Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Ad Infidium (Roll 206)
"I'd rather focus more on dodging and evasion. To be fair, I'm not really strong, so I doubt I'll be doing much in close combat, though the armlet helps with that. Speaking of which, does this ever run out of power?"
Thu Oct 29, 2015 1:59 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 206)
"Not unless you break it. That's just a Focus, it has the knowledge and technique of casting a spell. You use that as a sort of... Shaper for the mana, or your spell casting ability, and it'll take the form of Power Flow. Then you release that as the spell Power Flow with your own power. Anyway, evasion it is. Let's take five, Linna. I think your evasive ability as it is is pretty good, so let's work on its usability. Dodging needs to become second nature. Without even thinking, you move to avoid. You see a sword, you duck away. You hear a whoosh, you jump forward. You pick up a thought about attacking, you dodge right by them. When you sense danger, your body will move automatically to avoid it." > Fire two Marbles with Micrometeor. "Dodge."
Thu Oct 29, 2015 2:31 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 207)
Roll 207
The world as the players know it:
1. Kyeltziv 2. Kleigg, Vandolf 3. 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: Afternoon
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
P’orihc approaches you.
P’orihc: "Excuse me, John, I don't want to be an annoyance, but since you have experience in fighting and you gave me this armlet, care to teach me a thing or two?"
John: "Oh! Uh, sure! What do you want to know, melee fighting I assume?"
P’orihc: "Sure. I'm not planning to use it regularly, but I think that being able to handle myself in close combat would be useful."
John: "Hm, alright. Well, not much I can do to help with Power Flow. I think the best for that is just to use it a lot, get acclimated, let it become second nature. Should be a lot easier to use in battle then. Your telepathy will be a major asset, since you can read your opponents' moves, but it's still good to have a backup, especially if you're going to be facing more than one enemy. Maybe get you used to dodging attacks, perhaps in flight too. You could also probably use your flight for offense, striking from the sky and all. Which do you want to focus on?"
P’orihc: "I'd rather focus more on dodging and evasion. To be fair, I'm not really strong, so I doubt I'll be doing much in close combat, though the armlet helps with that. Speaking of which, does this ever run out of power?"
"Not unless you break it. That's just a Focus, it has the knowledge and technique of casting a spell. You use that as a sort of... Shaper for the mana, or your spell casting ability, and it'll take the form of Power Flow. Then you release that as the spell Power Flow with your own power. Anyway, evasion it is. Let's take five, Linna. I think your evasive ability as it is is pretty good, so let's work on its usability. Dodging needs to become second nature. Without even thinking, you move to avoid. You see a sword, you duck away. You hear a whoosh, you jump forward. You pick up a thought about attacking, you dodge right by them. When you sense danger, your body will move automatically to avoid it."
John uses Micro Meteor on P’orihc Asklar does not attempt to evade Attack lands, inflicting 3 Trauma to P’orihc
John uses Micro Meteor on P’orihc Asklar does not attempt to evade Attack lands, inflicting 3 Trauma to P’orihc
You Micro Meteor two AM marbles at P’orihc, the projectiles hitting his padded shirt with a painful looking impact.
Evasion Behavior: Auto Impulse Evasion when there is Evasion AP | Use Impulse Evasion to recover before actions if stumbled and have any Evasion AP or at least 2 regular AP
Artifact (0/1):
Inventory: -Magic Weapons and Constructs (Book)
-Crude Mana Stone (Mana: 1/1) -Mana Stone (Mana: 2.3/2.3) -Mage Stone (Mana: 10/10) -Mage Stone (Mana: 10/10)
-Padded Shirt (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma) -Black Mage’s Hooded Robe (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma)
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) ---Course Correction (Repeat the Land/Miss on a melee attack (consuming AP), but the target has 0 Evasion) ---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) (Can use Standard AP or Evasion AP) (Launch yourself with kinetics to evade an attack) (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) (Cast at beginning of turn) (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) -(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)
(Physical) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP) -Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
(Hybrid) -Falling Star (Modifier, Melee) (Used with another attack, does not consume AP) (Leap up into the air with kinetic force and attack while falling, strengthening the damage of a single attack) (+Strength = Evasion + Arcane + Mana, Evasion is 0 for the next incoming attack)
-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) -Constitution (+5% Maximum Base HP)
Name: Kleigg (TheKebbit) Race: Human ____________________
"Sure! We can hit the library and see if there are any texts that discuss its potential limits. I'm interested in seeing if I can store runic spells as well as pathic magic that is cast at me."
