"The difficulty is that we have no concept of the situation. We need to do some recon."
Tue Sep 29, 2015 6:04 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 186)
"Yea, can channel spirits, uh.. not quite sure i'm there on binding them though."
Tue Sep 29, 2015 10:55 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 187)
Roll 187
The world as the players know it:
1. Kyeltziv 2. Kleigg 3. P’orihc, Ki’stha, Vandolf, John ~~~
Time: Night
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
Vandolf: "Wait, where's Kleigg? Did you two leave him behind or something?"
"Hey P’orihc, here. In case things go ass up for whatever reason."
You form a flexible bracelet of AM and fix the Power Flow focus to it, positioned so the bottom will be in contact with the wearer’s skin, and hand it to P’orihc.
"It'll let you use Power Flow. With your magic ability, that should be pretty good. Won't make you more durable, but definitely a big boost to your strength."
P’orihc: "I see you haven't been wasting time at all! Thanks for the present John."
He takes the bracelet and equips it.
John: "Just be careful with how you use it. You're not used to using kinetics like I am, you'll have to take a second to concentrate on it to use it. Probably better for escaping holds or things like that than regular fighting."
Ki’stha: "The difficulty is that we have no concept of the situation. We need to do some recon." ____________________
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) (Efficiency: 1 Mana = 2 Durability) ---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 = 9 Mana , Ability Strength (per ability): 100% = 9 Mana [cannot exceed 100%]) ---Form Sparker (Create a Mana Sparker) (Efficiency: 1 Impulse = 0.01) ---Security Sequence (Level: 2) (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 (Passive) (+10% Damage and Aim to Micro Meteor) -Quick Rest (Passive) (If no action in the turn, all standard AP is recovered at the end of the turn) (Cannot be used if stumbled or in negative standard AP)
Name: Kleigg (TheKebbit) Race: Human ____________________
"Tabi? It only seems natural for us to go together."
Tabi: ”Mmm, partners then.”
"Is there some way I could quickly repair this armor beforehand?"
Tabi: ”Not that I know of. None of us here are really blacksmiths, and it’d take some time getting it to someone who could repair it, and even then they’d take a while.”
Bayfri: ”Alright, come get your paper bombs.”
You and Tabi head over to the table, each of you grabbing a stack of the rectangular pieces of paper.
They’re a bit thick, composed of at least two layers and then painted over. A string with a loop at the end sprouts from an opening, and a hole with a reinforcing paper ring around it is at the opposite side, probably for attaching the bomb to something.
Bayfri: ”As I said before, pull the string, and the paper will detonate in ten seconds, each one with about a hundred units of mana powering it. We have spools of thread if you want to create a detonating line or something.”
Well, might as well just in case. You grab a spool of thread and count the number of papers in your stack - ten.
Note: Paper bombs will detonate on the same normal roll that they are triggered, and the end of the next combat roll if triggered in a combat roll
Bayfri: ”Now, here are your targets -”
Looks like you and Tabi are going after a facility responsible for providing a large amount of mana power in the city to disrupt the Hastae - the chirop military - from being able to quickly refuel their mages.
Bayfri: ”You have your targets. Any questions? If not, move out and wait to strike at sunrise.”
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)
-Escape! (Roll a 5 or higher to successfully run away from a battle)
-Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
Vandolf: "Wait, where's Kleigg? Did you two leave him behind or something?"
John: "Hey P’orihc, here. In case things go ass up for whatever reason."
He hands you a greyish bracelet made of some strange, slightly stiff, somewhat flexible material. Not cloth, since there aren’t any threads.
John: "It'll let you use Power Flow. With your magic ability, that should be pretty good. Won't make you more durable, but definitely a big boost to your strength."
"I see you haven't been wasting time at all! Thanks for the present John."
You take the bracelet and equip it.
John: "Just be careful with how you use it. You're not used to using kinetics like I am, you'll have to take a second to concentrate on it to use it. Probably better for escaping holds or things like that than regular fighting."
Ki’stha: "The difficulty is that we have no concept of the situation. We need to do some recon." ____________________
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)
Vandolf: "Wait, where's Kleigg? Did you two leave him behind or something?"
John: "Hey P’orihc, here. In case things go ass up for whatever reason. It'll let you use Power Flow. With your magic ability, that should be pretty good. Won't make you more durable, but definitely a big boost to your strength."
P’orihc: "I see you haven't been wasting time at all! Thanks for the present John."
John: "Just be careful with how you use it. You're not used to using kinetics like I am, you'll have to take a second to concentrate on it to use it. Probably better for escaping holds or things like that than regular fighting."
