Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 174)
>Knock and deliver password. "Baba ba dook, dook, dook." >>Apologize for my disgusting condition. Tell whatever operatives are present that I was separated from the rest of my Spiral crew after a breach of the hideout and need some place where I can clean up and disguise myself before attempting to reunite with them.
Mon Sep 07, 2015 6:07 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
Intermission!
"It worked. And everyone's intact. Good. So where's Lucida now then? Still off around Hopluit, or off on his own at least, I assume?"
Elizabeth: ”He’s hanging around Hopluit with our tracker, seems to have some sort of attachment to that place. The people there are happy to have him since he keeps the bandits away.”
Vandolf: "Remarkable... Lucida's probably planning something, but still, the situation has improved immensely. You seem to have done the impossible, Elizabeth. Maybe you could teach John here a thing or two about diplomacy?"
Vandolf gives you a nudge and a wink.
Elizabeth: ”I don’t think it was skillful diplomacy on my end. He seemed shocked when he saw me, and seemed like he was saying something excitedly before apologizing and saying I reminded him of someone. I guess that made things a bit easier for us.”
You scan the new faces in the room. There’s the maid who seems to be barely qualify as an adult, her dirty blonde hair tied in a bun and the rest of her dressed in uniform. She seems to be intently focused on making sure the lord’s mug is full at all times.
There’s a decorated blue mage and red mage, neither of which you recognize. The armored soldier standing at attention doesn’t appear to be anyone that you’ve met before, either.
Blue Mage: ”I assume those people you sent off to get information on spirits and a master constructor are part of this plan? There didn’t seem to be a lot of them. With the rumours of trouble sprouting up here and there in the west I’d they could use some backup.”
Elizabeth: ”Indeed. They seemed quite capable, but it wouldn’t hurt to give them support. Which is why you’re all here - we need to send someone after them, and at the same time we need to be careful of our own defenses. Esthen and the Second have yet to make contact after their Enforcer left, and with Lucida out of their vault they’re no doubt attempting to take some action soon, for better or worse.”
Red Mage: ”Surely they wouldn’t attack knowing that the Matriarch of the Daeli is here with us.”
Elizabeth: ”I’d rather not rely on hope, they might have a trend with bad decisions.”
Soldier: ”I could send some soldiers to support our information gatherers, my men would be powerless against Caelum mages anyways.”
Red Mage: ”We can spare a handful of our mages without weakening our defenses. And we also have these two fellows -”
He gestures towards you and Vandolf.
Red Mage: ”I hear they’re eager to help.”
Byrnolf: ”Maybe a little too eager, but I’m sure they’re strong enough to keep a few bandits off of their friends. I mean, it’s not like they’re going to be fighting revolutionists or breaking into high-security facilities or anything of the sort.” ____________________
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) ---Micro Meteor (Launch an object with kinetic force) (+ to Projectile = Arcane + Mana) ---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, can be used to recover from a Stumble) (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) -Accelerator (+10% Effectiveness to Meteor skills)
Name: Kleigg (TheKebbit) Race: Human ____________________
You clamber up the dark stairs and find the trapdoor, knocking on it while delivering the password.
"Baba ba dook, dook, dook."
… Silence.
You knock again while saying the password, waiting, and no response. Deciding to slowly open the door yourself, you lift it up just enough to see and take a look.
Ashes. The floor of the gloomy room, lit by sunlight streaming through the broken shutters, covered in ashes. No one in sight, no sound of anything living. ____________________
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)
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)
John: "It worked. And everyone's intact. Good. So where's Lucida now then? Still off around Hopluit, or off on his own at least, I assume?"
Elizabeth: ”He’s hanging around Hopluit with our tracker, seems to have some sort of attachment to that place. The people there are happy to have him since he keeps the bandits away.”
"Remarkable... Lucida's probably planning something, but still, the situation has improved immensely. You seem to have done the impossible, Elizabeth. Maybe you could teach John here a thing or two about diplomacy?"
You give John a nudge and a wink.
Elizabeth: ”I don’t think it was skillful diplomacy on my end. He seemed shocked when he saw me, and seemed like he was saying something excitedly before apologizing and saying I reminded him of someone. I guess that made things a bit easier for us.”
You scan the new faces in the room. There’s the maid who seems to be barely qualify as an adult, her dirty blonde hair tied in a bun and the rest of her dressed in uniform. She seems to be intently focused on making sure the lord’s mug is full at all times.
There’s a decorated blue mage and red mage, neither of which you recognize. The armored soldier standing at attention doesn’t appear to be anyone that you’ve met before, either.
Blue Mage: ”I assume those people you sent off to get information on spirits and a master constructor are part of this plan? There didn’t seem to be a lot of them. With the rumours of trouble sprouting up here and there in the west I’d they could use some backup.”
Elizabeth: ”Indeed. They seemed quite capable, but it wouldn’t hurt to give them support. Which is why you’re all here - we need to send someone after them, and at the same time we need to be careful of our own defenses. Esthen and the Second have yet to make contact after their Enforcer left, and with Lucida out of their vault they’re no doubt attempting to take some action soon, for better or worse.”
