Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 141)
Roll 141
The world as the players know it:
(Map not quite up-to-date) 1. Kleigg, P’orihc, Ki’stha, Kyeltziv 2. John 3. Vandolf ~~~
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
"So what would you do when you find them? What if they were, well, locked up, like you were?"
Lucida: ”Break them out, of course. After that, the two of us will figure out the nature of our condition and see about fixing it, if that is necessary.” ____________________
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP) ---Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP) ---Form Artificial Matter (Create magic’d solids) (Durability: Steel) ---Form Memory Stone (Create a memory stone) (Efficiency: Low) ---Form Mana Stone (Create a mana stone) (Efficiency: 1 Capacity = 8 Mana) ---Form Conduit (Create mana conduits) ---Form Release (Create a release crystal) (Efficiency: 1 Capacity = 10 Mana) ---Form Focus (Create a focus crystal) (Efficiency: 1 Ability = 10 Mana , Ability Strength (per ability): 100% = 10 Mana [cannot exceed 100%]) ---Form Sparker (Create a Mana Sparker) (Efficiency: 1 Impulse = 0.01) ---Security Sequence (Level: Basic) (Load a memory crystal with a magic sequence that protects the construct from deconstruction) -(Kinetic) --(Impulse) (Offensive skills lower target’s Will by 50% for Stagger check) ---Kinetic Bolt (Launch an orb of kinetic energy that explodes upon impact) (Inflicts Trauma = Arcane + Mana) ---Levitation (pick up and levitate small objects) ---Blast Wave (Lets out a powerful but short-ranged concussive wave) (Inflicts Trauma = [Arcane + Mana] * 1.5) ---Counter Force (Single Turn Condition) (Applies counteracting forces to a target, lowering strength and evasion) (-Strength, -Evasion = Arcane + Mana) ---Impulse Evasion (Evasion) (Cannot use Evasion AP) (Launch yourself with kinetics to evade an attack) (Substitutes your basic evasion) (Stumbles you after use, can be used when Stumbled) (Evasion = Arcane + MP) --(Fortification) (If cast with Mana, Mana is only drained when abilities are disturbed/buffed attacks land) ---Stabilize (Direct Magic) (Single Turn Condition) (Lock an object’s movement relative to a target) (+Trauma Resistance = Arcane + MP) ---Lockdown (Single Turn Condition) (Lock your bones in place and petrify your skin, resisting damage) (+Physical Damage Resistance = Arcane + Mana , affected parts are unable to move [affects evasion]) ---Power Flow (Single Turn Condition) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) ---Fireball (Launch an orb that unleashes an explosion of heat on impact) (Inflicts Burn = Arcane + Mana) --(Ice) ---Freeze (Cool down a target, freezing it with enough energy) (Consumes 2x AP) (Inflicts Freeze = Arcane + Mana) -(Pure) --(Light) ---Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana)
-Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn) Passives: Strength: 6 Arcane: 10 Aim: 8 Evasion: 5 +2 Will: 5 Speed: 1
-Fortified Resolve (Grants a separate pool of AP for Fortification magic) -Acrobat (Grants a separate pool of AP for evasion)
Name: Kleigg (TheKebbit) Race: Human ____________________
Kyeltziv waves the others over, and the two men arrive by the bridge, along with Miimas and Ki'stha.
P’orihc: "So what exactly is your business?"
Man 1: "With Vranhal's ban on religious practices, religious artifacts have quite a price on them, you see. We transport artifacts between the Lupus settlements and Esthen's territories, and occasionally sell a few trinkets to Vranhal folk."
With the appearance of the two men, there's a slight creaking sound coming from the caravan.
Miimas: "Uh, does anyone here that?"
Man 2: "Probably just the wind, our caravan is really showing its age."
Ki’stha: "Got anything a few travelers like us might want?"
Man 1: ”Some of our potions, perhaps. Pump you up with energy or speed up the recovery of an injury.”
You approach the wagon and try to sense any magic.
There’s… Definitely something. You’re not sure what it is, but it feels different from the low, constant hum of the magic lamp back in Mead. This is almost alive. ____________________
Skills: (Magic) -(???) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) ---Withdrawal (Take a select amount of mana from a source that is in contact) --(???) ---Extrasensory (Detects magic in the area) (Does not consume AP) -(???) --(Negation) ---Nullify (Reduce the effectiveness of a magic instance, cancelling it with enough effort) ---Zero Field (Create a persistent nullification effect on a target or area) (Inflicts Null Body = Arcane + MP) ---Capture (Grab an instance of a spell being cast, storing it while nullifying any remaining) (Nullify = Arcane + Mana) ---Release (Cast a spell that was stored with Capture [removes spell from storage]) ---Reversal (Reverses the Light/Dark polarity of a magic instance) (Fire<->Ice , Impulse<->Fortification , Light<->Dark , Electric caster/user is switched) (Reverse Strength = Arcane + Mana) -Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
Kyeltziv waves the others over, and the two men arrive by the bridge, along with Miimas and Ki'stha.
"So what exactly is your business?"
Man 1: "With Vranhal's ban on religious practices, religious artifacts have quite a price on them, you see. We transport artifacts between the Lupus settlements and Esthen's territories, and occasionally sell a few trinkets to Vranhal folk."
With the appearance of the two men, there's a slight creaking sound coming from the caravan.
Miimas: "Uh, does anyone here that?"
Man 2: "Probably just the wind, our caravan is really showing its age."
Ki’stha: "Got anything a few travelers like us might want?"
Man 1: ”Some of our potions, perhaps. Pump you up with energy or speed up the recovery of an injury.”
You start to feel cold all of a sudden, despite the fact that you’re standing under the bright sun.
Voices speak, seemingly coming from everywhere from numerous sources, all sounding like children, all speaking together.
Bind his hands and rip his nails! Rake his flesh and hear his wails!
Pull his teeth and poke his eyes! Slowly cut the tongue that lies!
Molten lead into his throat! Punish him for all he wrote!
Tub of tar to set on fire! Drop the man and burn the liar! ____________________
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) -(Electric) --(Telepathy) (Skills ignore Evasion and do not consume Mana) ---Message (Sends a telepathic message to a target/multiple targets) (does not consume AP) ---Receive (Picks up on thoughts if people are thinking hard enough) (does not consume AP) ---Trace (Find the source of a tendril from an active spell that uses one) ---Proxy (Create a fake mind at a specified location that you can direct to use telepathy) ---Mental Security (Strengthen your defense against Telepathy) (Inflicts Mind Guard = Arcane) ---Analyze (Degrading Condition) (Probe the target's thoughts to discover its behavior and stats) (+Evasion +Aim against target = Arcane - target_Will) ---Mind Control (Force the target to perform an action) (Arcane must be higher than target's Will) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) --(Ice) ---Freeze (Cool down a target, freezing it with enough energy) (Consumes 2x AP) (Inflicts Freeze = Arcane + Mana) -(Pure) --(Light) ---Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana)
-Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude) Passives: Strength: 1 Arcane: 12 Aim: 6 Evasion: 7 +7 Will: 4 Speed: 2
-Mind Guard (+1 Telepathy Resistance) -Multiprocessing (Grants a separate pool of AP for Telepathic magic)
Kyeltziv waves the others over, and the two men arrive by the bridge, along with Miimas and Ki'stha.
P’orihc: "So what exactly is your business?"
Man 1: "With Vranhal's ban on religious practices, religious artifacts have quite a price on them, you see. We transport artifacts between the Lupus settlements and Esthen's territories, and occasionally sell a few trinkets to Vranhal folk."
With the appearance of the two men, there's a slight creaking sound coming from the caravan.
Miimas: "Uh, does anyone here that?"