"The difficulty is that we have no concept of the situation. We need to do some recon." ____________________
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) ---Forked 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)
"Yea, can channel spirits, uh.. not quite sure i'm there on binding them though."
The veiled lupus gives a nod.
Madenuuk: ”I see.
When a life form dies, their spirit loses its hold on their body. It can either affix itself to something in the environment, or even another lifeform. If it does not affix itself, it becomes lost and usually unable to make contact with the physical world ever again without assistance. Roaming spirits are quite rare but exist, ones that can freely move about the world without a permanent affixation. They are usually the spirits of mages, one of the spirits that follows you is a roamer.
Learning to affix spirits is an important skill for all shamans, so that you can search the world for a spirit that is willing to serve you and bind it to an object for… Transportation, yes.
You will also need to learn to call spirits back. All spirits have a unique name, something that is a representation of their identity, that can be used by a shaman to bring the spirit back, if the spirit chooses to return. Not all spirits can be brought back, some simply disintegrate when they are detached from their bodies or their object or environment, others are consumed by stronger spirits. It is part of the reason why roamers are rare - to be able to maintain their existence without a foothold in the physical world is a rare strength.
It might be difficult to teach you spirit calling without any spirits to call or any known names, maybe we could try teaching you affixation. There are two spirits with you, yes? Perhaps one would like to, volunteer.”
Grant: Uh, I guess I’m up for it, unless the Faren guy wants to give it a go.
Faren-Wuust: I have already affixed myself to your medallion, but I can detach myself and you can affix me to something else for practice. ____________________
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) (Cast at beginning of turn) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana)
-Chilling Howl (Degrading Condition) (Strike fear into enemies, lowering their Aim and Arcane) (-Aim , -Arcane = Will) Passives: Strength: 8 Arcane: 8 Aim: 6 Evasion: 5 +2 Will: 9 Speed: 4
-Sixth Sense (Passive) (+5 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) -Constitution (+10% Maximum Base HP)
With no one looking, you transfer all of your mana and the mana in your mana stones into the runic mana storage marble.
"Wait, where's Kleigg? Did you two leave him behind or something?"
John: "Hey P’orihc, here. In case things go ass up for whatever reason. It'll let you use Power Flow. With your magic ability, that should be pretty good. Won't make you more durable, but definitely a big boost to your strength."
P’orihc: "I see you haven't been wasting time at all! Thanks for the present John."
John: "Just be careful with how you use it. You're not used to using kinetics like I am, you'll have to take a second to concentrate on it to use it. Probably better for escaping holds or things like that than regular fighting."
Ki’stha: "The difficulty is that we have no concept of the situation. We need to do some recon." ____________________
-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: 30)
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: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 187)
"Does nobody know where Kleigg went off to?... I have a bad feeling about this. I'm headed back to Magusalto, you guys can work things out with the construct expert. Oh, right, before I split off..."
> Toss the mana rune orb to John.
"I'd like to commission some equipment. Whatever you think is appropriate will be fine, the mana in there should be enough for something good."
Last edited by CrazyMLC on Fri Oct 02, 2015 2:36 am, edited 5 times in total.
Wed Sep 30, 2015 6:19 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 187)
*Grant, thinkin' that maybe these gauntlet guys might have somethin' t' counter spirits, and there might be less moral shamans out there who'd try an' snatch you out'a the air and force you t' "help" them, so might be safer affixed t' somethin'?* "Think i'd try affixin' one t' this." >Bring out my Token
Wed Sep 30, 2015 7:09 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 187)
"Are we simply trying to disrupt the Hastae's pursuit of our organization?"
Wed Sep 30, 2015 1:52 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 187)
"Hmm." > Fill up one of my Mage Stones. Make a pair of big, dense, thick lupus-sized gauntlets for Vandolf. The sort you'd punch through a wall with. 15 mana from the orb for each. Include security, make it a different code than my stuff. "Try these."
Thu Oct 01, 2015 6:35 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 187)
"This'll work. Thanks, John."
> Equip them, take the orb back head back to Magusalto at a brisk pace.
Last edited by CrazyMLC on Fri Oct 02, 2015 2:33 am, edited 1 time in total.
Thu Oct 01, 2015 2:40 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 187)
"Okay, so what's the plan now? Given how we have an excuse to get our target out, we can go there, talk about the situation and see if we can make it happen diplomatically. If that doesn't work, we could use our short stay over there to examine the place further in order to plan a more... Dramatic break out I suppose."