Red Mage: ”Surely they wouldn’t attack knowing that the Matriarch of the Daeli is here with us.”
Elizabeth: ”I’d rather not rely on hope, they might have a trend with bad decisions.”
Soldier: ”I could send some soldiers to support our information gatherers, my men would be powerless against Caelum mages anyways.”
Red Mage: ”We can spare a handful of our mages without weakening our defenses. And we also have these two fellows -”
He gestures towards you and John.
Red Mage: ”I hear they’re eager to help.”
Byrnolf: ”Maybe a little too eager, but I’m sure they’re strong enough to keep a few bandits off of their friends. I mean, it’s not like they’re going to be fighting revolutionists or breaking into high-security facilities or anything of the sort.” ____________________
-Scrap Metal -Paper (Spirit Map Runic Spell) -Paper (Spirit Map Runic Spell 2) -Paper (Light Grenade Runic Spell) -Paper (Taschenblitz) >Make a similar rune spell, one that is armed once its mana reserves increase by 0.5, like before. When it is armed, it locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as light if a spirit with complexity over 30 comes within 2 meters of it. -Paper (Taschenblitz II) >Locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as light evenly distributed 0.5 meters away from the compass if a spirit with complexity over 30 comes within 2 meters of it. -Paper (Fire Mine) >Locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as heat from the compass if a spirit with complexity over 30 comes within 2 meters of it. -Paper (Mana Storage) >Rune spell that searches for the closest spirit with complexity over 30. If that spirit is very, very close, ie approximately held against their chest, then it transfers its mana into that creature. -Paper (Mana Storage 2) >Rune spell that searches for the closest spirit with complexity over 30 if the rune is set to T. If that spirit is very, very close, ie approximately held against their chest, then it transfers 2 mana into that creature and sets to F. Must be taken out of the specified range to set back to T.
-Taschenblitz II (Mana: 0) (NO BUTTON) -Orb (Artificial Matter) (Runic Spell: Mana Storage 2) (Mana: 2)
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)
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 175)
"Yeah, had 'bout enough of 'em burstin' into flame." >Poke one of the gauntlets with the end of my hammers handle, if there is no reaction carefully remove the gauntlets. >Check the lupus for anything else that they might be carrying. >Channel Grant to heal Myself. >Transfer one mana to Grant.
Tue Sep 08, 2015 6:14 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 175)
"Certainly not planning on it. Assisting the others with the expertise gathering sound good to me, better than sequestering myself in a conference room for a half a day again. And ah, I don't know several of you, I'm John." > Intermission.
Tue Sep 08, 2015 7:22 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 175)
Forgot to charge the mana storage orb, need to pay more attention.
"Ah, yes, and I'm Vandolf. Pleasure to meet everyone." *gesture to the maid, soldier, and mages* "In any case, I'm willing to do whatever's needed. If you need help protecting the city, I'm up to the task. Although, I suppose our friends might need a bit of help. Would there even be a way to meet up with them in a reasonable time frame? What about this mail system you spoke of?"
> Store 2 mana in the 10 capacity mage stone.
Last edited by CrazyMLC on Wed Sep 09, 2015 6:04 am, edited 2 times in total.
Tue Sep 08, 2015 7:40 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 175)
>Investigate my ruined surroundings. Be prepared for a fight.
Tue Sep 08, 2015 5:37 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 175)
"How's the way from here to Teleiat looking like lately?"
Tue Sep 08, 2015 6:51 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 175)
MLC that might not be the best idea with an audience.
Wed Sep 09, 2015 2:56 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
Intermission!
"Certainly not planning on it. Assisting the others with the expertise gathering sounds good to me, better than sequestering myself in a conference room for a half a day again. And ah, I don't know several of you, I'm John."
The others give you a small nod of the nead.
Red Mage: ”Gamaliel Suora, Magister of Vranhal. Pleasure meeting you.”
Blue Mage: ”Sigmund Mieli, Director of Intelligence.”
Soldier: ”Charles Ruori, General of the Army.”
Vandolf: "Ah, yes, and I'm Vandolf. Pleasure to meet everyone. In any case, I'm willing to do whatever's needed. If you need help protecting the city, I'm up to the task. Although, I suppose our friends might need a bit of help. Would there even be a way to meet up with them in a reasonable time frame? What about this mail system you spoke of?"
Kark: ”Our postal service only officially covers Vranhal and a bit to the south, but I think we can make a few modifications to get you to where you need to get in a decent amount of time. It might end up being a one-way trip though, you’ll probably have to leg-it back.” ____________________
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) ---Micro Meteor (Launch an object with kinetic force) (+ to Projectile = Arcane + Mana) ---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, can be used to recover from a Stumble) (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) -Accelerator (+10% Effectiveness to Meteor skills)
Name: Kleigg (TheKebbit) Race: Human ____________________
Carefully climbing out of the tunnel and into the room, you investigate your surroundings, keeping your guard up for anything that would attack.