Man 2: "Probably just the wind, our caravan is really showing its age."
Ki’stha: "Got anything a few travelers like us might want?"
Man 1: ”Some of our potions, perhaps. Pump you up with energy or speed up the recovery of an injury.”
You start to feel cold all of a sudden, despite the fact that you’re standing under the bright sun. ____________________
Skills: (Magic) -(Electric) --(Lightning) (Aim of skills is increased 50%) ---Shocking Touch (Electrify a target within arm’s reach) (Inflicts Electrocution = [Arcane + Mana] * 1.5) ---Lightning Bolt (Strike a ranged target with a lightning bolt) (Inflicts Electrocution = Arcane + Mana) ---Chain Lightning (Hit multiple targets with damage evenly distributed) (Inflicts Total Electrocution = Arcane + Mana)
-Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
Kyeltziv waves the others over, and the two men arrive by the bridge, along with Miimas and Ki'stha.
P’orihc: "So what exactly is your business?"
Man 1: "With Vranhal's ban on religious practices, religious artifacts have quite a price on them, you see. We transport artifacts between the Lupus settlements and Esthen's territories, and occasionally sell a few trinkets to Vranhal folk."
With the appearance of the two men, there's a slight creaking sound coming from the caravan.
Miimas: "Uh, does anyone here that?"
Man 2: "Probably just the wind, our caravan is really showing its age."
Ki’stha: "Got anything a few travelers like us might want?"
Man 1: ”Some of our potions, perhaps. Pump you up with energy or speed up the recovery of an injury.”
You start to feel cold all of a sudden, despite the fact that you’re standing under the bright sun.
Voices speak, seemingly coming from everywhere from numerous sources, all sounding like children, all speaking together.
Bind his hands and rip his nails! Rake his flesh and hear his wails!
Pull his teeth and poke his eyes! Slowly cut the tongue that lies!
Molten lead into his throat! Punish him for all he wrote!
Tub of tar to set on fire! Drop the man and burn the liar!
Grant: What is that?
Faren-Wuust: Something unpleasant, to say the least. ____________________
Skills: (Magic) -(Spirit) --(Entity) ---Meditation (Relaxes and strengthens your soul, resisting outside spirits) (Inflicts Inner Peace = Arcane + Mana) ---Spirit Channel (Let a spirit use your body to perform an action) (Consumes AP for spirit actions) -(Kinetic) --(Fortification) (Mana is only drained when abilities are disturbed) ---Power Flow (Single Turn Condition) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana)
-Sixth Sense (Passive) (+3 Magic Evasion) -Berserker (Grants a separate pool of AP for melee attacks) -Acrobat (Passive) (Grants a separate pool of AP for evasion) -Inner Peace (+5 Spirit Magic Resistance)
"I think I understand. But I have a few questions.
For example, the distance hinges at five? Five what? Five of the size of the compass away? Five lupuses away?
And is there any way to... not just have it explode? Displace the explosion so it happens elsewhere? Maybe have something else happen? Points of light? Have it write and erase text?"
Riimuk: ”The unit of distance seems to be roughly equivalent to one and one-third meters. As for displacing the explosion, I seem to have missed a few things, so let me explain more...”
You learn more about runic spell structuring, distance, and activating effects at a distance from the Compass. And make light, too! ____________________
Skills: -Runic Magic (Draw runes for rune-based magic) --Basic Runes (Structuring of runic spells, numbers, math, distance) --Thermal (Raw thermal energy) --Light (Light energy [Not light magic])
-Flurry (Melee three times, each attack dealing one third of your normal damage [consumes 1 AP]) -Metabolize (Exert your will over your body, forcing it to produce energy faster than normal) (+Stamina = Will)
-Sixth Sense (Passive) (+3 Magic Evasion) -Momentum (Passive) (Keep yourself moving, increasing damage with each attack) (Buff ends when you fail to attack in a turn or are blocked or stumbled) (+Damage = 1d6 per attack , Max total +Damage = 2 * Strength) -Critical Shot (Increases damage by extra Aim if initial damage to target is greater than 0) -Berserker (Grants a separate pool of AP for melee attacks) -Adrenaline Rush (Passive) (Stamina usage is twice as effective)
Skills: -Stabilize (Spend the extra energy to hold still, increasing Aim for the next attack) (+Aim = Stamina) -Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
Skills: (Magic) -(Pure) --(Light) ---Accelerated Repair (Speed up the body’s natural healing process on a target, clearing conditions) (Turns given = Arcane + Mana)
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 141)
*Unpleasant... like the spirit from the rite of passage?* "Anyone else hearin' uh... voices?"
