Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 107)
"Heh, more likely to make a magic bomb than a being with this. A counterspelling construct would be one hell of a tall order. Focuses need to have a specific spell or spells inserted, so you would need many very complex focuses, or a staggering number of simpler ones. And to make them all is another matter entirely, since you need to be both skilled in the magic you're putting in a focus, and in creating a good, efficient focus. A more specialized construct, such as one specifically canceling kinetic mages, would be much more viable.
Hmm. A nullification Focus. I... Don't know enough about magic and constructs to say it's possible or impossible. Though I do know that magic and nullification are sort of opposites, so I am not sure it would work. More importantly, I can't nullify, so I can't make a nullification focus. ... Though... Kleigg, maybe you... Hm. Mana manipulation is a separate thing from most magic, and you can do basic mana manipulation, right Kleigg? Then, maybe you could. This...may be just crazy enough to work. Speaking of crazy ideas." > Just keep my leg stabilized until it's done healing. Try Kinetic pushing myself around, entire body at once, for dodging. Start small, just a little nudge, then move up to bigger pushes. Got all this AP to use, so let's not run before I can walk.
Sun May 10, 2015 9:26 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 107)
>Channel Grant to heal John.
Mon May 11, 2015 1:21 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 107)
"Hmm... this sounds significantly more complicated than I had anticipated. I suppose I will occupy myself until we relocate." > Flurry the sand/air/a nearby inanimate object, striking as quickly as possible, in an attempt to strike four times instead of three. (x2) (Use Melee AP, if possible)
Mon May 11, 2015 4:06 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 108)
Roll 108
The world as the players know it:
(All players are at the cursor)
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
Vandolf: "I... I am not sure, Miimas. I do not remember why I am here. But I sense... urgency. Yes, urgency. And yet another feeling, as if you here were my family..."
Vandolf closes his eyes, his head turned towards the sky, as he takes in a deep breath.
Once he finishes, he turns towards Kleigg.
Vandolf: "You... the one donned in hair, with an odd name. Something is different about you."
Vandolf steps closer, uncertainty growing in his face.
Vandolf: "I desire a sort of... trinket, or garment. One able to inhibit the passage of magic. Is this something within your power, perhaps with the aid of the one who creates?"
Kleigg: "If John's creations (specifically his form focuses) were able to truly take up the power of nullification, then we would have something very strange - yet valuable - on our hands.
Perhaps there is some way to combine the defensive, restrictive nature of the security sequences with an array of smaller form focuses embedded in the item? The security sequences may act by deploying counterspells to an attempt to deconstruct the material. Counterspelling seems to fit adequately within the normal bounds of magic - if we can create an automated counterspelling machine, it might achieve some of the effects of my nullification.
It would have to have some intelligence, naturally. But perhaps we can try to create a Null Focus first."
P’orihc: "Careful now, you don't want to create a home-made Lucida."
Kleigg: "We'll give it every kindness."
"Heh, more likely to make a magic bomb than a being with this. A counterspelling construct would be one hell of a tall order. Focuses need to have a specific spell or spells inserted, so you would need many very complex focuses, or a staggering number of simpler ones. And to make them all is another matter entirely, since you need to be both skilled in the magic you're putting in a focus, and in creating a good, efficient focus. A more specialized construct, such as one specifically canceling kinetic mages, would be much more viable.
Hmm. A nullification Focus. I... Don't know enough about magic and constructs to say it's possible or impossible. Though I do know that magic and nullification are sort of opposites, so I am not sure it would work. More importantly, I can't nullify, so I can't make a nullification focus. ... Though... Kleigg, maybe you... Hm. Mana manipulation is a separate thing from most magic, and you can do basic mana manipulation, right Kleigg? Then, maybe you could. This...may be just crazy enough to work. Speaking of crazy ideas."
Hmm, using kinetics to help evade. You lock your bones together to make sure they’re not gonna bend the wrong way, and give yourself some small pushes with kinetics, moving your entire body around. After a few experimental pushes, you figure out that you can modify your Power Flow ability to enhance your movement speed instead of strength, giving yourself enhanced evasion. You’re not sure if you can use on reflex the moment you’re attacked, but you can definitely prep it before hand if you act first.