It seems to be a small, four-room run-down building. A main room, bedroom, washroom, and kitchen. The kitchen has small rodents scurrying about, feasting on the dried pieces of meat and loaves of dirty bread scattered about the floor. Numerous sleeping mats in the bedroom, and a metal wash tub in the washroom. The main entrance to the building is blocked with a battered metal door, slightly opened and sitting at an angle, attached by a single hinge.
Sounds of splashing echo from the trapdoor tunnel. Someone followed you. ____________________
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)
"How's the way from here to Teleiat looking like lately?"
Guard: ”Not so great. There’ve been attacks all around this area by rogue mages, a lot of them in the cities. Peacekeepers have been moved from travel routes into cities to deal with threats, and the highways left unguarded. Might be wise to wait here for a bit and travel with the next group that passes by, it’s dangerous to go in small numbers.” ____________________
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: "How's the way from here to Teleiat looking like lately?"
Guard: ”Not so great. There’ve been attacks all around this area by rogue mages, a lot of them in the cities. Peacekeepers have been moved from travel routes into cities to deal with threats, and the highways left unguarded. Might be wise to wait here for a bit and travel with the next group that passes by, it’s dangerous to go in small numbers.” ____________________
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)
"Yeah, had 'bout enough of 'em burstin' into flame."
You poke one of the gauntlets with the end of your hammer’s handle, prepared to jump back at the first sign of fire.
Nothing happens, so you carefully remove the gauntlets and check the lupus for anything else they might be carrying.
A mage stone on each, loose change totalling up to 4 silvers and 15 coppers, some dried meat, a couple water skins, and... Medallions? Yup, large silver tokens with decorated neckbands. Looks to be three of them in total, the burned lupus might’ve had some on him before he was reduced to carbon dust. After that, you channel Grant to heal you, toss him a unit of Mana, and then take a look at the gauntlets.
They’re both identical, made of overlapping pieces of leather with metal plates underneath, save for two exposed plates, one on the back of the hand and one on the forearm. The plate on the back of the hand has a sort of compass design engraved in it, with a spiral pattern around. The other piece of exposed metal seems to be a circular band that your arm is going through, with only a small portion of it exposed through a cutout in the leather on your forearm. An engraving of a sword or blade is visible.
You’re not really sure how the thing works, but you’re not eager to accidentally incinerate yourself. Or maybe you are. ____________________
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)
John: "Certainly not planning on it. Assisting the others with the expertise gathering sounds good to me, better than sequestering myself in a conference room for a half a day again. And ah, I don't know several of you, I'm John."
The others give a small nod of the nead.
Red Mage: ”Gamaliel Suora, Magister of Vranhal. Pleasure meeting you.”
Blue Mage: ”Sigmund Mieli, Director of Intelligence.”
Soldier: ”Charles Ruori, General of the Army.”
"Ah, yes, and I'm Vandolf. Pleasure to meet everyone.”
You gesture towards the mages, maid, and soldier.
”In any case, I'm willing to do whatever's needed. If you need help protecting the city, I'm up to the task. Although, I suppose our friends might need a bit of help. Would there even be a way to meet up with them in a reasonable time frame? What about this mail system you spoke of?"
Kark: ”Our postal service only officially covers Vranhal and a bit to the south, but I think we can make a few modifications to get you to where you need to get in a decent amount of time. It might end up being a one-way trip though, you’ll probably have to leg-it back.” ____________________
-Scrap Metal -Paper (Spirit Map Runic Spell) -Paper (Spirit Map Runic Spell 2) -Paper (Light Grenade Runic Spell) -Paper (Taschenblitz) >Make a similar rune spell, one that is armed once its mana reserves increase by 0.5, like before. When it is armed, it locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as light if a spirit with complexity over 30 comes within 2 meters of it. -Paper (Taschenblitz II) >Locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as light evenly distributed 0.5 meters away from the compass if a spirit with complexity over 30 comes within 2 meters of it. -Paper (Fire Mine) >Locks onto the nearest spirit with a complexity over 30 and treats this spirit as its master. If the master spirit is within 8 meters, the spell will always do nothing. If the master spirit is farther away than that however, it will release all of its mana as heat from the compass if a spirit with complexity over 30 comes within 2 meters of it. -Paper (Mana Storage) >Rune spell that searches for the closest spirit with complexity over 30. If that spirit is very, very close, ie approximately held against their chest, then it transfers its mana into that creature. -Paper (Mana Storage 2) >Rune spell that searches for the closest spirit with complexity over 30 if the rune is set to T. If that spirit is very, very close, ie approximately held against their chest, then it transfers 2 mana into that creature and sets to F. Must be taken out of the specified range to set back to T.
-Taschenblitz II (Mana: 0) (NO BUTTON) -Orb (Artificial Matter) (Runic Spell: Mana Storage 2) (Mana: 2)
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)
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum