Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 208)
CrazyMLC wrote:
"Hi there, I was just wondering about the Venari and their training methods, and thought maybe I could find something about that here."
Librarian: "I believe I might have something you're looking for."
She walks over to a shelf, scanning the line of books before pulling one out and handing it to you.
The Wolves of Venari
Librarian: "Venari warriors are called wolves - primal, ferocious, for their brutal training methods and results. This book gives a history and overview of the training, so it seems like it fits the bill perfectly."
Amazigh wrote:
"Yeah yeah, ready t' go." >Head east.
Your party heads east, travelling the road in the red evening sky. After a good amount of leg work, you encounter what looks to be a scene of a fight - dead chirop mages lying on the road, blood staining the ground red. One of them seems to be alive, wheezing. She's dressed in a bloody, dark green robe, open wounds visible in various places.
Survivor: "Still... Around... Watch out.."
Tue Nov 03, 2015 7:30 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 208)
"What efficient service! Thank you, winged one."
> Take the book and read it as thoroughly as Vandolf can manage.
Tue Nov 03, 2015 7:35 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 208)
> Aerial evasion! Fly at minimum altitude. "I'm happy that my regular skills are still useful enough."
Tue Nov 03, 2015 7:44 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 208)
"You seein' her Horoma, Miimas? or is she a ghost." >Do any of the corpses match the Chirop.
>If ghost *Who.. What's still around?* >Look out for an ambush
>If not-ghost >Channel Grant to heal the Chirop "What did this t' you?"
Tue Nov 03, 2015 7:58 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 208)
>First attempt to surround the brick in its own null-sphere, seeing if it still points to Tabi. Then, dispel that and place a null field around Tabi herself. Remove the field when we confirm whether the brick detects her.
Tue Nov 03, 2015 2:50 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 209)
Roll 209
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 + 3 Roll = 4 P’orihc: 2 Speed + 6 Roll = 8
___Action Priority___ P’orihc: 8 John: 4
___Events___ P’orihc waits
John uses Micro Meteor on P’orihc P’orihc attempts to evade with Evade John: 8.8 Aim + 6 Roll = 14.8 vs 23 = 7 Analyze + 2 Roll + 14 Evasion :P’orihc Attack misses P’orihc is in the air (Aerial Evasion), Altitude 1!
John uses Levitation John retrieves 1 Marble
John: "And sometimes your opponent won't be vulnerable to Telepathy, and you'll have to rely on just your evasion skills."
You fire a Micro Meteor’d AM marble at P’orihc again, this time he dodges by leaping into the air and maintaining a low-altitude flight.
P’orihc: "I'm happy that my regular skills are still useful enough." ____________________
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 ____________________
First, you surround the brick in its own null-sphere. The compass display on the screen changes direction from pointing to Tabi to pointing at one of the shelves, a bit further down and in a different aisle.
Then, you dispel the field around the brick, the needle quickly pointing back at Tabi, and then put a field around Tabi, resulting in the needle pointing back towards the other-aisle spot. You then remove the field from Tabi.
Looks like null fields do indeed block telepathic connections. ____________________
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 + 3 Roll = 4 P’orihc: 2 Speed + 6 Roll = 8
___Action Priority___ P’orihc: 8 John: 4
___Events___ P’orihc waits
John uses Micro Meteor on P’orihc P’orihc attempts to evade with Evade John: 8.8 Aim + 6 Roll = 14.8 vs 23 = 7 Analyze + 2 Roll + 14 Evasion :P’orihc Attack misses P’orihc is in the air (Aerial Evasion), Altitude 1!
John uses Levitation John retrieves 1 Marble
John: "And sometimes your opponent won't be vulnerable to Telepathy, and you'll have to rely on just your evasion skills."
John launches a projectile at you again, and this time you evade by jumping into the air and maintaining a low-altitude flight.
"I'm happy that my regular skills are still useful enough."
