Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 143)
Roll 143
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 ____________________
"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."
Lucida: ”And what if I attempt to be diplomatic, but they find a way to overpower me and lock me in some anti-magic chamber for another ten years, or indefinitely? Do I use diplomacy to escape or do I need to wait for the next nullifier to bust me out?” ____________________
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 ____________________
P’orihc: "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?"
Kyeltziv: "You fools seem t' have gotten int' somethin' dangerous."
He hefts his warhammer on his shoulder in a not-so-subtle manner.
Kyeltziv: "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?"
Man 1: ”A-alright! We stole it okay! We stole a shaman’s staff!”
Man 2: ”Something like that is worth big bucks on the blackmarket and we went for it! L-look, we don’t want it anymore, it already killed one of us. Oil lantern suddenly burst into flames and burned him to a crisp. They like you right? Take it, it’s all yours.”
The men go over to the caravan and open it up, revealing a staff sitting at the top of an organized collection of assorted artifacts and supplies. The staff is a slightly curved length of pale wood with a metal cap on the bottom, and a glassy ornament on the top. ____________________
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, 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?"
Kyeltziv: "You fools seem t' have gotten int' somethin' dangerous."
He hefts his warhammer on his shoulder in a not-so-subtle manner.
Kyeltziv: "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?"
Man 1: ”A-alright! We stole it okay! We stole a shaman’s staff!”
Man 2: ”Something like that is worth big bucks on the blackmarket and we went for it! L-look, we don’t want it anymore, it already killed one of us. Oil lantern suddenly burst into flames and burned him to a crisp. They like you right? Take it, it’s all yours.”
The men go over to the caravan and open it up, revealing a staff sitting at the top of an organized collection of assorted artifacts and supplies. The staff is a slightly curved length of pale wood with a metal cap on the bottom, and a glassy ornament on the top.
The voices are quiet for the moment. ____________________
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)
P’orihc: "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?"
Kyeltziv: "You fools seem t' have gotten int' somethin' dangerous."
He hefts his warhammer on his shoulder in a not-so-subtle manner.
Kyeltziv: "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?"
Man 1: ”A-alright! We stole it okay! We stole a shaman’s staff!”
Man 2: ”Something like that is worth big bucks on the blackmarket and we went for it! L-look, we don’t want it anymore, it already killed one of us. Oil lantern suddenly burst into flames and burned him to a crisp. They like you right? Take it, it’s all yours.”
The men go over to the caravan and open it up, revealing a staff sitting at the top of an organized collection of assorted artifacts and supplies. The staff is a slightly curved length of pale wood with a metal cap on the bottom, and a glassy ornament on the top.
The voices are quiet for the moment. ____________________
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)
P’orihc: "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?"
"You fools seem t' have gotten int' somethin' dangerous."
You heft your warhammer on to your 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?"
Man 1: ”A-alright! We stole it okay! We stole a shaman’s staff!”
Man 2: ”Something like that is worth big bucks on the blackmarket and we went for it! L-look, we don’t want it anymore, it already killed one of us. Oil lantern suddenly burst into flames and burned him to a crisp. They like you right? Take it, it’s all yours.”
The men go over to the caravan and open it up, revealing a staff sitting at the top of an organized collection of assorted artifacts and supplies. The staff is a slightly curved length of pale wood with a metal cap on the bottom, and a glassy ornament on the top.
The voices are quiet for the moment. ____________________
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 pick up the paper with the spell, being careful to keep it flat, and slowly walk towards the room’s exit. You barely make it five feet before Riimuk’s light vanishes. Walking into the hallway of the underground base doesn’t reveal any more lights, even when you stand in the doorways to rooms with other bandits. ____________________
-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 143)
"Should think before messin' with magic you don't understand." >Take the staff. "Oh, Any idea who you stole this from?"
Mon Jun 22, 2015 5:35 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 143)
"Hm... it could be distance, but I'm going to trust that your scarecrow needed that only if closer than 5 units check, so maybe I'm hitting my spirit cap? Hm... Let me try something.
