Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 110)
You know what I'd said about staying here forever? Nevermind. My will has been broken by Cave.
Vandolf sighs, and abandons plans to deal with the bandits or train himself, at least for now. > Head somewhere just southwest of Vranhal, ideally between where someone might walk if they'd gone around the lake instead of over it, and keep an eye out for anything unusual. Do not engage anything.
Last edited by CrazyMLC on Wed May 13, 2015 6:42 pm, edited 2 times in total.
Wed May 13, 2015 7:07 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 110)
"Greetings, Captain. We just came from Esthen, took the ferry across the lake. When we were over there, the Second had some kind of major accident, and managed to let loose a very powerful light magic construct, Lucida. It killed several people before making its way out of the city, heading south around the lake. Afterwards, my group talked with some of the people from the Second, since we've got some skill and could potentially help the situation from getting worse. They said it was probably heading here, to Vranhal, to look for information on a "grey one". We aren't sure if it's going to arrive with hostile intentions or not, but it seemed quite ready for a fight back at Esthen. So, we came here to warn the city, and maybe help in whatever way we could." Let's not mention that we had a major hand in the Second's accident, mm?
Wed May 13, 2015 4:23 pm
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 110)
>See what colour robes the mages? with the captain are wearing.
Wed May 13, 2015 9:03 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 111)
Coming soonish: Unique race abilities. Chirop: An ability that lets them get airborne on a successful evasion An ability that gives them extra physical damage on attack when landing from the air
Lupus: Roar ability, can stun enemies Increased evasion to magic attacks (Passive)
Also more armor nerfs soon
Roll 111
The world as the players know it:
(All players are at Vranhal except Vandolf, who is at the western edge of Squash Lake)
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
John: "Greetings, Captain. We just came from Esthen, took the ferry across the lake. When we were over there, the Second had some kind of major accident, and managed to let loose a very powerful light magic construct, Lucida. It killed several people before making its way out of the city, heading south around the lake. Afterwards, my group talked with some of the people from the Second, since we've got some skill and could potentially help the situation from getting worse. They said it was probably heading here, to Vranhal, to look for information on a "grey one". We aren't sure if it's going to arrive with hostile intentions or not, but it seemed quite ready for a fight back at Esthen. So, we came here to warn the city, and maybe help in whatever way we could."
Kistha: "There's no time to lose, sir."
Out of nowhere one of the mages, a black-robed one, launches a magic bolt into P’orihc, knocking him back while the rest of the mages bring their magic at the ready and the soldiers draw their weapons.
Captain Charles: ”Might I ask why your friend is trying to use telepathy on us?” ____________________
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 ____________________
John: "Greetings, Captain. We just came from Esthen, took the ferry across the lake. When we were over there, the Second had some kind of major accident, and managed to let loose a very powerful light magic construct, Lucida. It killed several people before making its way out of the city, heading south around the lake. Afterwards, my group talked with some of the people from the Second, since we've got some skill and could potentially help the situation from getting worse. They said it was probably heading here, to Vranhal, to look for information on a "grey one". We aren't sure if it's going to arrive with hostile intentions or not, but it seemed quite ready for a fight back at Esthen. So, we came here to warn the city, and maybe help in whatever way we could."
Kistha: "There's no time to lose, sir."
Out of nowhere one of the mages, a black-robed one, launches a magic bolt into P’orihc, knocking him back while the rest of the mages bring their magic at the ready and the soldiers draw their weapons.
Captain Charles: ”Might I ask why your friend is trying to use telepathy on us?” ____________________
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)
John: "Greetings, Captain. We just came from Esthen, took the ferry across the lake. When we were over there, the Second had some kind of major accident, and managed to let loose a very powerful light magic construct, Lucida. It killed several people before making its way out of the city, heading south around the lake. Afterwards, my group talked with some of the people from the Second, since we've got some skill and could potentially help the situation from getting worse. They said it was probably heading here, to Vranhal, to look for information on a "grey one". We aren't sure if it's going to arrive with hostile intentions or not, but it seemed quite ready for a fight back at Esthen. So, we came here to warn the city, and maybe help in whatever way we could."
