Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 196)
TorrentHKU wrote:
"I... Did you take that goddamn postal service? Did someone LET another regular human take that goddamn postal service?"
Linna: "Yeah, but don't worry, I'm built pretty tough, like a brick! Or uh, a fortress? A brick fortress!"
A small bit of blood dribbles down from the corner of her mouth as she says this.
Wed Oct 14, 2015 6:44 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 196)
"There's blood coming from your mouth. Where did you even- Actually I don't care right now, let's get you looked at just in case. Fortress or not, I've ridden the Postal Service before too, I know how rough that ride is." > Back to receptionist "We'll need to speak to the warden then. Also, uh, a healer."
Wed Oct 14, 2015 6:51 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 196)
Vandolf facepalms.
Okay, this is getting me nowhere.
>Go sleep an an alley, since, as is common knowledge, that's how you sign up for the spiral. A bat will then come and take you to join and will be your waifu.
>Find a magical item/construct shop that's open despite the bombings to buy a trinket of some kind, one to enhance my abilities.
Wed Oct 14, 2015 8:32 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 196)
I believe in you, MLC! You, too, can trip and fall down the rabbit hole into the esoteric world of magical terrorism! Keep in mind that this only happened to Kleigg because he is a certified weirdo who gets ping-ponged between factions and shows up as an awful emptiness in telepathic probes.
I mean, remember that one time in Mead when Kleigg did his null thing and weirded out Sanoa? To the right caster, he isn't difficult to find.
You could try to go to the University to restore order there. I think we'll run into each other.
>Change blindly, stow my armor and get this damn hair shirt off for once.
Last edited by TheKebbit on Thu Oct 15, 2015 7:50 pm, edited 3 times in total.
Wed Oct 14, 2015 4:04 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 196)
>Clean the organ. >Top off the Mage Stone.
Wed Oct 14, 2015 8:56 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 197)
Roll 197
The world as the players know it:
1. Kyeltziv 2. Kleigg, Vandolf 3. P’orihc, Ki’stha, John ~~~
1. P’orihc, Ki’stha, John ~~~
Notes:
1. Get Spirit expertise from the Lupus (Kyeltziv) 2. Get Construct expertise from a Construct Master in a Chirop jail (John, P’orihc, Ki’stha) 3. Don't talk to strangers (Kleigg) 4. Help Kleigg with his mission (Vandolf)
Time: Morning
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
"Oh! Well, that's perfect actually... ... Is that your blood?" You walk over and examine the scroll
"Wait, aren't you the one who was refilling Lord Elizabeth's mug?"
The scroll is held closed with a tied ribbon, which you undo to examine the parchment. Looks like a document with fancy writing explaining that you, along with your six buddies (Miimas included) are aiding Vranhal in dealing with an incident that involves dangerous constructs. No specific mention of Lucida or Ultima.
Maid: "Yeah, that's my blood. Don't worry, that stuff grows back!"
The maid snaps off a salute.
Linna: "Linna Ziegel, Personal Assistant and Maid of Lord Elizabeth Hopluit!"
"I... Did you take that goddamn postal service? Did someone LET another regular human take that goddamn postal service?"
Linna: "Yeah, but don't worry, I'm built pretty tough, like a brick! Or uh, a fortress? A brick fortress!"
A small bit of blood dribbles down from the corner of her mouth as she says this.
"There's blood coming from your mouth. Where did you even- Actually I don't care right now, let's get you looked at just in case. Fortress or not, I've ridden the Postal Service before too, I know how rough that ride is."
You turn back to the receptionist-
"We'll need to speak to the warden then. Also, uh, a healer."
Receptionist: ”One moment please.”
Holding down a button on a panel on her side of the counter space, she speaks into it, calling for a healer and an escort to the warden.
Both arrive soon enough, in the form of a red robed chirop and another armored chirop.
Linna: ”I’m coming with you.”
Well, no point trying to argue. You follow the guard as she leads you down the hallway you took earlier, reaching the end and taking the turn right, towards the inside of the building.
Evenly spaced doors are to you left and right of the new hallway, thick metal doors with small clear windows that reveals another door behind that. After several turns here and there in the containment facility, you reach a section that looks like a hallway of office rooms, the guard stopping in front of an open door.
In the room behind the desk is a greying chirop in a darker grey uniform, tapping her nails while looking at you. A brass nameplate on the desk reads “Warden Gafiir Doloa”.