> Leave the Spirit Map aside and start on a new one on a new piece of paper. When I'm done, charge it with 1 mana.
Code:
>Create a loop that operates on the every Nth spirit with a complexity over 20.
Create a faint point of light for that spirit, maybe [spirit complexity] [out of] (2000) in the direction the spirit is from the compass, but with the distance reduced to [distance] [out of] (100).
If a point has negative Z, as it in it would appear under the paper, invert its Z axis and make it flicker by only creating the point of light every other time the Nth number resets.
If the spirit looped over has a distance over 90, or about 30 meters, reset the Nth loop number and make the runes sleep for a half a second, using some kind of rune section that loops or something.<
Hm... as much as I have here to explore, and as thankful as I am for this gift from you, I fear I must join up with my comrades sooner rather than later. So maybe I should skip to the important questions.
How can I find you again? Are there other rune mages for me to visit? What are the reapers, or whoever else opposes rune mages that I should look out for? Is there anything else you can teach me that I should know? And can you perhaps teach me how to use this mana stone that I found?"
Mon Jun 22, 2015 6:08 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 143)
"Hey, the voices stopped their chant. You did the right thing."
Mon Jun 22, 2015 7:10 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 143)
"It won't come to that. Please, just give them a chance, the leader of Vranhal is a smart woman, she wouldn't just dismiss you or attack if you approached her with intention to talk. You can both help each other peacefully, you're above beating the information out of people."
Tue Jun 23, 2015 4:22 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 144)
You know one of those days where you slice two fingers on a butterfly knife and you need to roll but it's also 4am and you have work in 5 hours?
Roll 144
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 ____________________
"It won't come to that. Please, just give them a chance, the leader of Vranhal is a smart woman, she wouldn't just dismiss you or attack if you approached her with intention to talk. You can both help each other peacefully, you're above beating the information out of people."
Lucida: ”You expect me to trust you? I’ve already been betrayed once by someone who I thought was a friend, and I don’t even know you.” ____________________
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: "Should think before messin' with magic you don't understand."
He takes the staff.
Kyeltziv: "Oh, any idea who you stole this from?"
P’orihc: "Hey, the voices stopped their chant. You did the right thing."
Man 1: ”I don’t know, some random shaman from Fluustern. He was a weirder one I guess, had a bunch of creepy dolls.” ____________________
Skills: (Magic) -(???) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) ---Withdrawal (Take a select amount of mana from a source that is in contact) --(???) ---Extrasensory (Detects magic in the area) (Does not consume AP) -(???) --(Negation) ---Nullify (Reduce the effectiveness of a magic instance, cancelling it with enough effort) ---Zero Field (Create a persistent nullification effect on a target or area) (Inflicts Null Body = Arcane + MP) ---Capture (Grab an instance of a spell being cast, storing it while nullifying any remaining) (Nullify = Arcane + Mana) ---Release (Cast a spell that was stored with Capture [removes spell from storage]) ---Reversal (Reverses the Light/Dark polarity of a magic instance) (Fire<->Ice , Impulse<->Fortification , Light<->Dark , Electric caster/user is switched) (Reverse Strength = Arcane + Mana) -Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) -(Electric) --(Telepathy) (Skills ignore Evasion and do not consume Mana) ---Message (Sends a telepathic message to a target/multiple targets) (does not consume AP) ---Receive (Picks up on thoughts if people are thinking hard enough) (does not consume AP) ---Trace (Find the source of a tendril from an active spell that uses one) ---Proxy (Create a fake mind at a specified location that you can direct to use telepathy) ---Mental Security (Strengthen your defense against Telepathy) (Inflicts Mind Guard = Arcane) ---Analyze (Degrading Condition) (Probe the target's thoughts to discover its behavior and stats) (+Evasion +Aim against target = Arcane - target_Will) ---Mind Control (Force the target to perform an action) (Arcane must be higher than target's Will) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) --(Ice) ---Freeze (Cool down a target, freezing it with enough energy) (Consumes 2x AP) (Inflicts Freeze = Arcane + Mana) -(Pure) --(Light) ---Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana)
-Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude) Passives: Strength: 1 Arcane: 12 Aim: 6 Evasion: 7 +7 Will: 4 Speed: 2
-Mind Guard (+1 Telepathy Resistance) -Multiprocessing (Grants a separate pool of AP for Telepathic magic)
Skills: (Magic) -(Electric) --(Lightning) (Aim of skills is increased 50%) ---Shocking Touch (Electrify a target within arm’s reach) (Inflicts Electrocution = [Arcane + Mana] * 1.5) ---Lightning Bolt (Strike a ranged target with a lightning bolt) (Inflicts Electrocution = Arcane + Mana) ---Chain Lightning (Hit multiple targets with damage evenly distributed) (Inflicts Total Electrocution = Arcane + Mana)
-Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
Kyeltziv: "Should think before messin' with magic you don't understand."