Kistha: "There's no time to lose, sir."
You attempt to pick up the thoughts of the captain. Out of nowhere one of the mages, a black-robed one, launches a bolt of energy at you. The projectile quickly zips through the air and impacts you in the chest, launching you back a few feet while the rest of the mages bring their magic at the ready and the soldiers draw their weapons.
Captain Charles: ”Might I ask why your friend is trying to use telepathy on us?” ____________________
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)
John: "Greetings, Captain. We just came from Esthen, took the ferry across the lake. When we were over there, the Second had some kind of major accident, and managed to let loose a very powerful light magic construct, Lucida. It killed several people before making its way out of the city, heading south around the lake. Afterwards, my group talked with some of the people from the Second, since we've got some skill and could potentially help the situation from getting worse. They said it was probably heading here, to Vranhal, to look for information on a "grey one". We aren't sure if it's going to arrive with hostile intentions or not, but it seemed quite ready for a fight back at Esthen. So, we came here to warn the city, and maybe help in whatever way we could."
Kistha: "There's no time to lose, sir."
Out of nowhere one of the mages, a black-robed one, launches a magic bolt into P’orihc, knocking him back while the rest of the mages bring their magic at the ready and the soldiers draw their weapons.
Captain Charles: ”Might I ask why your friend is trying to use telepathy on us?” ____________________
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)
There are twelve people total. Six are mages: two red, two black, a white, and a blue. The rest are the soldiers and the captain.
John: "Greetings, Captain. We just came from Esthen, took the ferry across the lake. When we were over there, the Second had some kind of major accident, and managed to let loose a very powerful light magic construct, Lucida. It killed several people before making its way out of the city, heading south around the lake. Afterwards, my group talked with some of the people from the Second, since we've got some skill and could potentially help the situation from getting worse. They said it was probably heading here, to Vranhal, to look for information on a "grey one". We aren't sure if it's going to arrive with hostile intentions or not, but it seemed quite ready for a fight back at Esthen. So, we came here to warn the city, and maybe help in whatever way we could."
Kistha: "There's no time to lose, sir."
Out of nowhere one of the mages, a black-robed one, launches a magic bolt into P’orihc, knocking him back while the rest of the mages bring their magic at the ready and the soldiers draw their weapons.
Captain Charles: ”Might I ask why your friend is trying to use telepathy on us?” ____________________
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)
Letting out a sigh, you stop your sand punching and let out a sigh. Time for a change of direction.
You head south west, towards the imaginary line that connects Vranhal and Imum, hoping to find anything out of the ordinary. You’re travelling along the edge of the lake for a while due to the shape of it, until you reach the western edge where you see a ruined camp. Human bodies are strewn about, some hacked apart, others burnt. A figure wielding a brilliantly white sword and a full suit of matching armor is leaving the camp, starting to head towards the north west, Vranhal.
You’re not sure if it noticed you yet. ____________________
-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 111)
Hmph. I could try distracting him to buy some more time (probably certain death, and pointless), or I could try to get to Vranhal first and warn them that he's about to arrive. (also probably pointless)
Guess my best bet is not dying. > Wait until he's left the area.
Last edited by CrazyMLC on Fri May 15, 2015 3:58 am, edited 1 time in total.
Thu May 14, 2015 5:34 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 111)
"Sorry, I meant no harm. At all. It's a bad custom I guess, peeking on people's minds. Not happening again. Nice aim, by the way, but next time a verbal warning would be better? Launching bolts seems like a primitive way to warn.
I guess I'll let my friends do the talking."
Thu May 14, 2015 7:04 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 111)
> Palm face. "Because he's a little snoop who's never gotten reprimanded for it before, I believe. I'm terribly sorry about that, it won't happen again."
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