Also, it feels like your wounds finally got healed.
Vandolf: "Hmm... this sounds significantly more complicated than I had anticipated. I suppose I will occupy myself until we relocate."
Vandolf goes to punch some of the sand near the shore of the lake. ____________________
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) --(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 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 ____________________
Vandolf: "I... I am not sure, Miimas. I do not remember why I am here. But I sense... urgency. Yes, urgency. And yet another feeling, as if you here were my family..."
Vandolf closes his eyes, his head turned towards the sky, as he takes in a deep breath.
Once he finishes, he turns towards you.
Vandolf: "You... the one donned in hair, with an odd name. Something is different about you."
Vandolf steps closer, uncertainty growing in his face.
Vandolf: "I desire a sort of... trinket, or garment. One able to inhibit the passage of magic. Is this something within your power, perhaps with the aid of the one who creates?"
"If John's creations (specifically his form focuses) were able to truly take up the power of nullification, then we would have something very strange - yet valuable - on our hands.
Perhaps there is some way to combine the defensive, restrictive nature of the security sequences with an array of smaller form focuses embedded in the item? The security sequences may act by deploying counterspells to an attempt to deconstruct the material. Counterspelling seems to fit adequately within the normal bounds of magic - if we can create an automated counterspelling machine, it might achieve some of the effects of my nullification.
It would have to have some intelligence, naturally. But perhaps we can try to create a Null Focus first."
P’orihc: "Careful now, you don't want to create a home-made Lucida."
"We'll give it every kindness."
John: "Heh, more likely to make a magic bomb than a being with this. A counterspelling construct would be one hell of a tall order. Focuses need to have a specific spell or spells inserted, so you would need many very complex focuses, or a staggering number of simpler ones. And to make them all is another matter entirely, since you need to be both skilled in the magic you're putting in a focus, and in creating a good, efficient focus. A more specialized construct, such as one specifically canceling kinetic mages, would be much more viable.
Hmm. A nullification Focus. I... Don't know enough about magic and constructs to say it's possible or impossible. Though I do know that magic and nullification are sort of opposites, so I am not sure it would work. More importantly, I can't nullify, so I can't make a nullification focus. ... Though... Kleigg, maybe you... Hm. Mana manipulation is a separate thing from most magic, and you can do basic mana manipulation, right Kleigg? Then, maybe you could. This...may be just crazy enough to work. Speaking of crazy ideas."
John seems to fling himself around with kinetics, experimenting with something or other.
Vandolf: "Hmm... this sounds significantly more complicated than I had anticipated. I suppose I will occupy myself until we relocate."
Vandolf goes to punch some of the sand near the shore of the lake. ____________________
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 AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
Vandolf: "I... I am not sure, Miimas. I do not remember why I am here. But I sense... urgency. Yes, urgency. And yet another feeling, as if you here were my family..."
Vandolf closes his eyes, his head turned towards the sky, as he takes in a deep breath.
Once he finishes, he turns towards Kleigg.
Vandolf: "You... the one donned in hair, with an odd name. Something is different about you."
Vandolf steps closer, uncertainty growing in his face.
Vandolf: "I desire a sort of... trinket, or garment. One able to inhibit the passage of magic. Is this something within your power, perhaps with the aid of the one who creates?"
Kleigg: "If John's creations (specifically his form focuses) were able to truly take up the power of nullification, then we would have something very strange - yet valuable - on our hands.
Perhaps there is some way to combine the defensive, restrictive nature of the security sequences with an array of smaller form focuses embedded in the item? The security sequences may act by deploying counterspells to an attempt to deconstruct the material. Counterspelling seems to fit adequately within the normal bounds of magic - if we can create an automated counterspelling machine, it might achieve some of the effects of my nullification.
It would have to have some intelligence, naturally. But perhaps we can try to create a Null Focus first."
"Careful now, you don't want to create a home-made Lucida."
Kleigg: "We'll give it every kindness."
