Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 112)
CrazyMLC wrote:
TorrentHKU wrote:
Papa John
That's it, you're starting a pizza delivery restaurant chain.
It'll be called Topping's
Roll 112
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 ____________________
P’orihc: "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."
You palm your face with your hand.
"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."
Ki’stha: "Needs to learn some serious manners."
Kyeltziv: "...Have you been doin' this to everyone we meet?”
Captain Charles: ”... I see.”
The soldiers slowly sheath their weapons and the mages lower their arms. Most of them, anyways.
Captain Charles: ”We’ve been attacked by a telepath recently so we’re on edge when it comes to telepathy. As for this Lucida heading our way...“
The blue mage in the group nods his head.
Captain Charles: ”The lord has been notified of the situation.”
Blue Mage: ”Telepathically.”
Captain Charles: ”Now, you fellows should-”
Guard: ”Mage approaching from the south east!”
Turning back towards the gate, you see a man in a green robe with grey edgings and a steel cuirass underneath, speeding towards Vranhal’s eastern gate on an armored horse. As he approaches, you recognize the man as the Enforcer from squad 74.
Green-Grey Enforcer: ”Vranhal! I bring grave news. There is - oh, you guys got here first. Well, that’s good.”
Blue Mage: ”The lord is on her way to this gate. She orders the guards to pull in everyone that is off rotation and maintain a uniform defense of the wall in the event that this is a diversion and the wall will be attempted to be breached elsewhere.”
Captain Charles: ”Relay that the order is understood.”
Blue Mage: ”Done.”
Captain: ”Let’s move!”
The captain’s party heads back to one of the towers attached to the inside of the wall while the gate falls shut, closing in the party and the Enforcer.
Green-Grey Enforcer: ”So, looks like we’re in for some action. And I’m gonna be stuck in here for a bit with the Second’s emblem on my back. Wonderful.”
Miimas: ”I don’t like this adventure.” ____________________
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: "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."
John palms his face with his hand.
John: "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."
Ki’stha: "Needs to learn some serious manners."
Kyeltziv: "...Have you been doin' this to everyone we meet?”
Captain Charles: ”... I see.”
The soldiers slowly sheath their weapons and the mages lower their arms. Most of them, anyways.
Captain Charles: ”We’ve been attacked by a telepath recently so we’re on edge when it comes to telepathy. As for this Lucida heading our way...“
The blue mage in the group nods his head.
Captain Charles: ”The lord has been notified of the situation.”
Blue Mage: ”Telepathically.”
Captain Charles: ”Now, you fellows should-”
Guard: ”Mage approaching from the south east!”
Turning back towards the gate, you see a man in a green robe with grey edgings and a steel cuirass underneath, speeding towards Vranhal’s eastern gate on an armored horse. As he approaches, you recognize the man as the Enforcer from squad 74.
Green-Grey Enforcer: ”Vranhal! I bring grave news. There is - oh, you guys got here first. Well, that’s good.”
Blue Mage: ”The lord is on her way to this gate. She orders the guards to pull in everyone that is off rotation and maintain a uniform defense of the wall in the event that this is a diversion and the wall will be attempted to be breached elsewhere.”
Captain Charles: ”Relay that the order is understood.”
Blue Mage: ”Done.”
Captain: ”Let’s move!”
The captain’s party heads back to one of the towers attached to the inside of the wall while the gate falls shut, closing in the party and the Enforcer.
Green-Grey Enforcer: ”So, looks like we’re in for some action. And I’m gonna be stuck in here for a bit with the Second’s emblem on my back. Wonderful.”
Miimas: ”I don’t like this adventure.” ____________________
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)
"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."
John palms his face with his hand.
John: "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."
Ki’stha: "Needs to learn some serious manners."
Kyeltziv: "...Have you been doin' this to everyone we meet?”
Captain Charles: ”... I see.”
The soldiers slowly sheath their weapons and the mages lower their arms. Most of them, anyways.
Captain Charles: ”We’ve been attacked by a telepath recently so we’re on edge when it comes to telepathy. As for this Lucida heading our way...“
The blue mage in the group nods his head.
Captain Charles: ”The lord has been notified of the situation.”
Blue Mage: ”Telepathically.”
Captain Charles: ”Now, you fellows should-”
Guard: ”Mage approaching from the south east!”
Turning back towards the gate, you see a man in a green robe with grey edgings and a steel cuirass underneath, speeding towards Vranhal’s eastern gate on an armored horse. As he approaches, you recognize the man as the Enforcer from squad 74.
Green-Grey Enforcer: ”Vranhal! I bring grave news. There is - oh, you guys got here first. Well, that’s good.”
Blue Mage: ”The lord is on her way to this gate. She orders the guards to pull in everyone that is off rotation and maintain a uniform defense of the wall in the event that this is a diversion and the wall will be attempted to be breached elsewhere.”