Tabi: ”Then to the library!”
The prospect of stuffing her batty nose into some books seems to put Tabi in a good mood, and the two of you get lost in the upper floors of the university for a bit until you manage to locate the library. It’s as dark as the rest of the building, but luckily you two have your lamps, as do a few other students who are persevering in their studies despite the power outage.
Tabi: ”So, what first? Maybe some books on Fremit D’Leo? Negation in general?”
"Theory and practice of Negation. I already know a little about D'Leo's life - how he met his telepathic friend and started the Third..."
Tabi: ”Hmm...”
She’s looking at a row of cubicles along one of the walls, each one with a wooden box with a black glass on the front surface, sitting on a cabinet of sorts.
Tabi: ”The catalogue is down. Going to have to search the hard way. Well, I don’t think something as unknown as negation will have a complete book, so we might be better off searching journals.”
She gestures at a section of the library with shelves full of folders, with little alphabetical tabs sticking out here and there.
The two of you head over to the ‘N’ section, seemingly the most logical place to start, and begin searching the folders. Each one has a tab sticking out from the mass of cardboard and paper, making it easy to read the titles without pulling them out, and soon enough you find a folder reading “Negation - Anti-Magic Anomalies”.
Looks like a good start. You open the dark brown folder, and start reading the packet of paper inside.
Hmm. It looks like, based on the Fabric Magic Theory*, negation “anomalies” exert a force that prevent “pinches” from forming, and remove existing ones. Negation by itself doesn’t affect magic sequences** or mana, and all magic users to a degree possess an automatic negation mechanism that stops foreign spells from entering the body. The exception is Telepathic magic, which has an extremely low mana usage that it is able to “sneak” past the automatic negation defenses. It has never been recorded where a mage is able to control their negation abilities if they aren’t an innate negation mage, making it a skill that can’t be learned. Several attempts seem to have been made to teach someone to manipulate their negation field, but to no success.
A few pages discussing tests conducted with the help of a Negation user, whose name is blacked out in the journal, and that seems to be it.
*Thankfully, they have a summary of the Fabric Magic Theory in here. It’s a theory that the physical world is a sort of three-dimensional “fabric,” and exists parallel with a fabric of another world. The different fabrics have different rules, and a “pinch” is when a force pushes the fabrics together in a small area, allowing energy from one fabric to transfer to the other. The energy must abide by the laws in the fabric that it exists in, so it goes through a conversion process. This is magic - energy from the other-fabric entering “our” fabric and undergoing a transformation into another form, fire, light, kinetics, etc.
**Magic sequences seem to be related to pathic magic - “instructions” that govern the conversion process when mana travels through a pinch. ____________________
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)
(Physical) -Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
(Hybrid)
(Other) -Escape! (Roll a 5 or higher to successfully run away from a battle)
P’orihc: "Excuse me, John, I don't want to be an annoyance, but since you have experience in fighting and you gave me this armlet, care to teach me a thing or two?"
John: "Oh! Uh, sure! What do you want to know, melee fighting I assume?"
P’orihc: "Sure. I'm not planning to use it regularly, but I think that being able to handle myself in close combat would be useful."
John: "Hm, alright. Well, not much I can do to help with Power Flow. I think the best for that is just to use it a lot, get acclimated, let it become second nature. Should be a lot easier to use in battle then. Your telepathy will be a major asset, since you can read your opponents' moves, but it's still good to have a backup, especially if you're going to be facing more than one enemy. Maybe get you used to dodging attacks, perhaps in flight too. You could also probably use your flight for offense, striking from the sky and all. Which do you want to focus on?"
"I'd rather focus more on dodging and evasion. To be fair, I'm not really strong, so I doubt I'll be doing much in close combat, though the armlet helps with that. Speaking of which, does this ever run out of power?"
John: "Not unless you break it. That's just a Focus, it has the knowledge and technique of casting a spell. You use that as a sort of... Shaper for the mana, or your spell casting ability, and it'll take the form of Power Flow. Then you release that as the spell Power Flow with your own power. Anyway, evasion it is. Let's take five, Linna. I think your evasive ability as it is is pretty good, so let's work on its usability. Dodging needs to become second nature. Without even thinking, you move to avoid. You see a sword, you duck away. You hear a whoosh, you jump forward. You pick up a thought about attacking, you dodge right by them. When you sense danger, your body will move automatically to avoid it."