You think you’ve learned a few new skills too, could come in handy. ____________________
-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 [and order of skills, if performing multiple calls] 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)
-Aerial Evasion (Passive) (Can use Flight right after an enemy attack is successfully evaded on the ground) -Mind Guard (+1 Telepathy Resistance) -Acrobat (Passive) (Grants a separate pool of AP for evasion) -Multiprocessing (Passive) (Grants a separate pool of AP for Telepathic magic)
-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)
Your party heads east, travelling the road in the red evening sky. After a good amount of leg work, you encounter what looks to be a scene of a fight - dead chirop mages lying on the road, blood staining the ground red. One of them seems to be alive, wheezing. She's dressed in a bloody, dark green robe, open wounds visible in various places.
Survivor: "Still... Around... Watch out.."
"You seein' her Horoma, Miimas? or is she a ghost."
Horoma: ”I see her.”
Miimas: ”Yeah, don’t think she’s a ghost.”
You channel grant and heal the chirop.
Grant: Surprised she’s still alive, these are some nasty wounds.
"What did this t' you?"
The chirop slowly gets to her feet in a crouch, probably too weak to stand.
Chirop Green Mage: ”Some sort of mummy freak. Came out of nowhere and started cutting us to ribbons. Ate a few of us and then ducked into the bushes, then you came by.”
A shuffling in the bushes sounds out as if on cue, and a creature appears, looking like a large blob wrapped in white ribbon on two short, thick legs. A pair of long, wide ribbons are on either side of its body, as if they were arms.
The creature is a fair bit larger than you, and looks kind of clumsy.
Horoma: ”Can I roast it? I want to roast it.”
Miimas: ”That’s what attacked you?”
Chirop Green Mage: ”It ate five of us, it’s probably a lot slower than it was before.”
The beast lunges! - or, well, hobbles towards you. It, uh, certainly ate its fill, and then some. ____________________
-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: 115/150) ---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)
"Hi there, I was just wondering about the Venari and their training methods, and thought maybe I could find something about that here."
Librarian: "I believe I might have something you're looking for."
She walks over to a shelf, scanning the line of books before pulling one out and handing it to you.
The Wolves of Venari
Librarian: "Venari warriors are called wolves - primal, ferocious, for their brutal training methods and results. This book gives a history and overview of the training, so it seems like it fits the bill perfectly."
"What efficient service! Thank you, winged one."
You take the book and read it as thoroughly as you can manage.
Long before the war of blades, when Venari was a town and not considered a city, it was constantly under attack from bandits and beasts. One major incident was when an ancient manticore, named “Biilkralen” by the locals, attacked the city.
The beast was described as two stories tall when it stood up, with a body of a lion mixed with a bear, the head of a human crossed with a lion, claws like scythes. Two bony limbs, like something of a defeathered bird, connected to the shoulders, the pointed ends strong enough to lance through armor. To complete the monster, a long tail covered in spines that could be hurled through the air with a flick, and the spines would regenerate in mere hours.
Lupus warriors were cut down by the row, armor tearing as easily as flesh. Roughly a fourth of the population was killed before a lupus by the name of Hraasan Fah reached the manticore. Hraasan, while not the alpha-male due to various traditions involving rank, was easily twice the size of an ordinary lupus, and many more times stronger. Biilkralen’s thick fur coat easily resisted edged weaponry and Hraasan didn’t have a mace or hammer with him, so he resorted to fighting the manticore with his bare hands, earning him the title of Manticore Boxer. The nimble yet powerful wolf ducked and weaved and jumped to avoid Biilkralen’s flesh-rending and earth-shattering attacks, countering with punches that moved fast enough that the air whistled, leaving heavy bruises in the manticore’s body.
The two supposedly fought from afternoon to sundown without rest, until Biilkralen suddenly stopped attacking. The monster looked Hraasan in the eye, smiling, before backing off and retreating into the forest.
Following the incident, Hraasan was touted as a hero and asked to train Venari’s warriors, so that they would be able to defend their home when Hraasan became aged.
The Venari warriors were then after called Wolves - primal, ferocious, and enduring, but still observant and tactically brilliant.