John: "Heh, more likely to make a magic bomb than a being with this. A counterspelling construct would be one hell of a tall order. Focuses need to have a specific spell or spells inserted, so you would need many very complex focuses, or a staggering number of simpler ones. And to make them all is another matter entirely, since you need to be both skilled in the magic you're putting in a focus, and in creating a good, efficient focus. A more specialized construct, such as one specifically canceling kinetic mages, would be much more viable.
Hmm. A nullification Focus. I... Don't know enough about magic and constructs to say it's possible or impossible. Though I do know that magic and nullification are sort of opposites, so I am not sure it would work. More importantly, I can't nullify, so I can't make a nullification focus. ... Though... Kleigg, maybe you... Hm. Mana manipulation is a separate thing from most magic, and you can do basic mana manipulation, right Kleigg? Then, maybe you could. This...may be just crazy enough to work. Speaking of crazy ideas."
John seems to fling himself around with kinetics, experimenting with something or other.
Vandolf: "Hmm... this sounds significantly more complicated than I had anticipated. I suppose I will occupy myself until we relocate."
Vandolf goes to punch some of the sand near the shore of the lake. ____________________
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) (+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)
Vandolf: "I... I am not sure, Miimas. I do not remember why I am here. But I sense... urgency. Yes, urgency. And yet another feeling, as if you here were my family..."
Vandolf closes his eyes, his head turned towards the sky, as he takes in a deep breath.
Once he finishes, he turns towards Kleigg.
Vandolf: "You... the one donned in hair, with an odd name. Something is different about you."
Vandolf steps closer, uncertainty growing in his face.
Vandolf: "I desire a sort of... trinket, or garment. One able to inhibit the passage of magic. Is this something within your power, perhaps with the aid of the one who creates?"
Kleigg: "If John's creations (specifically his form focuses) were able to truly take up the power of nullification, then we would have something very strange - yet valuable - on our hands.
Perhaps there is some way to combine the defensive, restrictive nature of the security sequences with an array of smaller form focuses embedded in the item? The security sequences may act by deploying counterspells to an attempt to deconstruct the material. Counterspelling seems to fit adequately within the normal bounds of magic - if we can create an automated counterspelling machine, it might achieve some of the effects of my nullification.
It would have to have some intelligence, naturally. But perhaps we can try to create a Null Focus first."
P’orihc: "Careful now, you don't want to create a home-made Lucida."
Kleigg: "We'll give it every kindness."
John: "Heh, more likely to make a magic bomb than a being with this. A counterspelling construct would be one hell of a tall order. Focuses need to have a specific spell or spells inserted, so you would need many very complex focuses, or a staggering number of simpler ones. And to make them all is another matter entirely, since you need to be both skilled in the magic you're putting in a focus, and in creating a good, efficient focus. A more specialized construct, such as one specifically canceling kinetic mages, would be much more viable.
Hmm. A nullification Focus. I... Don't know enough about magic and constructs to say it's possible or impossible. Though I do know that magic and nullification are sort of opposites, so I am not sure it would work. More importantly, I can't nullify, so I can't make a nullification focus. ... Though... Kleigg, maybe you... Hm. Mana manipulation is a separate thing from most magic, and you can do basic mana manipulation, right Kleigg? Then, maybe you could. This...may be just crazy enough to work. Speaking of crazy ideas."
John seems to fling himself around with kinetics, experimenting with something or other.
Vandolf: "Hmm... this sounds significantly more complicated than I had anticipated. I suppose I will occupy myself until we relocate."
Vandolf goes to punch some of the sand near the shore of the lake. ____________________
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) (+Evasion = Altitude)
Vandolf: "I... I am not sure, Miimas. I do not remember why I am here. But I sense... urgency. Yes, urgency. And yet another feeling, as if you here were my family..."
Vandolf closes his eyes, his head turned towards the sky, as he takes in a deep breath.
Once he finishes, he turns towards Kleigg.
Vandolf: "You... the one donned in hair, with an odd name. Something is different about you."
Vandolf steps closer, uncertainty growing in his face.
Vandolf: "I desire a sort of... trinket, or garment. One able to inhibit the passage of magic. Is this something within your power, perhaps with the aid of the one who creates?"
Kleigg: "If John's creations (specifically his form focuses) were able to truly take up the power of nullification, then we would have something very strange - yet valuable - on our hands.