The warden gestures to four chairs in front of her desk. You, P’orihc, and Ki’stha take a seat while Linna opts to stand in the corner of the room as the healer looks her over.
Looks like the warden is waiting for you to say something first. ____________________
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 ____________________
You blindly change your clothes, taking off your armor and old clothes and putting on the uniform.
The pants go on easily enough, the shirt takes some fumbling to get the buttons in the right holes. You’re not really sure what the square red cloth is for, so you fold it a few times and then tuck it into the front of the shirt neck with some of it hanging out in front of your chest, like those fancy poofy things that aristocrats have. You tell your batty friend that you’re done, and the light comes back on.
Looks like you got all your clothes on properly, just need to adjust it a little bit, smooth some wrinkles.
Tabi’s uniform is identical to yours, but her square cloth is folded once into a triangle, wrapped around her waist, and tucked into her pants with the middle of the cloth on her left side, giving it the appearance of a slanted miniskirt. Must be a city fashion thing.
Tabi: ”We should be able to blend in now. Not sure what we’ll be doing while things settle down, though.” ____________________
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)
John: "Oh! Well, that's perfect actually... ... Is that your blood?"
John walks over and takes the scroll to examine it.
John: "Wait, aren't you the one who was refilling Lord Elizabeth's mug?"
The scroll is held closed with a tied ribbon, which is then undone. Looks like a document with fancy writing explaining that you, along with your six buddies (Miimas included) are aiding Vranhal in dealing with an incident that involves dangerous constructs. No specific mention of Lucida or Ultima.
Maid: "Yeah, that's my blood. Don't worry, that stuff grows back!"
The maid snaps off a salute.
Linna: "Linna Ziegel, Personal Assistant and Maid of Lord Elizabeth Hopluit!"
John: "I... Did you take that goddamn postal service? Did someone LET another regular human take that goddamn postal service?"
Linna: "Yeah, but don't worry, I'm built pretty tough, like a brick! Or uh, a fortress? A brick fortress!"
A small bit of blood dribbles down from the corner of her mouth as she says this.
John: "There's blood coming from your mouth. Where did you even- Actually I don't care right now, let's get you looked at just in case. Fortress or not, I've ridden the Postal Service before too, I know how rough that ride is."
He turns back to the receptionist.
John: "We'll need to speak to the warden then. Also, uh, a healer."
Receptionist: ”One moment please.”
Holding down a button on a panel on her side of the counter space, she speaks into it, calling for a healer and an escort to the warden.
Both arrive soon enough, in the form of a red robed chirop and another armored chirop.
Linna: ”I’m coming with you.”
Well, no point trying to argue. You follow the guard as she leads you down the hallway you took earlier, reaching the end and taking the turn right, towards the inside of the building.
Evenly spaced doors are to you left and right of the new hallway, thick metal doors with small clear windows that reveals another door behind that. After several turns here and there in the containment facility, you reach a section that looks like a hallway of office rooms, the guard stopping in front of an open door.
In the room behind the desk is a greying chirop in a darker grey uniform, tapping her nails while looking at you. A brass nameplate on the desk reads “Warden Gafiir Doloa”.
The warden gestures to four chairs in front of her desk. You, John, and Ki’stha take a seat while Linna opts to stand in the corner of the room as the healer looks her over.
Looks like the warden is waiting for you to say something first. ____________________
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)
John: "Oh! Well, that's perfect actually... ... Is that your blood?"
John walks over and takes the scroll to examine it.
John: "Wait, aren't you the one who was refilling Lord Elizabeth's mug?"
The scroll is held closed with a tied ribbon, which is then undone. Looks like a document with fancy writing explaining that you, along with your six buddies (Miimas included) are aiding Vranhal in dealing with an incident that involves dangerous constructs. No specific mention of Lucida or Ultima.
Maid: "Yeah, that's my blood. Don't worry, that stuff grows back!"
The maid snaps off a salute.
Linna: "Linna Ziegel, Personal Assistant and Maid of Lord Elizabeth Hopluit!"
John: "I... Did you take that goddamn postal service? Did someone LET another regular human take that goddamn postal service?"
Linna: "Yeah, but don't worry, I'm built pretty tough, like a brick! Or uh, a fortress? A brick fortress!"
A small bit of blood dribbles down from the corner of her mouth as she says this.
