
Thu Jul 09, 2015 4:11 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
You rest up with an Intermission.
"Mm, that's fair. Should talk to him later though, nothing quite like having a line to your friendly neighborhood Manticore."
Byrnolf: ”I guess I’ll talk to him another time after Vranhal.”
He leaves and continues North.
Vandol: "How are you doing that?"
Gazebo: ”Did you know there is a limit on how fast things can go in this world? This limit does not exist in the other. I simply form a little bug in the other, send it to a star, and it comes back and tells me the location. Well, it does take some time, but not nearly as much time as it would using this world’s laws.” ____________________
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP) ---Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP) ---Form Artificial Matter (Create magic’d solids) (Durability: Steel) ---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 +2 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 ____________________
"What did you do?" "Where did you come from?"
...
"Why me?"
The draconic serpent stares at you, its head slanted to one side.
”What, did, you, do?”
Its head moves around you, all the while keeping its gaze matching yours. Circling around you, its body lengthening as the beast makes all the way around and back to its tail.
”Where, did, you, come, from?”
It opens its mouth wide, and a human head pushes itself out of the throat and into the jaws. Your head.
”Why, me?”
Your voice.
”Why me?”
Arms sprout from the serpent’s body, thin and covered in rough scales, in the same shape as a humans if it weren’t for the length, reaching all the way down to the ground.
”Foouuurrth?”
The head in its jaws speak in your questioning, unsure voice.
”Why are you fourth?”
Your face comes close to yours, as if looking in a mirror.
”Why are you not seen? Why can you still cast your will? Why are you a fourth?”
The head looks in the air, and around the ruins of the town.
”All thirds. All, thirds. All of you thirds.”
It looks at you again.
”Why, you? You are not third. I am third. They are third. You are fourth.”
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 +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)
John: "Mm, that's fair. Should talk to him later though, nothing quite like having a line to your friendly neighborhood Manticore."
Byrnolf: ”I guess I’ll talk to him another time after Vranhal.”
Byrnolf leaves and continues North.
"How are you doing that?"
Gazebo: ”Did you know there is a limit on how fast things can go in this world? This limit does not exist in the other. I simply form a little bug in the other, send it to a star, and it comes back and tells me the location.
Well, it does take some time, but not nearly as much time as it would using this world’s laws.” ____________________
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)
-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)
-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) -Adrenaline Rush (Passive) (Stamina usage is twice as effective)
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)
"Excellent, the two of us will take a tour tonight. Don't worry P’orihc I'll stump up the cash for this." > Hand him 10 copper
Thu Jul 09, 2015 3:41 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 153)
"If I am to be that Fourth, or I already am that Fourth, what can you tell me of my new revelation?
If you are the manifestation of my corrupt earthly will, do you have the honesty to tell me where to find the Caelum creators and ask for it?
Or will I have to invent it myself?"
>If it strikes against me, see if I can release my Radiance in the dream and blind it. I assume this would wake me up as well, if successful.
Thu Jul 09, 2015 4:59 pm
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 153)
"I owe you one!"
Fri Jul 10, 2015 2:56 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 153)
> Head North, catch up with Byrnolf. Try kinetic pushing and shifting myself forward as I go. Start with just small shifts along the ground.
Fri Jul 10, 2015 4:00 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 153)
"I have to go but it was nice meeting you, Gazebo. I'm Vandolf, and I hope to speak to you again soon."
> Wait for his reply, then head towards Vranhal and meet the head person there. (and head to the armory)
Fri Jul 10, 2015 5:25 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 153)
>Go through pockets, as if going for a coin purse. "♥♥♥♥, coulda sworn..." >Bring out other pair of trousers, check pockets as if expecting a coin purse. "...Uh, miimas, could you cover me just this once?"
Fri Jul 10, 2015 7:29 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
Vandolf: "I have to go but it was nice meeting you, Gazebo. I'm Vandolf, and I hope to speak to you again soon."