Captain Charles: ”Relay that the order is understood.”
Blue Mage: ”Done.”
Captain: ”Let’s move!”
The captain’s party heads back to one of the towers attached to the inside of the wall while the gate falls shut, closing in the party and the Enforcer.
Green-Grey Enforcer: ”So, looks like we’re in for some action. And I’m gonna be stuck in here for a bit with the Second’s emblem on my back. Wonderful.”
Miimas: ”I don’t like this adventure.” ____________________
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: "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."
John palms his face with his hand.
John: "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."
"Needs to learn some serious manners."
Kyeltziv: "...Have you been doin' this to everyone we meet?”
Captain Charles: ”... I see.”
The soldiers slowly sheath their weapons and the mages lower their arms. Most of them, anyways.
Captain Charles: ”We’ve been attacked by a telepath recently so we’re on edge when it comes to telepathy. As for this Lucida heading our way...“
The blue mage in the group nods his head.
Captain Charles: ”The lord has been notified of the situation.”
Blue Mage: ”Telepathically.”
Captain Charles: ”Now, you fellows should-”
Guard: ”Mage approaching from the south east!”
Turning back towards the gate, you see a man in a green robe with grey edgings and a steel cuirass underneath, speeding towards Vranhal’s eastern gate on an armored horse. As he approaches, you recognize the man as the Enforcer from squad 74.
Green-Grey Enforcer: ”Vranhal! I bring grave news. There is - oh, you guys got here first. Well, that’s good.”
Blue Mage: ”The lord is on her way to this gate. She orders the guards to pull in everyone that is off rotation and maintain a uniform defense of the wall in the event that this is a diversion and the wall will be attempted to be breached elsewhere.”
Captain Charles: ”Relay that the order is understood.”
Blue Mage: ”Done.”
Captain: ”Let’s move!”
The captain’s party heads back to one of the towers attached to the inside of the wall while the gate falls shut, closing in the party and the Enforcer.
Green-Grey Enforcer: ”So, looks like we’re in for some action. And I’m gonna be stuck in here for a bit with the Second’s emblem on my back. Wonderful.”
Miimas: ”I don’t like this adventure.” ____________________
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: "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."
John palms his face with his hand.
John: "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."
Ki’stha: "Needs to learn some serious manners."
"...Have you been doin' this to everyone we meet?”
Captain Charles: ”... I see.”
The soldiers slowly sheath their weapons and the mages lower their arms. Most of them, anyways.
Captain Charles: ”We’ve been attacked by a telepath recently so we’re on edge when it comes to telepathy. As for this Lucida heading our way...“
The blue mage in the group nods his head.
Captain Charles: ”The lord has been notified of the situation.”
Blue Mage: ”Telepathically.”
Captain Charles: ”Now, you fellows should-”
Guard: ”Mage approaching from the south east!”
Turning back towards the gate, you see a man in a green robe with grey edgings and a steel cuirass underneath, speeding towards Vranhal’s eastern gate on an armored horse. As he approaches, you recognize the man as the Enforcer from squad 74.
Green-Grey Enforcer: ”Vranhal! I bring grave news. There is - oh, you guys got here first. Well, that’s good.”
Blue Mage: ”The lord is on her way to this gate. She orders the guards to pull in everyone that is off rotation and maintain a uniform defense of the wall in the event that this is a diversion and the wall will be attempted to be breached elsewhere.”
Captain Charles: ”Relay that the order is understood.”
Blue Mage: ”Done.”
Captain: ”Let’s move!”
The captain’s party heads back to one of the towers attached to the inside of the wall while the gate falls shut, closing in the party and the Enforcer.
Green-Grey Enforcer: ”So, looks like we’re in for some action. And I’m gonna be stuck in here for a bit with the Second’s emblem on my back. Wonderful.”
Miimas: ”I don’t like this adventure.”
Grant: Try not to lose any limbs. There’s only so much my healing can do. ____________________
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 stay where you are, waiting for the entity to leave the area. He does, at a rapid pace, without so much as a glance in your direction. ____________________
-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 112)
Was scared for a moment there.
>Loot the campsite and corpses for anything of use or value. Count the bodies while I'm at it. >If I can identify the leader, cut off his head and take it with me, just in case he has a bounty somewhere. >Since travelling to Vranhal risks me crossing paths with Lucida, travel to Imum to see if they're still okay after having a construct super weapon go past.
Last edited by CrazyMLC on Sat May 16, 2015 7:23 am, edited 2 times in total.
Fri May 15, 2015 6:58 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 112)
"So what should we do? Just wait until action hits us?"
Fri May 15, 2015 10:36 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 112)
"I guess all we can really do for now is wait." >Transfer 1 mana to Grant. *Well, we're hopin' this can be resolved without violence.*
Sat May 16, 2015 4:59 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 112)
> Gonna need that halberd now.