Years later, war broke out between Venari and the Ruhe, the latter in control of Fluustern and Gabel. Hraasan took part in the fighting, his last battle pitted him and a handful of Venari Wolves against a great number of Ruhe shamans. The battle was won by the Ruhe, but there losses were so great that their surviving numbers were in the single digits, and retreated. None of the Venari Wolves were left standing.
At the conclusion of the war, which resulted in a stalemate and a peace agreement, a grand ceremony was held to celebrate Hraasan and the other heroic Wolves who fought to the death.
As Hraasan was laid into the ground, many lupus reported seeing a massive manticore observing them from the edge of the forest. The morning after the ceremony, when Hraasan’s family went to visit his grave, they found two immense bony limbs, the wing-like protrusions on a manticore’s shoulders, planted into the ground, one on each side of Hraasan’s memorial stone.
The limbs remain there to this day, and it is said that on the anniversary of the fight between Hraasan and Biilkralen, a giant, unwinged manticore can be seen at the edge of the forests that surround Venari.
Looks like that’s the history. You can keep reading to figure out the actual training stuff. ____________________
-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)
Last edited by CaveCricket48 on Wed Nov 04, 2015 8:31 am, edited 1 time in total.
Wed Nov 04, 2015 7:48 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 209)
Looks like she wasn't kidding about the Venari being "pretty strong" based off of what this says... Hm...
> I need to get back to my errand for the tower guard, but let's read about the training first. Store mana.
Wed Nov 04, 2015 8:09 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 209)
"Looks like a Schal, cloth's the beast, rest is a puppet." "Go for it Horoma, fire sounds like a good idea right now." >If it closes in, get in front of the more squishy party members, then 3 mana power flow and two 3 stamina swings at it.
Wed Nov 04, 2015 8:39 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 209)
> Land. "Well, things are going succesfully for me so far. I'm open for any more suggestions you might have for combat basics or things you'd like to teach. If you still want to, I mean."
Wed Nov 04, 2015 9:50 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 209)
"Mm, we'll stop here. Though, keep Power Flow up, as much as possible. Even if you're just walking down the street, Power Flow unless it would cause problems somehow. The more used to it and familiar with it and Fortification in general, the easier it'll be to use it in an actual fight. Right now you have to go out of your way to use it, like with Evasion. ...Mm. That would be some good advice for me too, wouldn't it." > On that note, Power Flow and Quick Rest "Linna, you up for another go?"
Wed Nov 04, 2015 11:10 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 209)
"Alright, seems like a good idea."
> Put the crossbow in my inventory and equip the steel longsword. Do a couple of movements with finesse. Power flow and repeat the same movements.
Thu Nov 05, 2015 12:50 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 209)
"Since we're on the subject of magical curiosities..." >Fish out the sample of negative fabric I found way back in the mons near where this all began. Present it to Tabi. "Do you know anything about this high-absorption material? I was told it's something like an electrically-controlled mage stone. Could you find a use for it?"
Thu Nov 05, 2015 2:16 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 210)
Roll 210
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: Night
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
The sun has set, and the magic lamps on the streets light up.
John: "Mm, we'll stop here. Though, keep Power Flow up, as much as possible. Even if you're just walking down the street, Power Flow unless it would cause problems somehow. The more used to it and familiar with it and Fortification in general, the easier it'll be to use it in an actual fight. Right now you have to go out of your way to use it, like with Evasion. ...Mm. That would be some good advice for me too, wouldn't it."
You can’t Power Flow and Quick Rest at the same time, so you just rest instead.
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 ____________________
"Since we're on the subject of magical curiosities..."
You fish out the pouch containing the Negative Fabric and present it to Tabi.
"Do you know anything about this high-absorption material? I was told it's something like an electrically-controlled mage stone. Could you find a use for it?"
She carefully takes the pouch and pulls the black sphere out, holding it under lamp light.
Tabi: ”Can I get the brick back?”