Fri Oct 02, 2015 2:24 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 187)
"If it comes to that I hope to be back in time to assist, with a certain someone in tow."
Last edited by CrazyMLC on Fri Oct 02, 2015 2:49 am, edited 1 time in total.
Fri Oct 02, 2015 2:44 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 187)
"Yeah, that sounds like a good plan. Or, well, as good as we're going to get. I really hope this doesn't blow up, an actual breakout will be difficult, at best. Come on, burning daylight. Or moonlight I guess." > Let's head to the jail, or whoever is in charge of prisoner rehabilitation programs. Probably still the jail.
Fri Oct 02, 2015 2:48 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
(This is an area where players can freely put in any information, just specify what to enter with a post)
Time: Night
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
Vandolf: "Does nobody know where Kleigg went off to?... I have a bad feeling about this. I'm headed back to Magusalto, you guys can work things out with the construct expert. Oh, right, before I split off..."
He tosses you the runic mana storage ball.
Vandolf: "I'd like to commission some equipment. Whatever you think is appropriate will be fine, the mana in there should be enough for something good."
John: "Hmm."
After dumping your mana reserves into a stone, you go about making something for Vandolf. Hmm, some gauntlets might do him good. You form a pair of heavy gauntlets out of AM, 15 Mana each, and hand them to Vandolf. They’re not completed, but should be good enough.
John: "Try these."
Vandolf: "This'll work. Thanks, John."
He takes back the mana storage orb.
P’orihc: "Okay, so what's the plan now? Given how we have an excuse to get our target out, we can go there, talk about the situation and see if we can make it happen diplomatically. If that doesn't work, we could use our short stay over there to examine the place further in order to plan a more... Dramatic break out I suppose."
Vandolf: "If it comes to that I hope to be back in time to assist, with a certain someone in tow."
John: "Yeah, that sounds like a good plan. Or, well, as good as we're going to get. I really hope this doesn't blow up, an actual breakout will be difficult, at best. Come on, burning daylight. Or moonlight I guess."
Vandolf heads back towards the watchtower, and the rest of you head into Teleiat, looking for the prison.
With morning arriving soon, there are several people up and about. After asking a few passerbies for directions, your party heads to the center of the city, and end up in front of a large, non-towering building. Eight robed chirop are posted in front of the two sets of double doors, and large metal lettering above the entrance reads “Teleiat Containment Facility.” ____________________
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) (Efficiency: 1 Mana = 2 Durability) ---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 = 9 Mana , Ability Strength (per ability): 100% = 9 Mana [cannot exceed 100%]) ---Form Sparker (Create a Mana Sparker) (Efficiency: 1 Impulse = 0.01) ---Security Sequence (Level: 2) (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 (Passive) (+10% Damage and Aim to Micro Meteor) -Quick Rest (Passive) (If no action in the turn, all standard AP is recovered at the end of the turn) (Cannot be used if stumbled or in negative standard AP)
Name: Kleigg (TheKebbit) Race: Human ____________________
"Are we simply trying to disrupt the Hastae's pursuit of our organization?"
Bayfri: ”That is a goal in this operation, I suspect it is not the only. Perhaps the branch knows more than I do, and are setting up for the Spiral to clear out the oppression of the government by first weakening them.
Is that all? It is almost time.” ____________________
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)
-Escape! (Roll a 5 or higher to successfully run away from a battle)
-Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
Vandolf: "Does nobody know where Kleigg went off to?... I have a bad feeling about this. I'm headed back to Magusalto, you guys can work things out with the construct expert. Oh, right, before I split off..."
He tosses a small orb to John.
Vandolf: "I'd like to commission some equipment. Whatever you think is appropriate will be fine, the mana in there should be enough for something good."
John: "Hmm."
He thinks for a few seconds before materializing a pair of heavy metal gauntlets and then hands them to Vandolf.
John: "Try these."
Vandolf: "This'll work. Thanks, John."
"Okay, so what's the plan now? Given how we have an excuse to get our target out, we can go there, talk about the situation and see if we can make it happen diplomatically. If that doesn't work, we could use our short stay over there to examine the place further in order to plan a more... Dramatic break out I suppose."
Vandolf: "If it comes to that I hope to be back in time to assist, with a certain someone in tow."
John: "Yeah, that sounds like a good plan. Or, well, as good as we're going to get. I really hope this doesn't blow up, an actual breakout will be difficult, at best. Come on, burning daylight. Or moonlight I guess."
Vandolf heads back towards the watchtower, and the rest of you head into Teleiat, looking for the prison.