Sat May 16, 2015 5:12 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 113)
Got work early in the morning (in ~5 hours) so this roll is shorter than planned.
Roll 113
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 ____________________
P’orihc: "So what should we do? Just wait until action hits us?"
Kyeltziv: "I guess all we can really do for now is wait."
Green-Grey Enforcer: ”Well, before I forget, I’m supposed to give you guys payment or something about the trouble Vakaumus got you into.”
The mage opens up a pouch and shows the contents to Kleigg, P’orihc, Ki’stha, Kyeltziv, and Miimas.
Green-Grey Enforcer: ”Artifacts enchanted to strengthen those who hold them. You five can each pick one.”
You start working on a halberd. Well, a pole first, limited mana an’ all. ____________________
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: "So what should we do? Just wait until action hits us?"
Kyeltziv: "I guess all we can really do for now is wait."
Green-Grey Enforcer: ”Well, before I forget, I’m supposed to give you guys payment or something about the trouble Vakaumus got you into.”
The mage opens up a pouch and shows the contents to you, P’orihc, Ki’stha, Kyeltziv, and Miimas. Inside are a bunch of coins, each with a modified Caelum emblem on them, some with a flame in the center, a water drop, a lightning bolt, and other things.
Green-Grey Enforcer: ”Artifacts enchanted to strengthen those who hold them. You five can each pick one.”
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)
"So what should we do? Just wait until action hits us?"
Kyeltziv: "I guess all we can really do for now is wait."
Green-Grey Enforcer: ”Well, before I forget, I’m supposed to give you guys payment or something about the trouble Vakaumus got you into.”
The mage opens up a pouch and shows the contents to Kleigg, you, Ki’stha, Kyeltziv, and Miimas. Inside are a bunch of coins, each with a modified Caelum emblem on them, some with a flame in the center, a water drop, a lightning bolt, and other things.
Green-Grey Enforcer: ”Artifacts enchanted to strengthen those who hold them. You five can each pick one.”
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: "So what should we do? Just wait until action hits us?"
Kyeltziv: "I guess all we can really do for now is wait."
Green-Grey Enforcer: ”Well, before I forget, I’m supposed to give you guys payment or something about the trouble Vakaumus got you into.”
The mage opens up a pouch and shows the contents to Kleigg, P’orihc, you, Kyeltziv, and Miimas. Inside are a bunch of coins, each with a modified Caelum emblem on them, some with a flame in the center, a water drop, a lightning bolt, and other things.
Green-Grey Enforcer: ”Artifacts enchanted to strengthen those who hold them. You five can each pick one.”
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: "So what should we do? Just wait until action hits us?"
"I guess all we can really do for now is wait."
You send over a mana to top off Grant’s supply.
Well, we're hopin' this can be resolved without violence.
Green-Grey Enforcer: ”Well, before I forget, I’m supposed to give you guys payment or something about the trouble Vakaumus got you into.”
The mage opens up a pouch and shows the contents to Kleigg, P’orihc, Ki’stha, you, and Miimas. Inside are a bunch of coins, each with a modified Caelum emblem on them, some with a flame in the center, a water drop, a lightning bolt, and other things.
Green-Grey Enforcer: ”Artifacts enchanted to strengthen those who hold them. You five can each pick one.”
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 decide to loot the remains of the bandits and the camp. There are nine bodies total, and while a lot of the items you find are too damaged to be of any use or value, there’s still some good stuff. Some swords, spears, a gem or something, and some money. You’re not sure about which of the bodies is the captain, none of them are dressed too differently. ____________________
-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)
> Take the lightning toke, and swap my pants for the thick ones
Sat May 16, 2015 1:47 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 113)
> I don't want your heathen ass bull♥♥♥♥ tokens anyway. I got a pole. ♥♥♥♥ you. Drain mana stones, continue my halberd.
Sat May 16, 2015 1:53 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 113)
>Take the Earth token.
Sat May 16, 2015 2:34 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 113)
"After some thought, I decided I want the Wind Token." > Take the Wind Token.
Sat May 16, 2015 7:08 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 114)
Roll 114
The world as the players know it:
(All players are at Vranhal except Vandolf, who is at Imum)
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
Kyeltziv: "So, how long do you reckon we'll be waitin' for somethin' to 'appen ?"
P’orihc: "After some thought, I decided I want the Wind Token."
You didn’t want a heathen piece of ♥♥♥♥ anyways. You have a pole that you can smack the everliving ♥♥♥♥ out of anything that looks at you the wrong way.
Exhausting the mana from your mana stones, you continue working on your soon-to-be halberd. ____________________
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 ____________________
Kyeltziv: "So, how long do you reckon we'll be waitin' for somethin' to 'appen ?"