Gazebo: ”A pleasure meeting you Vandolf. Remember to not go too fast, things get hot.”
You and Vandolf head North on the road. To pass the time, you practice moving yourself around with kinetics, just small pushes along the ground to get started. The problem seems to be that if you’re doing it along the ground, there’s plenty enough friction to grab on to your feet and hurl you over, but if you do it in the air then you end up flying for a bit, both result in you being a useless lump of meat and artificial matter on the ground.
You manage to stop yourself with an opposing push without flinging yourself out of control, something you think you can manage in combat, even if the initial force was from a enemy blow.
The two of you soon reach Vranhal’s southern gate where Byrnolf is, and the three of you make your way into the center of the city and stop in front of the Lord’s Hall.
Byrnolf leads the two of you in, none of the guards questioning him, navigating the halls until the three of you are in front of the closed doors of the lord’s office, which is guarded by six men.
Byrnolf: ”Business with the lord.”
They nod, knocking on the door before opening it for the three of you to step through.
Elizabeth sits behind her desk with Torrent standing on her right and the lupus on her left.
In front of her stands Tara and Kark.
Kark: ”Ah, there they are now. We were just explaining how Lucida beat the crap out of the two of you and the other one scared ‘em off.” ____________________
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP) ---Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP) ---Form Artificial Matter (Create magic’d solids) (Durability: Steel) ---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, can be used to recover from a Stumble) (Evasion = Arcane + MP) --(Fortification) (If cast with Mana, Mana is only drained when abilities are disturbed/buffed attacks land) ---Stabilize (Direct Magic) (Single Turn Condition) (Lock an object’s movement relative to a target) (+Trauma Resistance = Arcane + MP) ---Lockdown (Single Turn Condition) (Lock your bones in place and petrify your skin, resisting damage) (+Physical Damage Resistance = Arcane + Mana , affected parts are unable to move [affects evasion]) ---Power Flow (Single Turn Condition) (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 +2 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 ____________________ "If I am to be that Fourth, or I already am that Fourth, what can you tell me of my new revelation?”
”A fourth exists and does not. A fourth is everywhere and no where. You are already fourth.”
”If you are the manifestation of my corrupt earthly will, do you have the honesty to tell me where to find the Caelum creators and ask for it? Or will I have to invent it myself?"
The beast takes a few seconds to respond, as if confused.
”I am I, a third. You are you, a fourth. What are the Caelum creators? What is It? I do not know what you ask.”
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)
Ki’stha: "Excellent, the two of us will take a tour tonight. Don't worry P’orihc I'll stump up the cash for this."
P’orihc: "I owe you one!"
He hands the money to the guide.
Guide: ”Alright, let’s get started!”
The city is composed of the inner section and the outer section. The inner has immensely large towers, while the outer has much smaller towers and more regular sized buildings. The city can be broken up roughly in four quadrants - the two western are mostly residential, the south-east is commercial, and the north-east is academic. The further away you are from the center of the city, the generally lower end you are - cheaper, smaller living quarters in the outer sections, larger, more expensive close to the center, with a couple of inner section towers being immense apartment complexes with luxurious living quarters. The same applies to the commercial and academic areas as well.
The single-largest tower in the center of the city is the citadel, which houses the city’s government and military offices, though there are also several military facilities throughout the city which blend with the buildings around them.
To the north of the city is a small but deep lake that collects runoff water from the mountain, and supplies Magusalto with its water, the liquid transported via canals. Masses of fruit orchards and insect farms surround the base of the mountain, providing food.
Guide: ”Magusalto is the center of magic study in the region - a great number of our residents are students, scholars, researchers, and so on. While there are a few great towers dedicated to residential, most of them are for study in magic and academics. The giant ravine was made as a defensive measure as well as supplying the materials to build all of the structures. So, any place you two want to check out in detail first?”