Thu Jun 18, 2015 6:50 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 141)
"Fellows, there is something bound in there with a great deal of magical vitality."
"Kyeltziv, you say there are voices? What are they saying? Are they imprisoned?"
Thu Jun 18, 2015 7:21 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 141)
Amazigh wrote:
*Unpleasant... like the spirit from the rite of passage?* "Anyone else hearin' uh... voices?"
Faren-Wuust: Not a malevolent spirit like the ones used in the rite of passage, but an angry one. Or ones, I suppose, there are quite a few contained in an artifact it feels like.
TheKebbit wrote:
"Fellows, there is something bound in there with a great deal of magical vitality."
"Kyeltziv, you say there are voices? What are they saying? Are they imprisoned?"
Man 1: "Please don't be absurd, we don't have anything of that magical nature. If you're hearing voices I'd recommend seeing a doctor."
"Everyone, get back, now!" > Take several paces away from everybody
Thu Jun 18, 2015 8:57 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 141)
"No, he is right. There are voices, several, making some sort of chant. A rather gruesome one about punishment while we are at it. Where did you get this artifacts? They are definately magical, but not like the average thing, no. This is serious.
How bad of an idea would it be to communicate with them?"
Thu Jun 18, 2015 9:31 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 141)
"Imprisoned... can't really be sure yet, but it's possible." >Show shaman Medallion to the traders. "Not your average fool, can tell there's somethin'... Angry in your caravan, best t' be honest here."
Fri Jun 19, 2015 4:25 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 141)
"Vranhal won't let you do that freely. They're pretty set on stopping that from happening. I don't know why, but it sounds like Ultima is sealed for a reason, probably because it was a danger to those around it. I'm not saying it was the right thing to do, but would you still free them if they're dangerous, if it's a threat to the people around it?"
Fri Jun 19, 2015 4:31 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 141)
"Hmm..."
>Write a rune spell that operates on the 20 closest spirits, creating a faint point of light, maybe [spirit complexity] [out of] (800) in the direction the spirit is from the compass so it's brighter the more complex the spirit, but with the distance reduced to [distance] [out of] (100), so 1% the distance. Points of light may appear under the paper if they are close enough, since it will be 3 dimensional, but that is okay. Have Riimuk check it, then charge it with 1 mana.
Fri Jun 19, 2015 6:12 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 142)
Roll 142
The world as the players know it:
(Map not quite up-to-date) 1. Kleigg, P’orihc, Ki’stha, Kyeltziv 2. John 3. Vandolf ~~~
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
"Vranhal won't let you do that freely. They're pretty set on stopping that from happening. I don't know why, but it sounds like Ultima is sealed for a reason, probably because it was a danger to those around it. I'm not saying it was the right thing to do, but would you still free them if they're dangerous, if it's a threat to the people around it?"
Lucida: ”I’m a threat to people around me. What’s your point.” ____________________
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP) ---Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP) ---Form Artificial Matter (Create magic’d solids) (Durability: Steel) ---Form Memory Stone (Create a memory stone) (Efficiency: Low) ---Form Mana Stone (Create a mana stone) (Efficiency: 1 Capacity = 8 Mana) ---Form Conduit (Create mana conduits) ---Form Release (Create a release crystal) (Efficiency: 1 Capacity = 10 Mana) ---Form Focus (Create a focus crystal) (Efficiency: 1 Ability = 10 Mana , Ability Strength (per ability): 100% = 10 Mana [cannot exceed 100%]) ---Form Sparker (Create a Mana Sparker) (Efficiency: 1 Impulse = 0.01) ---Security Sequence (Level: Basic) (Load a memory crystal with a magic sequence that protects the construct from deconstruction) -(Kinetic) --(Impulse) (Offensive skills lower target’s Will by 50% for Stagger check) ---Kinetic Bolt (Launch an orb of kinetic energy that explodes upon impact) (Inflicts Trauma = Arcane + Mana) ---Levitation (pick up and levitate small objects) ---Blast Wave (Lets out a powerful but short-ranged concussive wave) (Inflicts Trauma = [Arcane + Mana] * 1.5) ---Counter Force (Single Turn Condition) (Applies counteracting forces to a target, lowering strength and evasion) (-Strength, -Evasion = Arcane + Mana) ---Impulse Evasion (Evasion) (Cannot use Evasion AP) (Launch yourself with kinetics to evade an attack) (Substitutes your basic evasion) (Stumbles you after use, can be used when Stumbled) (Evasion = Arcane + MP) --(Fortification) (If cast with Mana, Mana is only drained when abilities are disturbed/buffed attacks land) ---Stabilize (Direct Magic) (Single Turn Condition) (Lock an object’s movement relative to a target) (+Trauma Resistance = Arcane + MP) ---Lockdown (Single Turn Condition) (Lock your bones in place and petrify your skin, resisting damage) (+Physical Damage Resistance = Arcane + Mana , affected parts are unable to move [affects evasion]) ---Power Flow (Single Turn Condition) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) ---Fireball (Launch an orb that unleashes an explosion of heat on impact) (Inflicts Burn = Arcane + Mana) --(Ice) ---Freeze (Cool down a target, freezing it with enough energy) (Consumes 2x AP) (Inflicts Freeze = Arcane + Mana) -(Pure) --(Light) ---Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana)
-Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn) Passives: Strength: 6 Arcane: 10 Aim: 8 Evasion: 5 +2 Will: 5 Speed: 1
-Fortified Resolve (Grants a separate pool of AP for Fortification magic) -Acrobat (Grants a separate pool of AP for evasion)
Name: Kleigg (TheKebbit) Race: Human ____________________
Kyeltziv: "Anyone else hearin' uh... voices?"
Kleigg: "Fellows, there is something bound in there with a great deal of magical vitality. Kyeltziv, you say there are voices? What are they saying? Are they imprisoned?"
Man 1: "Please don't be absurd, we don't have anything of that magical nature. If you're hearing voices I'd recommend seeing a doctor."
Ki’stha: "Everyone, get back, now!"
Ki’stha takes several large paces back from the caravan and the group.
P’orihc: "No, he is right. There are voices, several, making some sort of chant. A rather gruesome one about punishment while we are at it. Where did you get this artifacts? They are definitely magical, but not like the average thing, no. This is serious. How bad of an idea would it be to communicate with them?"
Kyeltziv: "Imprisoned... can't really be sure yet, but it's possible."
Kyeltziv shows a silver medal, his shaman medallion, to the two men.
Kyeltziv: "Not your average fool, can tell there's somethin'... Angry in your caravan, best t' be honest here."
The two men noticeably to wince at the appearance of the medallion.
Man 1: ”W-we really don’t know what’s going on!”
Man 2: ”It must’ve been something the bandits did!”
A chirop appears on a hill from the north, calling out to your group.
Chirop 1: ”You morons pissed off the spirits! I hope they hit you with a rake!” ____________________
Skills: (Magic) -(???) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) ---Withdrawal (Take a select amount of mana from a source that is in contact) --(???) ---Extrasensory (Detects magic in the area) (Does not consume AP) -(???) --(Negation) ---Nullify (Reduce the effectiveness of a magic instance, cancelling it with enough effort) ---Zero Field (Create a persistent nullification effect on a target or area) (Inflicts Null Body = Arcane + MP) ---Capture (Grab an instance of a spell being cast, storing it while nullifying any remaining) (Nullify = Arcane + Mana) ---Release (Cast a spell that was stored with Capture [removes spell from storage]) ---Reversal (Reverses the Light/Dark polarity of a magic instance) (Fire<->Ice , Impulse<->Fortification , Light<->Dark , Electric caster/user is switched) (Reverse Strength = Arcane + Mana) -Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
Kleigg: "Fellows, there is something bound in there with a great deal of magical vitality. Kyeltziv, you say there are voices? What are they saying? Are they imprisoned?"
Man 1: "Please don't be absurd, we don't have anything of that magical nature. If you're hearing voices I'd recommend seeing a doctor."
Ki’stha: "Everyone, get back, now!"
Ki’stha takes several large paces back from the caravan and the group.
"No, he is right. There are voices, several, making some sort of chant. A rather gruesome one about punishment while we are at it. Where did you get this artifacts? They are definitely magical, but not like the average thing, no. This is serious. How bad of an idea would it be to communicate with them?"
Kyeltziv: "Imprisoned... can't really be sure yet, but it's possible."
Kyeltziv shows a silver medal, his shaman medallion, to the two men.
Kyeltziv: "Not your average fool, can tell there's somethin'... Angry in your caravan, best t' be honest here."
At the appearance of the medallion, a single voice sounding like a child speaks.
He is like master! He will save us!
Bind their hands and rip their nails! Rake their flesh and hear their wails!
Pull their teeth and poke their eyes! Slowly cut their tongue that lies!
Molten lead into their throat! Punish them for all they wrote!
Tub of tar just for the liars! Push them in and set the fires!
The rest of the voices join in, repeating the chant with increased enthusiasm while the two men noticeably to wince.
Man 1: ”W-we really don’t know what’s going on!”
Pull their teeth and poke their eyes! Slowly cut their tongue that lies!
Man 2: ”It must’ve been something the bandits did!”
Tub of tar just for the liars! Push them in and set the fires!
A chirop appears on a hill from the north, calling out to your group.
Chirop 1: ”You morons pissed off the spirits! I hope they hit you with a rake!” ____________________
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) -(Electric) --(Telepathy) (Skills ignore Evasion and do not consume Mana) ---Message (Sends a telepathic message to a target/multiple targets) (does not consume AP) ---Receive (Picks up on thoughts if people are thinking hard enough) (does not consume AP) ---Trace (Find the source of a tendril from an active spell that uses one) ---Proxy (Create a fake mind at a specified location that you can direct to use telepathy) ---Mental Security (Strengthen your defense against Telepathy) (Inflicts Mind Guard = Arcane) ---Analyze (Degrading Condition) (Probe the target's thoughts to discover its behavior and stats) (+Evasion +Aim against target = Arcane - target_Will) ---Mind Control (Force the target to perform an action) (Arcane must be higher than target's Will) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) --(Ice) ---Freeze (Cool down a target, freezing it with enough energy) (Consumes 2x AP) (Inflicts Freeze = Arcane + Mana) -(Pure) --(Light) ---Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana)
-Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude) Passives: Strength: 1 Arcane: 12 Aim: 6 Evasion: 7 +7 Will: 4 Speed: 2
-Mind Guard (+1 Telepathy Resistance) -Multiprocessing (Grants a separate pool of AP for Telepathic magic)
Kleigg: "Fellows, there is something bound in there with a great deal of magical vitality. Kyeltziv, you say there are voices? What are they saying? Are they imprisoned?"
Man 1: "Please don't be absurd, we don't have anything of that magical nature. If you're hearing voices I'd recommend seeing a doctor."