He takes the staff.
Kyeltziv: "Oh, any idea who you stole this from?"
P’orihc: "Hey, the voices stopped their chant. You did the right thing."
Man 1: ”I don’t know, some random shaman from Fluustern. He was a weirder one I guess, had a few creepy dolls and was in a human house instead of one of the lupus domes.”
You hear the single voice again - a female child, perhaps she’s the alpha spirit, or something. Do spirit collects work that way?
Our master is Madenuuk! The pointy house in Fluustern is his. Please take us to him, shaman! ____________________
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)
"Hm... it could be distance, but I'm going to trust that your scarecrow needed that only if closer than 5 units check, so maybe I'm hitting my spirit cap? Hm... Let me try something.”
You put away the Spirit Map Runic Spell and write up a new one -
>Create a loop that operates on the every Nth spirit with a complexity over 20.
Create a faint point of light for that spirit, maybe [spirit complexity] [out of] (2000) in the direction the spirit is from the compass, but with the distance reduced to [distance] [out of] (100).
If a point has negative Z, as it in it would appear under the paper, invert its Z axis and make it flicker by only creating the point of light every other time the Nth number resets.
If the spirit looped over has a distance over 90, or about 30 meters, reset the Nth loop number and make the runes sleep for a half a second, using some kind of rune section that loops or something.<
You then charge up the runic spell and see what happens.
Aaand…
Nothing? Well, whatever, you’ll figure it out later.
”Hm... as much as I have here to explore, and as thankful as I am for this gift from you, I fear I must join up with my comrades sooner rather than later. So maybe I should skip to the important questions.
How can I find you again? Are there other rune mages for me to visit? What are the reapers, or whoever else opposes rune mages that I should look out for? Is there anything else you can teach me that I should know? And can you perhaps teach me how to use this mana stone that I found?"
Riimuk: ”If you look to find me again, you could probably send a message through the underground for me. Quite the society the criminals made. As for other runic mages, I have no idea, I’ve never met another,
The reapers? They are a class of spirits that destroy other spirits, specifically artificial spirits and low-complexity natural spirits, that aren’t bound to an object.
Anything else I can teach you, nothing major at this point. To use that mana stone? Here, it goes like this -”
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP) ---Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP)
-Flurry (Melee three times, each attack dealing one third of your normal damage [consumes 1 AP]) -Metabolize (Exert your will over your body, forcing it to produce energy faster than normal) (+Stamina = Will)
-Sixth Sense (Passive) (+3 Magic Evasion) -Momentum (Passive) (Keep yourself moving, increasing damage with each attack) (Buff ends when you fail to attack in a turn or are blocked or stumbled) (+Damage = 1d6 per attack , Max total +Damage = 2 * Strength) -Critical Shot (Increases damage by extra Aim if initial damage to target is greater than 0) -Berserker (Grants a separate pool of AP for melee attacks) -Adrenaline Rush (Passive) (Stamina usage is twice as effective)
Skills: -Stabilize (Spend the extra energy to hold still, increasing Aim for the next attack) (+Aim = Stamina) -Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
Skills: (Magic) -(Pure) --(Light) ---Accelerated Repair (Speed up the body’s natural healing process on a target, clearing conditions) (Turns given = Arcane + Mana)
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
"... Yeah. Yeah, I guess I can't really expect you to trust me. All I can do is ask."