Perhaps there is some way to combine the defensive, restrictive nature of the security sequences with an array of smaller form focuses embedded in the item? The security sequences may act by deploying counterspells to an attempt to deconstruct the material. Counterspelling seems to fit adequately within the normal bounds of magic - if we can create an automated counterspelling machine, it might achieve some of the effects of my nullification.
It would have to have some intelligence, naturally. But perhaps we can try to create a Null Focus first."
P’orihc: "Careful now, you don't want to create a home-made Lucida."
Kleigg: "We'll give it every kindness."
John: "Heh, more likely to make a magic bomb than a being with this. A counterspelling construct would be one hell of a tall order. Focuses need to have a specific spell or spells inserted, so you would need many very complex focuses, or a staggering number of simpler ones. And to make them all is another matter entirely, since you need to be both skilled in the magic you're putting in a focus, and in creating a good, efficient focus. A more specialized construct, such as one specifically canceling kinetic mages, would be much more viable.
Hmm. A nullification Focus. I... Don't know enough about magic and constructs to say it's possible or impossible. Though I do know that magic and nullification are sort of opposites, so I am not sure it would work. More importantly, I can't nullify, so I can't make a nullification focus. ... Though... Kleigg, maybe you... Hm. Mana manipulation is a separate thing from most magic, and you can do basic mana manipulation, right Kleigg? Then, maybe you could. This...may be just crazy enough to work. Speaking of crazy ideas."
John seems to fling himself around with kinetics, experimenting with something or other, and you take the chance to channel grant and heal his wounds.
Vandolf: "Hmm... this sounds significantly more complicated than I had anticipated. I suppose I will occupy myself until we relocate."
Vandolf goes to punch some of the sand near the shore of the lake. ____________________
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)
-Sixth Sense (Can passively detect magic that would otherwise be unnoticeable without active detection or a visual cue) -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... I am not sure, Miimas. I do not remember why I am here. But I sense... urgency. Yes, urgency. And yet another feeling, as if you here were my family..."
You close your eyes, head turned towards the sky, and take in a deep breath.
Once you finishes, you turn towards Kleigg.
"You... the one donned in hair, with an odd name. Something is different about you."
You step closer, uncertainty growing on your face.
"I desire a sort of... trinket, or garment. One able to inhibit the passage of magic. Is this something within your power, perhaps with the aid of the one who creates?"
Kleigg: "If John's creations (specifically his form focuses) were able to truly take up the power of nullification, then we would have something very strange - yet valuable - on our hands.
Perhaps there is some way to combine the defensive, restrictive nature of the security sequences with an array of smaller form focuses embedded in the item? The security sequences may act by deploying counterspells to an attempt to deconstruct the material. Counterspelling seems to fit adequately within the normal bounds of magic - if we can create an automated counterspelling machine, it might achieve some of the effects of my nullification.
It would have to have some intelligence, naturally. But perhaps we can try to create a Null Focus first."
P’orihc: "Careful now, you don't want to create a home-made Lucida."
Kleigg: "We'll give it every kindness."
John: "Heh, more likely to make a magic bomb than a being with this. A counterspelling construct would be one hell of a tall order. Focuses need to have a specific spell or spells inserted, so you would need many very complex focuses, or a staggering number of simpler ones. And to make them all is another matter entirely, since you need to be both skilled in the magic you're putting in a focus, and in creating a good, efficient focus. A more specialized construct, such as one specifically canceling kinetic mages, would be much more viable.
Hmm. A nullification Focus. I... Don't know enough about magic and constructs to say it's possible or impossible. Though I do know that magic and nullification are sort of opposites, so I am not sure it would work. More importantly, I can't nullify, so I can't make a nullification focus. ... Though... Kleigg, maybe you... Hm. Mana manipulation is a separate thing from most magic, and you can do basic mana manipulation, right Kleigg? Then, maybe you could. This...may be just crazy enough to work. Speaking of crazy ideas."
John seems to fling himself around with kinetics, experimenting with something or other.
Vandolf: "Hmm... this sounds significantly more complicated than I had anticipated. I suppose I will occupy myself until we relocate."