John uses Micro Meteor on P’orihc P’orihc does not attempt to evade Attack lands, inflicting 3 Trauma to P’orihc
John uses Micro Meteor on P’orihc P’orihc does not attempt to evade Attack lands, inflicting 3 Trauma to P’orihc
John launches something towards you, which zips through the air and impacts your padded shirt hard enough to hurt a hell of a lot. Two marbles fall and bounce off the paved ground in front of you.
-Padded Shirt (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma) -Grey Mage’s Hooded Robe (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma)
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) ---Locate (Does not consume AP) (Telepathically scan the area and locate people) ---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)
(Physical) -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) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
Staff: ”Yeah. Mana comes out of your construct or whatever through the busted Release and spreads out and becomes super thin. Ambient mana. Useless.” ____________________
-Padded Shirt (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma) -Blue Mage’s Hooded Robe (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma)
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)
(Physical) -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) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
Store Owner: ”Aye. They are not too common in drakes, and the other beasts are difficult to hunt.”
You purchase the wooden protection construct, handing the store owner a gold and five silvers.
Store Owner: ”The totem will automatically protect its carrier from attacks. It can be turned off by rotating the lid counterclockwise until you hear a click.”
"Thanks for your time."
Store Owner: ”Thank you for your business.” ____________________
-Magic Organ Fragment -Bag --Mana Stone (Mana: 14/23) --Mana Stone (Mana: 20/22) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/22) --Mana Stone (Mana: 20/22) --Mana Stone (Mana: 10/19) --Mana Stone (Mana: 10/19) --Regenerating Mana Stone (9/24) (Regenerates 1 Mana per turn) --Focus Stone (Kinetic Bolt, Blast Wave) --Release Stone (Release: 24)
-Brown Mage’s Hooded Robe (5 Armor Resilience , 0/30 Durability) (+0/4 Physical Defense) (Armor does not take damage from Trauma) -Padded Shirt (5 Armor Resilience , 0/30 Durability) (+0/4 Physical Defense) (Armor does not take damage from Trauma)
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) (Cast at beginning of turn) (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)
(Physical) -Chilling Howl (Degrading Condition) (Strike fear into enemies, lowering their Aim and Arcane) (-Aim , -Arcane = Will) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
-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 find a guard, choosing the one at the bridge, and ask her about the communication towers being down.
Bridge Guard: ”Seems like there was an attack. Communication stations, mana generators, mana control facilities, infrastructure like that.” ____________________
-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)
(Physical) -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) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
-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)
-Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
-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)
Last edited by CaveCricket48 on Thu Oct 29, 2015 5:56 pm, edited 1 time in total.
Thu Oct 29, 2015 4:18 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 207)
Ugh... Guess this won't get me anywhere. I need time to think.
"Ah, I see. Thank you."
> Go to a library or something to read a bit about the Venari warriors and their training methods.
Thu Oct 29, 2015 6:38 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 207)
"Oh, this is fascinating..." >More details on these tests? "Tabi, do you think I could conceal others from telepathic detection by setting up my own Negation field around them? We can try it for a second with your interface brick as a measurement standard."
Thu Oct 29, 2015 3:47 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 207)
>Leave shop >Insert Regenerating, 23, two 22's, two 20's and a 19 into the totem, and equip it. >Head to gate to meet up.
Thu Oct 29, 2015 10:50 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 207)
"Not everyone enemy will declare their attacks. In melee it's pretty obvious. With mages and some archers... > Fire two marbles with the same Micrometeor. "Not so much."
Thu Oct 29, 2015 10:58 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 207)
> Analyze John and evade like the graceful Chirop I am.
"Wasn't ready the first time!"
Fri Oct 30, 2015 12:28 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 207)
"And you think a real enemy will give you the courtesy? Always be ready. Always be alert. You'd have died already if I was a real enemy." Once you actually get an Evasion AP pool you should set your evasion behavior so you don't just get auto-hit like my opening shot.
Fri Oct 30, 2015 12:37 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Ad Infidium (Roll 207)
Manual evasion forever!!! I just didn't make it in time for the roll :C
"Damn, that's not what I expected at all. Have you got any simple constructs in that a stone like this would fit?"
Fri Oct 30, 2015 10:10 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 208)
Roll 208
The world as the players know it:
1. Kyeltziv 2. Kleigg, Vandolf 3. 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: Evening
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
___Fighter List___ John Asklar
___Speed Roll___ John: 1 Speed + 4 Roll = 5 P’orihc: 2 Speed + 5 Roll = 7
___Action Priority___ P’orihc: 7 John: 5
___Events___ P’orihc uses Analyze on John +7 Analyze (John)
John uses Meteor Shower on P’orihc P’orihc attempts to evade with Evasion John: 8.8 Aim + 4 Roll = 12.8 vs 23 = 2 Roll + 7 Analyze + 14 Evasion Attack misses P’orihc attempts to evade with Evasion John: 8.8 Aim + 1 Roll = 9.8 vs 25 = 4 Roll + 7 Analyze + 14 Evasion Attack misses
"Not everyone enemy will declare their attacks. In melee it's pretty obvious. With mages and some archers…”
You fire two marbles at once, with P’orihc dodging both.
"Not so much."
P’orihc: "Wasn't ready the first time!"
"And you think a real enemy will give you the courtesy? Always be ready. Always be alert. You'd have died already if I was a real enemy." ____________________
Evasion Behavior: Auto Impulse Evasion when there is Evasion AP | Use Impulse Evasion to recover before actions if stumbled and have any Evasion AP or at least 2 regular AP
Artifact (0/1):
Inventory: -Magic Weapons and Constructs (Book)
-Crude Mana Stone (Mana: 1/1) -Mana Stone (Mana: 2.3/2.3) -Mage Stone (Mana: 10/10) -Mage Stone (Mana: 10/10)
-Padded Shirt (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma) -Black Mage’s Hooded Robe (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma)
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) ---Meteor Shower (Fire multiple projectiles with damage evenly distributed) (Inflicts Total + 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) ---Course Correction (Repeat the Land/Miss on a melee attack (consuming AP), but the target has 0 Evasion) ---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) (Can use Standard AP or Evasion AP) (Launch yourself with kinetics to evade an attack) (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) (Cast at beginning of turn) (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) -(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)
(Physical) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP) -Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
(Hybrid) -Falling Star (Modifier, Melee) (Used with another attack, does not consume AP) (Leap up into the air with kinetic force and attack while falling, strengthening the damage of a single attack) (+Strength = Evasion + Arcane + Mana, Evasion is 0 for the next incoming attack)
-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 all “Meteor” skills) -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) -Constitution (+5% Maximum Base HP)
Name: Kleigg (TheKebbit) Race: Human ____________________
"Oh, this is fascinating..."
It looks like the tests had ten subjects overall - three humans, three chirop, three lupus, all considered “normal,” and then a human who was capable of using negation.
The first experiment involved all the subjects being targeted with telepathy. While the “normal” subjects were capable of receiving telepathic messages, the negation user was not, and after some testing, it was determined that the negation user’s negation field was permanently up. This resulted in their inability to use any other form of magic, and at the same time shielding them from all telepathy.
The second test only had the negation user, where he(?) simply nullified magic and the results were recorded.
"Tabi, do you think I could conceal others from telepathic detection by setting up my own Negation field around them? We can try it for a second with your interface brick as a measurement standard."
Tabi: ”Sounds possible. You’ve got the brick, and it’ll point to the closest person to it, so have at it whenever you’re ready.” ____________________
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)
(Physical) -Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
(Hybrid)
(Other) -Escape! (Roll a 5 or higher to successfully run away from a battle)
___Speed Roll___ John: 1 Speed + 4 Roll = 5 P’orihc: 2 Speed + 5 Roll = 7
___Action Priority___ P’orihc: 7 John: 5
___Events___ P’orihc uses Analyze on John +7 Analyze (John)
John uses Meteor Shower on P’orihc P’orihc attempts to evade with Evasion John: 8.8 Aim + 4 Roll = 12.8 vs 23 = 2 Roll + 7 Analyze + 14 Evasion Attack misses P’orihc attempts to evade with Evasion John: 8.8 Aim + 1 Roll = 9.8 vs 25 = 4 Roll + 7 Analyze + 14 Evasion Attack misses
John: "Not everyone enemy will declare their attacks. In melee it's pretty obvious. With mages and some archers…”
You peer into John’s mind, analyzing his skills and basic movement patterns, occasionally skimming over-wait, what? Does… Does he think about those things all the time? Caelus, he’s got a dirty mind.
You see him moving to attack, and evade the double marble shot like a graceful telepathic bat.
John: "Not so much."
"Wasn't ready the first time!"
John: "And you think a real enemy will give you the courtesy? Always be ready. Always be alert. You'd have died already if I was a real enemy." ____________________
-Padded Shirt (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma) -Grey Mage’s Hooded Robe (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma)
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) ---Locate (Does not consume AP) (Telepathically scan the area and locate people) ---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) ---Calling the Shots (Does not consume AP) (Successfully predict what skill an enemy will perform, and increase your Evasion by 100% of its base value to that attack. AP will not be consumed while dodging that attack) -(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)
(Physical) -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) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
-Padded Shirt (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma) -Blue Mage’s Hooded Robe (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma)
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)
(Physical) -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) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
-Magic Organ Fragment -Bag --Mana Stone (Mana: 20/22) --Mana Stone (Mana: 10/19) --Focus Stone (Kinetic Bolt, Blast Wave) --Release Stone (Release: 24)
-Leather Carrying Bag --Wooden Protection Totem (Mana: 114/150) ---Mana Stones (7/8) ----Regenerating Mana Stone (?/24) (Regenerates 1 Mana per turn) ----Mana Stone (Mana: ?/23) --Mana Stone (Mana: ?/22) --Mana Stone (Mana: ?/22) --Mana Stone (Mana: ?/20) --Mana Stone (Mana: ?/20) --Mana Stone (Mana: ?/19)
-Brown Mage’s Hooded Robe (5 Armor Resilience , 0/30 Durability) (+0/4 Physical Defense) (Armor does not take damage from Trauma) -Padded Shirt (5 Armor Resilience , 0/30 Durability) (+0/4 Physical Defense) (Armor does not take damage from Trauma)
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) (Cast at beginning of turn) (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)
(Physical) -Chilling Howl (Degrading Condition) (Strike fear into enemies, lowering their Aim and Arcane) (-Aim , -Arcane = Will) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
-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)
Ugh... Guess this won't get me anywhere. I need time to think.
"Ah, I see. Thank you."
You head into the city and search for a library.
It’s… A lot harder to find one than you expected. Well, there are plenty of university libraries, but those are off-limits to non-students. After spending a while searching the streets, you manage to locate a small two-story building in a less extravagant part of town with a sign over the door that reads “Public Library.”
You head on inside, the door colliding with a bell connected to the doorframe, and step into something the size of a living room, shelves full of books along all the walls. To the back right (your right) side of the room is a staircase leading up, a single chain from the banister to the wall blocking the path. The front right of the store has a table with some papers, where a modestly dressed chirop is sitting.
-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)
(Physical) -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) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
-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)
-Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
-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)
Skills: (Magic) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) ---Flare (Unleash a torrent of flame that burns and sets targets on fire) (Burn + On Fire = Arcane + Mana) ---Fireball (Launch an orb that unleashes an explosion of heat on impact) (Inflicts Burn = Arcane + Mana) ---Flash Point (Launch an orb that sets a target on fire) (Inflicts On Fire = Arcane + Mana) ---Cauterize (Use heat to seal a wound) (Inflicts Burn = [Arcane + Mana] * 0.1 , Removes Cut, Frozen = Arcane + Mana) ---Mirage (Heat the air to cause distortions, lowering Aim and increasing Evasion on the target) (-Aim = Arcane + Mana, +Evasion = Arcane + Mana)
-Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
-Pyromania (Passive) (+50% Fire magic effectiveness) (No damage taken from Cauterize) (No Aim reduction taken from Mirage) -Twin Dragons (Flare casts twice [on 1 AP]) -Mana Regeneration (Mana regenerates 2 per turn)
Tue Nov 03, 2015 6:30 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 208)
"Hi there, I was just wondering about the Venari and their training methods, and thought maybe I could find something about that here."
Tue Nov 03, 2015 7:03 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 208)
"And sometimes your opponent won't be vulnerable to Telepathy, and you'll have to rely on just your evasion skills." > Marble Meteor, draw back in some fired marbles.
Tue Nov 03, 2015 7:05 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
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