With morning arriving soon, there are several people up and about. After asking a few passerbies for directions, your party heads to the center of the city, and end up in front of a large, non-towering building. Eight robed chirop are posted in front of the two sets of double doors, and large metal lettering above the entrance reads “Teleiat Containment Facility.” ____________________
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)
Vandolf: "Does nobody know where Kleigg went off to?... I have a bad feeling about this. I'm headed back to Magusalto, you guys can work things out with the construct expert. Oh, right, before I split off..."
He tosses a small orb to John.
Vandolf: "I'd like to commission some equipment. Whatever you think is appropriate will be fine, the mana in there should be enough for something good."
John: "Hmm."
He thinks for a few seconds before materializing a pair of heavy metal gauntlets and then hands them to Vandolf.
John: "Try these."
Vandolf: "This'll work. Thanks, John."
"Okay, so what's the plan now? Given how we have an excuse to get our target out, we can go there, talk about the situation and see if we can make it happen diplomatically. If that doesn't work, we could use our short stay over there to examine the place further in order to plan a more... Dramatic break out I suppose."
Vandolf: "If it comes to that I hope to be back in time to assist, with a certain someone in tow."
John: "Yeah, that sounds like a good plan. Or, well, as good as we're going to get. I really hope this doesn't blow up, an actual breakout will be difficult, at best. Come on, burning daylight. Or moonlight I guess."
Vandolf heads back towards the watchtower, and the rest of you head into Teleiat, looking for the prison.
With morning arriving soon, there are several people up and about. After asking a few passerbies for directions, your party heads to the center of the city, and end up in front of a large, non-towering building. Eight robed chirop are posted in front of the two sets of double doors, and large metal lettering above the entrance reads “Teleiat Containment Facility.” ____________________
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) ---Forked 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)
Grant, thinkin' that maybe these gauntlet guys might have somethin' t' counter spirits, and there might be less moral shamans out there who'd try an' snatch you out'a the air and force you t' "help" them, so might be safer affixed t' somethin'?
Grant: Sure. Seems like something that can be undone, anyways.
"Think i'd try affixin' one t' this."
Madenuuk: ”Mmm, let’s get started then. When a spirit is affixed to an object, it is because the object is burned into the spirit’s memory in such a way that it can latch on to the item and use it as a foothold in the physical world. It is usually not controllable by spirits that came from living creatures unless if they themselves were capable of binding spirits. It occurs, involuntarily. For you to bind a spirit to an object of your choosing, you must understand your object, be able to differentiate it from similar ones, and then implant your understanding of the object into the spirit’s memory as an affixation point.
It is, difficult to explain without you seeing. More so when you are attempting it on a roaming spirit, since you do not know what their affixed object looks like in their memory.”
Grant: Well, guess it can’t hurt to try. ____________________
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) (Cast at beginning of turn) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana)
-Chilling Howl (Degrading Condition) (Strike fear into enemies, lowering their Aim and Arcane) (-Aim , -Arcane = Will) Passives: Strength: 8 Arcane: 8 Aim: 6 Evasion: 5 +2 Will: 9 Speed: 4
-Sixth Sense (Passive) (+5 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) -Constitution (+10% Maximum Base HP)
"Does nobody know where Kleigg went off to?... I have a bad feeling about this. I'm headed back to Magusalto, you guys can work things out with the construct expert. Oh, right, before I split off..."
You toss the runic mana storage ball to John
"I'd like to commission some equipment. Whatever you think is appropriate will be fine, the mana in there should be enough for something good."
John: "Hmm."
He thinks for a few seconds before materializing a pair of heavy metal gauntlets and then hands them to you, which you take and equip.
John: "Try these."
They’re fairly heavy and look pretty durable.
"This'll work. Thanks, John."
You take back the mana storage orb from him.
P’orihc: "Okay, so what's the plan now? Given how we have an excuse to get our target out, we can go there, talk about the situation and see if we can make it happen diplomatically. If that doesn't work, we could use our short stay over there to examine the place further in order to plan a more... Dramatic break out I suppose."
"If it comes to that I hope to be back in time to assist, with a certain someone in tow."
John: "Yeah, that sounds like a good plan. Or, well, as good as we're going to get. I really hope this doesn't blow up, an actual breakout will be difficult, at best. Come on, burning daylight. Or moonlight I guess."
You take the road back to the watch tower. Now on your own, the forest path seems a lot darker than before, and you prepare yourself for a surprise encounter.
As the lit watchtower comes into view, it seems that your preparations were unneeded. The guard at the tower’s door greets you.
Guard: ”Hey, back already? You didn’t run into trouble, did you?” ____________________
-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.
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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