You go to the shore of the lake nearby and let out two Flurry of punches into the sand below you.
You’re not able to get out more than three punches at a time, and you don’t get much of an exercise punching the sand. Might need to work at this a bit more. ____________________
-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) (+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 11, 2015 6:05 am, edited 2 times in total.
Mon May 11, 2015 5:48 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 108)
> Do it another three times.
Mon May 11, 2015 5:57 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 108)
>Start heading towards Vranhal while keeping an eye out for lucida, also transfer 2 mana to Grant. "Yea, Miimas is right, we don't want t' get there an find lucida burnin' the place down, best keep movin' eh?" >Vranhal aren't huge fans of religion and such if i remember, make sure my medallion is tucked into my shirt or otherwise not on display before we get there.
Mon May 11, 2015 6:02 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 108)
"I agree, Kyeltziv. I will follow, but first I must prepare for the journey ahead. If I lose your trail, I will meet you at Vranhal."
Mon May 11, 2015 6:09 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 108)
"Off we go. Make sure no one is leaving anything important behind, like the weapons of the dead bandits if anyone feels like it."
> Check the bandits for more substantial clothing > Set default evasion to dodge (hopefully while in the air)
Mon May 11, 2015 4:25 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 108)
> That's a start. Keep working on it. Either get my reflexes up to the point where I can activate agility flow on reflex, or work on an actual kinetic dodge to push me out of the way of danger. Preferably the latter. Do this whilst on the way to Vranhal.
Mon May 11, 2015 6:52 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 109)
Roll 109
The world as the players know it:
(All players are at the cursor)
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
Kyeltziv: "Yea, Miimas is right, we don't want t' get there an find lucida burnin' the place down, best keep movin' eh?"
Vandolf: "I agree, Kyeltziv. I will follow, but first I must prepare for the journey ahead. If I lose your trail, I will meet you at Vranhal."
P’orihc: "Off we go. Make sure no one is leaving anything important behind, like the weapons of the dead bandits if anyone feels like it."
You practice a bit more, this time launching yourself around instead of simply increasing your speed. You think you can pull this sort of thing off on reflex, making it a decent dodging tactic. You won’t be able to do much after though except for force-dodging again, since flinging yourself around won’t land you in a stable position.
The party heads off to the west, leaving Vandolf behind as he practices punching sand.
It’s a long trek on foot, but you reach the walled city of Vranhal without incident, and no sign of Lucida anywhere. The Enforcers must’ve done a good job at stalling the weapon.
Like Imum and Esthen, Vranhal is surrounded by a massive stone wall with guards stationed above. The city gate is opened and one of the guards raises a hand in greeting.
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) (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 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 ____________________
Kyeltziv: "Yea, Miimas is right, we don't want t' get there an find lucida burnin' the place down, best keep movin' eh?"
Vandolf: "I agree, Kyeltziv. I will follow, but first I must prepare for the journey ahead. If I lose your trail, I will meet you at Vranhal."
P’orihc: "Off we go. Make sure no one is leaving anything important behind, like the weapons of the dead bandits if anyone feels like it."
The party heads off to the west, leaving Vandolf behind as he practices punching sand.
It’s a long trek on foot, but you reach the walled city of Vranhal without incident, and no sign of Lucida anywhere. The Enforcers must’ve done a good job at stalling the weapon.
Like Imum and Esthen, Vranhal is surrounded by a massive stone wall with guards stationed above. The city gate is opened and one of the guards raises a hand in greeting.
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 AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
Kyeltziv: "Yea, Miimas is right, we don't want t' get there an find lucida burnin' the place down, best keep movin' eh?"
Vandolf: "I agree, Kyeltziv. I will follow, but first I must prepare for the journey ahead. If I lose your trail, I will meet you at Vranhal."
"Off we go. Make sure no one is leaving anything important behind, like the weapons of the dead bandits if anyone feels like it."
The party heads off to the west, leaving Vandolf behind as he practices punching sand.
It’s a long trek on foot, but you reach the walled city of Vranhal without incident, and no sign of Lucida anywhere. The Enforcers must’ve done a good job at stalling the weapon.
Like Imum and Esthen, Vranhal is surrounded by a massive stone wall with guards stationed above. The city gate is opened and one of the guards raises a hand in greeting.
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) (+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)
Kyeltziv: "Yea, Miimas is right, we don't want t' get there an find lucida burnin' the place down, best keep movin' eh?"
Vandolf: "I agree, Kyeltziv. I will follow, but first I must prepare for the journey ahead. If I lose your trail, I will meet you at Vranhal."
P’orihc: "Off we go. Make sure no one is leaving anything important behind, like the weapons of the dead bandits if anyone feels like it."
You check the bandits for better clothing. Their shirts are more or less the same, but their pants seem to be a bit less cheap, so you grab those. Actually, you take all the clothes, why not.
The party heads off to the west, leaving Vandolf behind as he practices punching sand.
It’s a long trek on foot, but you reach the walled city of Vranhal without incident, and no sign of Lucida anywhere. The Enforcers must’ve done a good job at stalling the weapon.
Like Imum and Esthen, Vranhal is surrounded by a massive stone wall with guards stationed above. The city gate is opened and one of the guards raises a hand in greeting.
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) (+Evasion = Altitude)
"Yea, Miimas is right, we don't want t' get there an find lucida burnin' the place down, best keep movin' eh?"
Vandolf: "I agree, Kyeltziv. I will follow, but first I must prepare for the journey ahead. If I lose your trail, I will meet you at Vranhal."
P’orihc: "Off we go. Make sure no one is leaving anything important behind, like the weapons of the dead bandits if anyone feels like it."
The party heads off to the west, leaving Vandolf behind as he practices punching sand.
It’s a long trek on foot, but you reach the walled city of Vranhal without incident, and no sign of Lucida anywhere. The Enforcers must’ve done a good job at stalling the weapon.
Like Imum and Esthen, Vranhal is surrounded by a massive stone wall with guards stationed above. The city gate is opened and one of the guards raises a hand in greeting.
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)
-Sixth Sense (Can passively detect magic that would otherwise be unnoticeable without active detection or a visual cue) -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)
You Flurry the sand three more times. You still can’t manage to get more punches out at a time, but you think you’ve increased your physical abilities somewhat.
Kyeltziv: "Yea, Miimas is right, we don't want t' get there an find lucida burnin' the place down, best keep movin' eh?"
Vandolf: "I agree, Kyeltziv. I will follow, but first I must prepare for the journey ahead. If I lose your trail, I will meet you at Vranhal."
P’orihc: "Off we go. Make sure no one is leaving anything important behind, like the weapons of the dead bandits if anyone feels like it."
The party heads off to the west, leaving you behind. ____________________
-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) (+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: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 109)
> I'm not leaving until I get this down, even if it takes the rest of the game, or I break every bone in my body. Twice more.
Also, I figured out how I'm going to deal with the bandit camp. I think I'll handle them before I meet back up?
Last edited by CrazyMLC on Tue May 12, 2015 7:54 am, edited 1 time in total.
Tue May 12, 2015 5:44 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 109)
"Fine day we have here isn't it? Guard! How's Vranhal doing today?"
Tue May 12, 2015 5:51 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 109)
"If possible, we need to speak to your captain or the leader of the guard. We've got important news from Esthen, and about a potential threat to Vranhal that's probably heading this way now."
Tue May 12, 2015 7:17 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 110)
Roll 110
The world as the players know it:
(All players are at Vranhal except Vandolf, who is at cursor)
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
P’orihc: "Fine day we have here isn't it? Guard! How's Vranhal doing today?"
Guard: ”Vranhal’s doing just fine!”
"If possible, we need to speak to your captain or the leader of the guard. We've got important news from Esthen, and about a potential threat to Vranhal that's probably heading this way now."
Guard: ”Uh, alright, come on in and I’ll get someone to fetch our captain.”
The party walks through the gate. On the inside, Vranhal looks similar to Esthen - right past the wall is a large expanse of plains and farmland with cottages here and there, with the central region within being the dense network of roads and buildings that would be the “city.”