Lucida: ”Sorry, but just asking hasn’t gotten me anywhere, and probably won’t work for you.”
He raises the white sword, pointing it at Byrnolf.
Lucida: ”Some things require a little more effort.”
Byrnolf: ”Look, it’s not something I can just out an’ say. If it’s not you ringing my neck for answers it’d be the lord personally blasting me with lightning for treason.”
Lucida: ”So you want me to protect you? If you tell me where it is, I’ll agree to that.”
Byrnolf: ”No that’s not-”
The ex-magister lets out a sigh.
Byrnolf: ”You’re looking for a dangerous item. I don’t mean just a spirit in a magic weapon. Ultima does nasty things with magic, everything’s going to hell if that thing is used.”
Lucida: ”I’ll figure out how to fix the kinks, and you’re going to tell me where it is, whether you like it or not.”
Wolf and his henchmen ready their weapons, and you find your position extremely uncomfortable between them and Lucida. ____________________
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: "Now that's dealt with, be headin' off, places t' go and all."
P’orihc: "Travelling time!"
Miimas: "Looks like this is where we split up. Where are we regrouping when we've got what we needed? Vranhal?"
P’orihc: "It would seem like the proper place to do so."
Ki’stha: "See you there. Stay safe."
Miimas: ”Good luck with your prison break!”
With that, the party splits up, Kyeltziv and Miimas heading south and P’orihc, Ki’stha, and you heading North.
It’s a peaceful travel through the grassy hills, the wind rustling the fields and the river rushing across the land. The nature walk is cut short though when you run into the group of bandits your party scared off from the bridge. There’s quite a lot of them, fourteen maybe, but only half of them seem to be fighters. The one that dodged Kyeltziv’s hammer speaks up.
Man 1: ”Hey! Whaddya want with us now? You got your goods, go bother someone else, we’ve only got basic supplies.” ____________________
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: "Now that's dealt with, be headin' off, places t' go and all."
"Travelling time!"
Miimas: "Looks like this is where we split up. Where are we regrouping when we've got what we needed? Vranhal?"
"It would seem like the proper place to do so."
Ki’stha: "See you there. Stay safe."
Miimas: ”Good luck with your prison break!”
With that, the party splits up, Kyeltziv and Miimas heading south and you, Ki’stha, and Kleigg heading North.
It’s a peaceful travel through the grassy hills, the wind rustling the fields and the river rushing across the land. The nature walk is cut short though when you run into the group of bandits your party scared off from the bridge. There’s quite a lot of them, fourteen maybe, but only half of them seem to be fighters. The one that dodged Kyeltziv’s hammer speaks up.
Man 1: ”Hey! Whaddya want with us now? You got your goods, go bother someone else, we’ve only got basic supplies.” ____________________
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: "Now that's dealt with, be headin' off, places t' go and all."
P’orihc: "Travelling time!"
Miimas: "Looks like this is where we split up. Where are we regrouping when we've got what we needed? Vranhal?"
P’orihc: "It would seem like the proper place to do so."
"See you there. Stay safe."
Miimas: ”Good luck with your prison break!”
With that, the party splits up, Kyeltziv and Miimas heading south and P’orihc, you, and Kleigg heading North.
It’s a peaceful travel through the grassy hills, the wind rustling the fields and the river rushing across the land. The nature walk is cut short though when you run into the group of bandits your party scared off from the bridge. There’s quite a lot of them, fourteen maybe, but only half of them seem to be fighters. The one that dodged Kyeltziv’s hammer speaks up.
Man 1: ”Hey! Whaddya want with us now? You got your goods, go bother someone else, we’ve only got basic supplies.” ____________________
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)
Were already headin' t' Fluustern, when we get there be sure t' return you t' him.
You hear assorted cheering from the collection of child-spirits in the staff, and the same female voice speaks again once they calm down.