You give her back the interface brick, and she takes out some sort of small claw with a wire, connecting the wire to the brick and using the claw to grip the negative fabric. A few button pushes on the brick and glowing characters scroll across its screen.
Tabi: ”... Huh. It responds to telepathy. I guess that’s what whoever meant by ‘electrically controlled’. It’s not quite a mage stone, but functions close enough that you might as well call it one. The weird thing is that it’s generating its own mana, and doesn’t seem like an organ stone from a corrupted beast.
Where did you get this exactly? If you don’t mind me asking, I mean.”
She detaches the claw from the fabric, places it back into the pouch, and hands it back to you. ____________________
Skills: (Magic) -(???) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) ---Withdrawal (Take a select amount of mana from a source that is in contact) --(???) ---Extrasensory (Detects magic in the area) (Does not consume AP) -(???) --(Negation) ---Nullify (Reduce the effectiveness of a magic instance, cancelling it with enough effort) ---Zero Field (Create a persistent nullification effect on a target or area) (Inflicts Null Body = Arcane + MP) ---Capture (Grab an instance of a spell being cast, storing it while nullifying any remaining) (Nullify = Arcane + Mana) ---Release (Cast a spell that was stored with Capture [removes spell from storage]) ---Reversal (Reverses the Light/Dark polarity of a magic instance) (Fire<->Ice , Impulse<->Fortification , Light<->Dark , Electric caster/user is switched) (Reverse Strength = Arcane + Mana)
(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)
The sun has set, and the magic lamps on the streets light up.
John: "Mm, we'll stop here. Though, keep Power Flow up, as much as possible. Even if you're just walking down the street, Power Flow unless it would cause problems somehow. The more used to it and familiar with it and Fortification in general, the easier it'll be to use it in an actual fight. Right now you have to go out of your way to use it, like with Evasion. ...Mm. That would be some good advice for me too, wouldn't it."
"Alright, seems like a good idea."
John: "Linna, you up for another go?"
Linna: ”Sure.”
Putting away your crossbow, you draw your steel longsword and do a couple moves with some slow, deliberate finesse. You’re not used to this type of weapon - it’d take some practice getting edge alignment perfect on every swing to get the most bang out of your buck, but it feels balanced in hand and easy to manipulate.
After using the bracelet to Power Flow up (which is a strange experience in itself), you find the sword significantly easier to swing, but you’re still gonna need practice with the blade for it to be more useful than an oversized cutting thing.
Hmm, practice with edge alignment, parries, blocks, counters, lots of stuff you could work on. ____________________
-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 [and order of skills, if performing multiple calls] 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)
-Aerial Evasion (Passive) (Can use Flight right after an enemy attack is successfully evaded on the ground) -Mind Guard (+1 Telepathy Resistance) -Acrobat (Passive) (Grants a separate pool of AP for evasion) -Multiprocessing (Passive) (Grants a separate pool of AP for Telepathic magic)
-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)
"Looks like a Schal, cloth's the beast, rest is a puppet. Go for it Horoma, fire sounds like a good idea right now.”
A jet of flame violently bursts from Horoma’s hand, causing everyone else to jump back startled. The stream of fire hits the Schal, tongues of fire wrapping around its body, lasting for a second before cutting off. Another blast of fire follows, same as the first, and the cook-off is repeated another four times, leaving a large pile of smoking ashes where the Schal once stood. No sign of cloth remains.
Horoma: ”I think I got it.”
Miimas: ”Looks, uh, pretty dead to me.”
Horoma: ”Should we see if its core survived?”
The sun has set now, and the new chirop has a small flame in her hand for light. ____________________
-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: 116/150) ---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)
The sun sets outside, and the store is filled with darkness.
Librarian: ”Something happened with the city power, so the library’s artificial lights are down. I have a portable lantern though, if you would like to keep reading.” ____________________
-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)
Thu Nov 05, 2015 8:40 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 210)
"That would be wonderful, thank you."
> Read the bit about the training, and then return the book to the librarian.
Thu Nov 05, 2015 10:54 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
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