There are numerous towers at regular intervals against the inside of the wall, probably a means to get up and down. It doesn’t take long for a group of armored and robed men to exit one of the towers and make their way towards you. The man in the front is wearing plate armor with a sword sheathed at his waist and a helm obscuring his face.
???: ”I’m Captain Charles, you said you have important news?” ____________________
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 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 ____________________
P’orihc: "Fine day we have here isn't it? Guard! How's Vranhal doing today?"
Guard: ”Vranhal’s doing just fine!”
John: "If possible, we need to speak to your captain or the leader of the guard. We've got important news from Esthen, and about a potential threat to Vranhal that's probably heading this way now."
Guard: ”Uh, alright, come on in and I’ll get someone to fetch our captain.”
The party walks through the gate. On the inside, Vranhal looks similar to Esthen - right past the wall is a large expanse of plains and farmland with cottages here and there, with the central region within being the dense network of roads and buildings that would be the “city.”
There are numerous towers at regular intervals against the inside of the wall, probably a means to get up and down. It doesn’t take long for a group of armored and robed men to exit one of the towers and make their way towards you. The man in the front is wearing plate armor with a sword sheathed at his waist and a helm obscuring his face.
???: ”I’m Captain Charles, you said you have important news?” ____________________
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 AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
"Fine day we have here isn't it? Guard! How's Vranhal doing today?"
Guard: ”Vranhal’s doing just fine!”
John: "If possible, we need to speak to your captain or the leader of the guard. We've got important news from Esthen, and about a potential threat to Vranhal that's probably heading this way now."
Guard: ”Uh, alright, come on in and I’ll get someone to fetch our captain.”
The party walks through the gate. On the inside, Vranhal looks similar to Esthen - right past the wall is a large expanse of plains and farmland with cottages here and there, with the central region within being the dense network of roads and buildings that would be the “city.”
There are numerous towers at regular intervals against the inside of the wall, probably a means to get up and down. It doesn’t take long for a group of armored and robed men to exit one of the towers and make their way towards you. The man in the front is wearing plate armor with a sword sheathed at his waist and a helm obscuring his face.
???: ”I’m Captain Charles, you said you have important news?” ____________________
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) (+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)
P’orihc: "Fine day we have here isn't it? Guard! How's Vranhal doing today?"
Guard: ”Vranhal’s doing just fine!”
John: "If possible, we need to speak to your captain or the leader of the guard. We've got important news from Esthen, and about a potential threat to Vranhal that's probably heading this way now."
Guard: ”Uh, alright, come on in and I’ll get someone to fetch our captain.”
The party walks through the gate. On the inside, Vranhal looks similar to Esthen - right past the wall is a large expanse of plains and farmland with cottages here and there, with the central region within being the dense network of roads and buildings that would be the “city.”
There are numerous towers at regular intervals against the inside of the wall, probably a means to get up and down. It doesn’t take long for a group of armored and robed men to exit one of the towers and make their way towards you. The man in the front is wearing plate armor with a sword sheathed at his waist and a helm obscuring his face.
???: ”I’m Captain Charles, you said you have important news?” ____________________
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) (+Evasion = Altitude)
P’orihc: "Fine day we have here isn't it? Guard! How's Vranhal doing today?"
Guard: ”Vranhal’s doing just fine!”
John: "If possible, we need to speak to your captain or the leader of the guard. We've got important news from Esthen, and about a potential threat to Vranhal that's probably heading this way now."
Guard: ”Uh, alright, come on in and I’ll get someone to fetch our captain.”
The party walks through the gate. On the inside, Vranhal looks similar to Esthen - right past the wall is a large expanse of plains and farmland with cottages here and there, with the central region within being the dense network of roads and buildings that would be the “city.”
There are numerous towers at regular intervals against the inside of the wall, probably a means to get up and down. It doesn’t take long for a group of armored and robed men to exit one of the towers and make their way towards you. The man in the front is wearing plate armor with a sword sheathed at his waist and a helm obscuring his face.
???: ”I’m Captain Charles, you said you have important news?” ____________________
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)
-Sixth Sense (Can passively detect magic that would otherwise be unnoticeable without active detection or a visual cue) -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)
-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) (+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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