P’orihc: "After some thought, I decided I want the Wind Token."
You take the token of your choice. On one side is a rock surrounded by six teardrops, the other has some sort of scripture. You do your best to read it -
The first of earth, strong and steadfast, upheld stability and forced conformity ____________________
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: "So, how long do you reckon we'll be waitin' for somethin' to 'appen ?"
P’orihc: "After some thought, I decided I want the Wind Token."
You take the token of your choice. On one side is a swirl, like the top view of a hurricane, surrounded by six teardrops, the other side has some sort of scripture. You do your best to read it -
The third of wind soared unbound, travelling free and heartless neglect ____________________
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: "So, how long do you reckon we'll be waitin' for somethin' to 'appen ?"
P’orihc: "After some thought, I decided I want the Wind Token."
You take the token of your choice. On one side is a lightning bolt surrounded by six teardrops, the other has some sort of scripture. You do your best to read it -
The sixth of lightning, a stroke of command, an order of law and oppression ____________________
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)
Kyeltziv: "So, how long do you reckon we'll be waitin' for somethin' to 'appen ?"
P’orihc: "After some thought, I decided I want the Wind Token."
You take the token of your choice. On one side is a lightning bolt surrounded by six teardrops, the other has some sort of scripture. You do your best to read it -
The fourth of fire rushed outward, a measure of courage and recklessness ____________________
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 equip all three shortswords while trying to resist the inexplicable urge to cry. Later, you think to yourself. You’ll get your sweet quest rewards later.
For now, you head south-east, towards Imum, to check out how it’s doing. The trip is short, and you arrive to find nothing too out of the ordinary. The city is surrounded by a wall about 30 feet high. Not the biggest, but plenty enough to ward off brigands. There seem to be an unusually dense amount of guards on the top of the wall, but there doesn’t seem to be any sign of conflict from what you can tell from the outside. ____________________
-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: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 114)
The Enforcer dismounts from his ride and the metal equine fades out of existence with a hiss, and then the mage seems to try to hide amongst the party.
Guard: ”Armored human approaching!”
Looking past the grated gate, you can see the white Lucida pacing towards Vranhal.
Guard: ”The lord is here!”
A woman and lupus are in sight coming towards the gate. The lupus is wearing shining steel plate armor and wielding two single-bitted axes with large semicircular blades. He also has a longsword and shield on his back.
The woman is suited in greyish-blue angular armor with a sea creature motif, with the helm resembling that of a shark’s. In her hands is a spear with a broad blade, almost a bit larger than a shortsword, with the same coloration as the armor.
By now, the party has moved a fair distance away from the gate as Lucida nears it and simply jumps over the wall, landing on what used to be the “safe side” with a dull thud.
The entity keeps his weapon lowered but his gaze pointed at the lord.
Lucida: ”I am looking for a grey sword that possesses a spirit, like the one in my hand. Where is it?”
The woman seems perfectly calm despite being someone very high in the chain of power and also very close to potential danger.
Lord of Vranhal: ”Why do you seek the grey one?”
Lucida: ”It is all I know.”
The white blade slowly sways, the tip dancing through the high grass. Not a gesture of violence, but a tic one might perform while in deep thought.
Lucida: ”All I know is that the one in the grey sword is someone close. Maybe even someone with answers. At least, that used to be all I know.”
Blades of grass fly into the air as Lucida flicks his weapon up, pointing it at the lord.
Lucida: ”I’m not liking that one in your hand. The name slips my mind...”
Lord of Vranhal: ”Torrent.”
Lucida: ”Not that name. I believe it was ‘Traitor,’ yes.”
The three of them snap into a fighting stance, the air hissing with Lucida’s burning light and crackling with electricity arcing from the Lord’s spear.
Lucida: ”Now that’s ringing some bells.”
Green-grey Enforcer: ”This is the part where we get out of the way of the crossfire.”
Miimas: ”Sounds like a plan.”
The enforcer and the chirop start backing away from the trio of fighters.
Miimas: ”C’mon guys, I reeaally don’t want to be around whe-”
Lucida blinks out of view, instantly reappearing right in front of the lord and the lupus. The sound of a hundred hammers striking steel screams out, the white knight becoming a blur and unleashing a storm of attacks while the lord and the lupus deflect each individual strike, moving together in perfect coordination as they cover themselves and each other, spear twirling and axes swinging in a frenzy. As soon as Lucida’s attack falters, an explosion erupts from the spear, ripping apart the earth and sending a wave of rubble flying towards the party.
The enforcer throws his arms up, and a wall of stone pops out of the ground, shielding the party from a shower of debris, cracking as the kinetic shockwave impacts the barrier.
Green-Grey Enforcer: ”Move!”
Sun May 17, 2015 7:45 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
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