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 +7 Will: 4 Speed: 2
-Mind Guard (+1 Telepathy Resistance) -Multiprocessing (Grants a separate pool of AP for Telepathic magic)
Ki’stha: "Excellent, the two of us will take a tour tonight. Don't worry P’orihc I'll stump up the cash for this."
P’orihc: "I owe you one!"
You hand 10 copper to the guide.
Guide: ”Alright, let’s get started!”
The city is composed of the inner section and the outer section. The inner has immensely large towers, while the outer has much smaller towers and more regular sized buildings. The city can be broken up roughly in four quadrants - the two western are mostly residential, the south-east is commercial, and the north-east is academic. The further away you are from the center of the city, the generally lower end you are - cheaper, smaller living quarters in the outer sections, larger, more expensive close to the center, with a couple of inner section towers being immense apartment complexes with luxurious living quarters. The same applies to the commercial and academic areas as well.
The single-largest tower in the center of the city is the citadel, which houses the city’s government and military offices, though there are also several military facilities throughout the city which blend with the buildings around them.
To the north of the city is a small but deep lake that collects runoff water from the mountain, and supplies Magusalto with its water, the liquid transported via canals. Masses of fruit orchards and insect farms surround the base of the mountain, providing food.
Guide: ”Magusalto is the center of magic study in the region - a great number of our residents are students, scholars, researchers, and so on. While there are a few great towers dedicated to residential, most of them are for study in magic and academics. The giant ravine was made as a defensive measure as well as supplying the materials to build all of the structures. So, any place you two want to check out in detail first?”
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)
You go through your pockets, as if looking for your coin purse.
"♥♥♥♥, coulda sworn..."
Taking out the other pair of pants, you dig through the pockets for a-
Wait, what?
Pulling your hand out of the pocket, you find a leather pouch in your grasp. Uh.
Cost of the meal is 2 silvers, so you pull out a silver and 10 coppers from the pouch and hand it to the waiter.
Waiter: ”Thankee, hav’a good night.”
He leaves as you wonder where and when you acquired money, and an image flashes briefly in your mind - A young human girl, short black hair, a pale face, and winking a crimson red eye.
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 have to go but it was nice meeting you, Gazebo. I'm Vandolf, and I hope to speak to you again soon."
Gazebo: ”A pleasure meeting you Vandolf. Remember to not go too fast, things get hot.”
You’re not really sure what he meant by that, but you and John head North on the road.
The two of you soon reach Vranhal’s southern gate where Byrnolf is, and the three of you make your way towards the center of the city.
The city seems to be divided into ring-shaped sections - the outermost is the wall, the next inner consists of fields, farms, cottages and small villages. After that is denser arrays of houses and shops, and in the central section of the city is probably the part that can actually be called a “city,” composed of scores of stone and brick buildings of varying shapes and sizes.
The group reaches a clearing in the city, a large paved area with a large building in the center. The structure has large columns on its front side and a wide set of steps leading to the gate. Soldiers and mages are posted in various positions guarding the area.
Byrnolf leads the two of you into the building, none of the guards questioning him, navigating the halls until the three of you are in front of the closed doors of the lord’s office, which is guarded by six men.
Byrnolf: ”Business with the lord.”
They nod, knocking on the door before opening it for the three of you to step through.
The left and right walls are lined with frames holding paintings and documents, and the white ceiling has numerous dark brown stains. At the back of the room is a wide desk with a woman seated behind it. Her light brown hair looks like it was tied up in a bun, but now it’s almost undone with numerous strands free and running off her narrow shoulders. She has a simple white buttoned shirt covered in wrinkles, the sleeves bunched up at the elbows and doing a poor job at hiding her muscular arms. To her right stands an armored human wielding an ornate grey and blue spear, and to her right is an armored lupus with dual axes on his back. In front of her stands Tara and Kark.
Kark: ”Ah, there they are now. We were just explaining how Lucida beat the crap out of the two of you and the other one scared ‘em off.” ____________________
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)
-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)
-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) -Adrenaline Rush (Passive) (Stamina usage is twice as effective)
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)
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