Thank you shaman! You can call me Horoma, it is what master calls me. The others let me do the talking because I know the most, so if you have any questions about us I can answer. It’s the least we can do for your services.
"Now that's dealt with, be headin' off, places t' go and all."
P’orihc: "Travelling time!"
Miimas: "Looks like this is where we split up. Where are we regrouping when we've got what we needed? Vranhal?"
P’orihc: "It would seem like the proper place to do so."
Ki’stha: "See you there. Stay safe."
Miimas: ”Good luck with your prison break!”
With that, your party splits, with P’orihc, Ki’stha, and Kleigg heading north, and you and Miimas heading south.
The trip is peaceful, travelling through the fields on a dirt path with the rushing river nearby. Just you, Miimas, Grant, Faren, and a stick with who knows how many child-spirits crammed inside.
???: Who waters all this grass to make it grow so tall?
???: Maybe there are road patrols that keep the grass nice and healthy?
Horoma: This is wild grass. The rain and the river water it. No one is going around watering grass, morons.
???: Look, a rabbit!
Miimas: ”Where? I could go for some lunch. Pop one of ‘em and roast it up.”
Grant: Are you sure you aren’t just going to blow it up with that gun?
???: Maybe it’ll be cooked and killed at the same time!
???: Crow!
???: You’re the only one who eats crows.
Sure enough, a black crow glides across the path ahead, landing somewhere in the grass by the riverbed.
After a bit more walking while the spirits and Miimas talk back and forth, you come across a lupus standing to the side of the road. He’s wearing a worn cotton shirt and pants and a pack on his back. A leather gauntlet is on his right arm.
Lupus: ”’lo there. Hmm...”
He takes a look at your medallion.
Lupus: ”You’re a shaman, aren’t you? Quite the staff you have there.”
Grant: He seems fishy.
Faren-Wuust: Unarmed while travelling? Something’s off, yes.
???: Poke his eyes!
???: Crow...
Horoma: Watch yourself shaman, I’ve got a bad feeling about this 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) ---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)
"Alright, thank you Riimuk. I hope to see you again soon. Is it alright if I leave the way I came in?"
Riimuk: ”Yes, that is fine.”
You exit the bandit base, walking out into the sunlit field, and then head west towards Hopluit.
It’s a tiring journey trudging through the tall grass, but you make it to Hopluit without any interruptions. There seems to be a decent number of people on the streets, not exactly busy but not a ghost town either. What catches your attention is a young man with a leather messenger bag walking with a slightly taller woman with pitch black hair, light skin, and deep green eyes. She has a black mage’s robe draped over her shoulders and a silver and black sword sheathed at her waist.
Mail Man: ”... Not sure where it is now, but hopefully he’s not causing too much trouble. Elly and Liam had a clash with ‘em, he left before anyone was hurt.”
Woman: ”Guess we’ll check Mead first. Did Torrent know anything about him?”
Mail Man: ”I wasn’t told anything if he did, so iunno.”
The two seem to be in a hurry to head North. ____________________
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP) ---Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP)
-Flurry (Melee three times, each attack dealing one third of your normal damage [consumes 1 AP]) -Metabolize (Exert your will over your body, forcing it to produce energy faster than normal) (+Stamina = Will)
-Sixth Sense (Passive) (+3 Magic Evasion) -Momentum (Passive) (Keep yourself moving, increasing damage with each attack) (Buff ends when you fail to attack in a turn or are blocked or stumbled) (+Damage = 1d6 per attack , Max total +Damage = 2 * Strength) -Critical Shot (Increases damage by extra Aim if initial damage to target is greater than 0) -Berserker (Grants a separate pool of AP for melee attacks) -Adrenaline Rush (Passive) (Stamina usage is twice as effective)
Skills: -Stabilize (Spend the extra energy to hold still, increasing Aim for the next attack) (+Aim = Stamina) -Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
Skills: (Magic) -(Pure) --(Light) ---Accelerated Repair (Speed up the body’s natural healing process on a target, clearing conditions) (Turns given = Arcane + Mana)
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