John: "There's blood coming from your mouth. Where did you even- Actually I don't care right now, let's get you looked at just in case. Fortress or not, I've ridden the Postal Service before too, I know how rough that ride is."
He turns back to the receptionist.
John: "We'll need to speak to the warden then. Also, uh, a healer."
Receptionist: ”One moment please.”
Holding down a button on a panel on her side of the counter space, she speaks into it, calling for a healer and an escort to the warden.
Both arrive soon enough, in the form of a red robed chirop and another armored chirop.
Linna: ”I’m coming with you.”
Well, no point trying to argue. You follow the guard as she leads you down the hallway you took earlier, reaching the end and taking the turn right, towards the inside of the building.
Evenly spaced doors are to you left and right of the new hallway, thick metal doors with small clear windows that reveals another door behind that. After several turns here and there in the containment facility, you reach a section that looks like a hallway of office rooms, the guard stopping in front of an open door.
In the room behind the desk is a greying chirop in a darker grey uniform, tapping her nails while looking at you. A brass nameplate on the desk reads “Warden Gafiir Doloa”.
The warden gestures to four chairs in front of her desk. You, John, and P’orihc take a seat while Linna opts to stand in the corner of the room as the healer looks her over.
Looks like the warden is waiting for you to say something first. ____________________
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)
You stuff a mana into a stone and then start cleaning the organ while Horoma and Miimas play around.
It doesn’t take long to clean the stone of flesh, and you get it spotless in no time. It’s a large, rough, crystalline rock the size of a human head with numerous knobby protrusions of varying sizes. The majority of the stone is a clear yellow, with white translucent “veins” that run throughout it. The knobs on the outside are the semi-clear yellow, but have roughly spherical blobs inside that are red and pink swirls. The center of the organ has a complex network of veins, and you can make out a dark green crystal, a light green crystal, and a clear crystal inside.
Madenuuk: ”The yellow part of the stone just holds everything together, and the white are mana conduits. The red orbs are mana stones. The light green crystal is a kinetic focus, the clear is a release, and the dark green is actually blue and is a memory crystal.”
The wolf hands you a chisel and a small hammer.
Madenuuk: ”Gently break apart the yellow and separate the components, take extra care when extracting the memory crystal.”
Well, you could try grabbing all these mana stones first, or get a few out of the way and go straight for the core components. ____________________
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) ---Bind Spirit (Affix a spirit to a physical object) -(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)
You look around the city for a magic shop that would be opened despite the recent incident.
Hmm, that one looks exploded, that other one looks like it had its merchandise stolen.
???: ”Hey you.”
Turning around, you see a shady chirop wearing a cheap burlap cloak.
???: ”I see you eyin’ those shops. They were all bombed or robbed by a bunch of criminals, probably a syndicate or something. You’re in luck though, I can get you hooked up to some wares - s’long as you’ve got the coin. How ‘bout it?” ____________________
-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)
"Warden Doloa, we're very thankful that you have taken the time to speak with us, and we offer apologies for the intrusion. We have been sent on a very important security mission by the city of Vranhal to formulate a plan of action to contain a rogue construct that has begun terrorizing civilization to the east. Our documentation has just reached us courtesy of our friend in the corner, and as such we would like to make a request for the assistance of one of your prisoners in this endeavor."
Thu Oct 15, 2015 5:47 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 197)
"How do I look?
It's still dark out in the hallways. We can live it up in here - if anything, we can make the excuse that we were just looking for shelter after the power went out.
Or privacy. It wouldn't do to ask questions.
...Tabi, how is your night vision?"
Last edited by TheKebbit on Fri Oct 16, 2015 1:32 am, edited 1 time in total.
Thu Oct 15, 2015 7:27 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 197)
> Hand the document over for her to look at. 3 Intermissions. "Matis Emiel, pretty much the foremost expert on constructs that Vranhal knows of. The construct in question is currently pacified, but it's a temporary measure. Emiel is currently our best bet at a long term solution that isn't just fighting it until it breaks. The strength of the construct makes that a non option anyway, the collateral damage that subduing it with force would bring is... unacceptable."
Thu Oct 15, 2015 7:37 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 197)
>Begin with extracting the mana stones. >If the first few come out smoothly then go for the core, otherwise finish off the rest of the stones first.