"Everyone, get back, now!"
You take several large paces back from the caravan and the group.
P’orihc: "No, he is right. There are voices, several, making some sort of chant. A rather gruesome one about punishment while we are at it. Where did you get this artifacts? They are definitely magical, but not like the average thing, no. This is serious. How bad of an idea would it be to communicate with them?"
Kyeltziv: "Imprisoned... can't really be sure yet, but it's possible."
Kyeltziv shows a silver medal, his shaman medallion, to the two men.
Kyeltziv: "Not your average fool, can tell there's somethin'... Angry in your caravan, best t' be honest here."
At the appearance of the medallion, a single voice sounding like a child speaks.
He is like master! He will save us!
Bind their hands and rip their nails! Rake their flesh and hear their wails!
Pull their teeth and poke their eyes! Slowly cut their tongue that lies!
Molten lead into their throat! Punish them for all they wrote!
Tub of tar just for the liars! Push them in and set the fires!
The rest of the voices join in, repeating the chant with increased enthusiasm while the two men noticeably to wince.
Man 1: ”W-we really don’t know what’s going on!”
Pull their teeth and poke their eyes! Slowly cut their tongue that lies!
Man 2: ”It must’ve been something the bandits did!”
Tub of tar just for the liars! Push them in and set the fires!
A chirop appears on a hill from the north, calling out to your group.
Chirop 1: ”You morons pissed off the spirits! I hope they hit you with a rake!” ____________________
Skills: (Magic) -(Electric) --(Lightning) (Aim of skills is increased 50%) ---Shocking Touch (Electrify a target within arm’s reach) (Inflicts Electrocution = [Arcane + Mana] * 1.5) ---Lightning Bolt (Strike a ranged target with a lightning bolt) (Inflicts Electrocution = Arcane + Mana) ---Chain Lightning (Hit multiple targets with damage evenly distributed) (Inflicts Total Electrocution = Arcane + Mana)
-Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
Kleigg: "Fellows, there is something bound in there with a great deal of magical vitality. Kyeltziv, you say there are voices? What are they saying? Are they imprisoned?"
Man 1: "Please don't be absurd, we don't have anything of that magical nature. If you're hearing voices I'd recommend seeing a doctor."
Ki’stha: "Everyone, get back, now!"
Ki’stha takes several large paces back from the caravan and the group.
P’orihc: "No, he is right. There are voices, several, making some sort of chant. A rather gruesome one about punishment while we are at it. Where did you get this artifacts? They are definitely magical, but not like the average thing, no. This is serious. How bad of an idea would it be to communicate with them?"
"Imprisoned... can't really be sure yet, but it's possible."
You show your shaman medallion to the two men.
"Not your average fool, can tell there's somethin'... Angry in your caravan, best t' be honest here."
At the appearance of the medallion, a single voice sounding like a child speaks.
He is like master! He will save us!
Bind their hands and rip their nails! Rake their flesh and hear their wails!
Pull their teeth and poke their eyes! Slowly cut their tongue that lies!
Molten lead into their throat! Punish them for all they wrote!
Tub of tar just for the liars! Push them in and set the fires!
The rest of the voices join in, repeating the chant with increased enthusiasm while the two men noticeably to wince.
Man 1: ”W-we really don’t know what’s going on!”
Pull their teeth and poke their eyes! Slowly cut their tongue that lies!
Man 2: ”It must’ve been something the bandits did!”
Tub of tar just for the liars! Push them in and set the fires!
A chirop appears on a hill from the north, calling out to your group.
Chirop 1: ”You morons pissed off the spirits! I hope they hit you with a rake!” ____________________
Skills: (Magic) -(Spirit) --(Entity) ---Meditation (Relaxes and strengthens your soul, resisting outside spirits) (Inflicts Inner Peace = Arcane + Mana) ---Spirit Channel (Let a spirit use your body to perform an action) (Consumes AP for spirit actions) -(Kinetic) --(Fortification) (Mana is only drained when abilities are disturbed) ---Power Flow (Single Turn Condition) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana)
-Sixth Sense (Passive) (+3 Magic Evasion) -Berserker (Grants a separate pool of AP for melee attacks) -Acrobat (Passive) (Grants a separate pool of AP for evasion) -Inner Peace (+5 Spirit Magic Resistance)
You write your runic spell - > Write a rune spell that operates on the 20 closest spirits, creating a faint point of light, maybe [spirit complexity] [out of] (800) in the direction the spirit is from the compass so it's brighter the more complex the spirit, but with the distance reduced to [distance] [out of] (100), so 1% the distance. Points of light may appear under the paper if they are close enough, since it will be 3 dimensional, but that is okay. <
When it’s done, you have Riimuk check it.
Riimuk: ”Hmm, not bad for a beginner. But, hehe, well, you’ll see. Go ahead and charge it.”
You charge the Compass with 1 Mana and watch your Spirit Map come to life.
Two points of light appear close to the Compass, obviously you and Riimuk. And… That’s all? There should be a lot more lights, considering all the men you saw earlier in the tunnels.
-Flurry (Melee three times, each attack dealing one third of your normal damage [consumes 1 AP]) -Metabolize (Exert your will over your body, forcing it to produce energy faster than normal) (+Stamina = Will)
-Sixth Sense (Passive) (+3 Magic Evasion) -Momentum (Passive) (Keep yourself moving, increasing damage with each attack) (Buff ends when you fail to attack in a turn or are blocked or stumbled) (+Damage = 1d6 per attack , Max total +Damage = 2 * Strength) -Critical Shot (Increases damage by extra Aim if initial damage to target is greater than 0) -Berserker (Grants a separate pool of AP for melee attacks) -Adrenaline Rush (Passive) (Stamina usage is twice as effective)
Skills: -Stabilize (Spend the extra energy to hold still, increasing Aim for the next attack) (+Aim = Stamina) -Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
Skills: (Magic) -(Pure) --(Light) ---Accelerated Repair (Speed up the body’s natural healing process on a target, clearing conditions) (Turns given = Arcane + Mana)
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 142)
"You're a threat of your own will, and only when you need to be, from what I've seen.
Look... My ultimate point is, if you go and rescue Ultima right now in the way you have planned, you'll go against a very powerful city-state, probably defeat them but expend a lot of energy in the process, and free something they've gone through a lot of trouble to seal for a reason. I'm asking you to work with Vranhal. At least try to talk to them. If you approach with sword lowered and me there to help, they should at least stop and listen. If they give a sympathetic ear, you'll almost effortlessly gain more information on your friend, help getting there, probably even help with your conditions! And if they still decide to be pigheaded in the face of diplomacy, well... you tried to be the better man."
Fri Jun 19, 2015 12:19 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 142)
"Well, there's a fairly easy way to find out."
> Poke the Spirit Map into the hall, being careful to keep it flat. If it suddenly lights up with a bunch of new spirits, the spirit sensing runes needs line of sight, otherwise, it's probably something more to do with distance. Try turning the piece of paper so that the compass is facing different directions, potentially away from Riimuk and myself.
Fri Jun 19, 2015 3:23 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 142)
"Kyeltziv, they reacted favorably to the sight of your medallion. Why don't you use what you can in spiritual knowledge to see what's going on?"
Fri Jun 19, 2015 11:11 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 142)
"You fools seem t' have gotten int' somethin' dangerous." >Heft hammer onto shoulder. "I have little patience for liars, it'd be your best interest t' come clean 'bout what you know." "But if you've truly no idea 'bout this, i'm sure you'd not mind if I look in your caravan?"
Sat Jun 20, 2015 6:16 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 142)
CC will roll tomorrow, since getting to work on time isn't optional.
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