Fri Oct 16, 2015 1:09 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 197)
"What kind of wares do you mean?"
Fri Oct 16, 2015 4:38 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 198)
Roll 198
The world as the players know it:
1. Kyeltziv 2. Kleigg, Vandolf 3. P’orihc, Ki’stha, John ~~~
1. P’orihc, Ki’stha, John ~~~
Notes:
1. Get Spirit expertise from the Lupus (Kyeltziv) 2. Get Construct expertise from a Construct Master in a Chirop jail (John, P’orihc, Ki’stha) 3. Don't talk to strangers (Kleigg) 4. Help Kleigg with his mission (Vandolf)
Time: Morning
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
Three Intermissions!
You hand the document over to the warden.
Ki’stha: "Warden Doloa, we're very thankful that you have taken the time to speak with us, and we offer apologies for the intrusion. We have been sent on a very important security mission by the city of Vranhal to formulate a plan of action to contain a rogue construct that has begun terrorizing civilization to the east. Our documentation has just reached us courtesy of our friend in the corner, and as such we would like to make a request for the assistance of one of your prisoners in this endeavor."
"Matis Emiel, pretty much the foremost expert on constructs that Vranhal knows of. The construct in question is currently pacified, but it's a temporary measure. Emiel is currently our best bet at a long term solution that isn't just fighting it until it breaks. The strength of the construct makes that a non option anyway, the collateral damage that subduing it with force would bring is... unacceptable."
The warden reads the document with an expressionless face, fingers tapping a file on her desk that reads “Emiel, Matis” on the tab.
Gafiir: ”Under normal circumstances, prisoners can be released if they’ve had no incidents of troublesome or suspicious behavior and they’ve served a specified fraction of their sentence. However, Emiel is considered a prisoner of war, and that allows the state to keep him contained indefinitely. That brings up another issue - you are representatives of Vranhal, and Emiel is a citizen of Esthen. Teleiat handing a POW that belongs to Esthen over to Vranhal, especially when the two are nearly at arms, would be detrimental to Teleiat’s relation with everyone.
Don’t get me wrong, I believe you about the current situation. News came from Imum about an incident in Esthen, something about a light construct.”
She leans back in her chair, tapping the desk with clawed fingers for a moment.
Gafiir: ”Tell you what. I’ll have a chat with the state jurisdiction. Should have news for you by tomorrow afternoon.” ____________________
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 ____________________
"How do I look?
It's still dark out in the hallways. We can live it up in here - if anything, we can make the excuse that we were just looking for shelter after the power went out.
Or privacy. It wouldn't do to ask questions.
...Tabi, how is your night vision?"
Tabi: ”I didn’t see you naked, if that’s what you’re wondering. Chirop eyes are better in the dark than humans, but it’s not like we’re cats or something.
But yeah, we might be up here for a while. Probably going to need to look for food.” ____________________
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)
Ki’stha: "Warden Doloa, we're very thankful that you have taken the time to speak with us, and we offer apologies for the intrusion. We have been sent on a very important security mission by the city of Vranhal to formulate a plan of action to contain a rogue construct that has begun terrorizing civilization to the east. Our documentation has just reached us courtesy of our friend in the corner, and as such we would like to make a request for the assistance of one of your prisoners in this endeavor."
John: "Matis Emiel, pretty much the foremost expert on constructs that Vranhal knows of. The construct in question is currently pacified, but it's a temporary measure. Emiel is currently our best bet at a long term solution that isn't just fighting it until it breaks. The strength of the construct makes that a non option anyway, the collateral damage that subduing it with force would bring is... unacceptable."
The warden reads the document with an expressionless face, fingers tapping a file on her desk that reads “Emiel, Matis” on the tab.
Gafiir: ”Under normal circumstances, prisoners can be released if they’ve had no incidents of troublesome or suspicious behavior and they’ve served a specified fraction of their sentence. However, Emiel is considered a prisoner of war, and that allows the state to keep him contained indefinitely. That brings up another issue - you are representatives of Vranhal, and Emiel is a citizen of Esthen. Teleiat handing a POW that belongs to Esthen over to Vranhal, especially when the two are nearly at arms, would be detrimental to Teleiat’s relation with everyone.
Don’t get me wrong, I believe you about the current situation. News came from Imum about an incident in Esthen, something about a light construct.”
She leans back in her chair, tapping the desk with clawed fingers for a moment.
Gafiir: ”Tell you what. I’ll have a chat with the state jurisdiction. Should have news for you by tomorrow afternoon.” ____________________
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)
"Warden Doloa, we're very thankful that you have taken the time to speak with us, and we offer apologies for the intrusion. We have been sent on a very important security mission by the city of Vranhal to formulate a plan of action to contain a rogue construct that has begun terrorizing civilization to the east. Our documentation has just reached us courtesy of our friend in the corner, and as such we would like to make a request for the assistance of one of your prisoners in this endeavor."
John: "Matis Emiel, pretty much the foremost expert on constructs that Vranhal knows of. The construct in question is currently pacified, but it's a temporary measure. Emiel is currently our best bet at a long term solution that isn't just fighting it until it breaks. The strength of the construct makes that a non option anyway, the collateral damage that subduing it with force would bring is... unacceptable."
The warden reads the document with an expressionless face, fingers tapping a file on her desk that reads “Emiel, Matis” on the tab.
Gafiir: ”Under normal circumstances, prisoners can be released if they’ve had no incidents of troublesome or suspicious behavior and they’ve served a specified fraction of their sentence. However, Emiel is considered a prisoner of war, and that allows the state to keep him contained indefinitely. That brings up another issue - you are representatives of Vranhal, and Emiel is a citizen of Esthen. Teleiat handing a POW that belongs to Esthen over to Vranhal, especially when the two are nearly at arms, would be detrimental to Teleiat’s relation with everyone.
Don’t get me wrong, I believe you about the current situation. News came from Imum about an incident in Esthen, something about a light construct.”
She leans back in her chair, tapping the desk with clawed fingers for a moment.
Gafiir: ”Tell you what. I’ll have a chat with the state jurisdiction. Should have news for you by tomorrow afternoon.” ____________________
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)
You begin carefully chipping away at the yellow crystalline matter, separating the first knob from the rest of the organ. It comes off with a few good chips, hitting the table with a clatter, and then you work on breaking out the red matter from the yellow.
Soon enough, you have red roughly spherical mana stone that even has a bit of mana in it. You repeat the process a few more times to make room to get to the inner parts, when you free a mana stone that seems different from the others.
This one isn’t as smooth as the others, with a black series of veins running through it. It’s also a full mana stone, while all the others had around half or lower.
Madenuuk: ”Ah, it looks like you have a lucky find. That is a mana stone that slowly generates its own mana. Very valuable.” ____________________
-Bag --Mana Stone (Mana: 10/19) --Mana Stone (Mana: 11/20) --Mana Stone (Mana: 5/18) --Mana Stone (Mana: 8/22) --Mana Stone (Mana: 15/20) --Regenerating Mana Stone (24/24) (Regenerates 1 Mana per turn)
-Drake Magic Organ -Folding Peasant’s Knife (+3 Edge)
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) ---Bind Spirit (Affix a spirit to a physical object) -(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)
-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)
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 198)
"That's a little bit of a relief.
Really? You mean you think we'll be up here for that long? How will we pass the time?
...You could tell me about how you came to join the Spiral. I know not everyone gets picked up like I was." >Gravitate to a comfortable position. If there are extra bags of clothes or straw, set them down for the long haul, though we will probably have to steal out for food soon.
I never thought about our characters' need to eat until this point.
Last edited by TheKebbit on Sat Oct 17, 2015 5:34 am, edited 1 time in total.
Sat Oct 17, 2015 5:17 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 198)
"Common for drakes t' have one of these, or they rare t' come 'cross?" >If there's clear access, go for the core, otherwise take off some more mana stones.
>Transfer 20 mana from regenerating stone to the empty Mage Stone >Consolidate the 4 mana from regenerating stone, the mana from other mana stones and my 2 mana >20 into both 20 cap stones >15 into the 22 cap stone
Sat Oct 17, 2015 5:29 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 198)
"Thank you Warden, it's tremendously appreciated. I know it's a lot to ask of you and Teleiat, but we wouldn't be here asking unless there was a lot at stake. It is the same construct as the rumors you heard, from what we can tell the Second was working on this powerful Light construct and there was an accident of some kind, next thing you know it's marched over to Vranhal and made itself our problem. Not much info, but maybe it will help. Then if that's all, we'll take our leave. Thank you again for lending an ear." > Stand up if we're done, head out with the others.
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