Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 221)
TorrentHKU wrote:
> 4 Mana. 4 Speed, 2 Will, 2 Arcane. Stretch. Activate healing lamp for 20 Mana's worth, use my Mage Stones. "Thanks, Linna. Coming to deliver that document, agreeing to train with me, giving me a good fight, and even worrying when I got hurt. Seriously, thank you."
"Thanks, Linna. Coming to deliver that document, agreeing to train with me, giving me a good fight, and even worrying when I got hurt. Seriously, thank you."
Linna: "Worrying? Um, yeah. No problem."
CrazyMLC wrote:
"Making good progress thankfully - I'm feeling a bit more confident about not immediately being shredded like paper. Being able to actually avoid being hit is a massive improvement for me, and it's all thanks to you two. I may even be ready to begin training with the Venari, much sooner than I thought. I just hope one day I can return the favor."
> Take the time to calm my mind and focus on my movements.
"Ah, well, maybe I'm getting a bit overly-sentimental here. Say Ettiin, maybe you don't have to hold back all the way this time, I'm sure Rudo's feeling a bit left out over there. I'm ready."
Rudo: "Eh? I don't wanna be wasting mana on any more suicide attempts, thank you very much."
Ettiin: "How hard do you want me to hit you? You're just practicing evading, right? Doesn't make sense to beat you up and slow your training."
TheKebbit wrote:
"Nothing at all. An enigma just swallowed itself in front of us.
Thank you for following me into this, Tabi. I can't act alone, I - I need your expertise. Like bread and air. Should we report back to the Spiral? Do you think we can give them a signal that we are going undercover, to do recon elsewhere? How short of a chain are we being kept on?
I have friends who are attempting to do some very interesting things in construct theory to help save innocents from a loose magic weapon. They call it Lucida. It burns most things it comes across because the Second put it in sensory deprivation. My biggest regret is trying to control it, once."
Tabi: "Lucida? The Chaos weapon? It's on the loose?"
She takes a moment to think.
Tabi: "If we can get in contact with Bayfri, we could tell him about the situation and he'd probably be able to allow us to work on stopping Lucida. It does sound like something the Spiral would be interested in helping with."
Amazigh wrote:
>Get up, stretch. "Horoma, you 'wake?"
Her eyes open as if she was awake the entire time.
Horoma: "Yeah."
She sits up and then scoots off the bed.
Horoma: "Hey. We're not too attached to Tuhota, right? No hard feelings if she got burnt to a crisp?"
Wed Nov 18, 2015 4:36 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 221)
"Yes. This is a problem for all of us.
Shall we make our way back to a hideout?"
Wed Nov 18, 2015 4:40 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 221)
"Alright, sappiness out of the way. Let's go see if the warden managed to get Emiel out on good behavior." > Head back to the containment facility after healing.
Wed Nov 18, 2015 4:53 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 221)
"Thinkin' she can't be trusted?" "Did seem overly 'thusiastic t' come with us, but could just be a weirdo."
Wed Nov 18, 2015 5:06 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 221)
> Remain prepared for her to move like a blur. Calm my mind and try to delay and evade as effectively as possible, to test my limits.
"Aha, alright. Perhaps I am getting a bit ahead of myself - I trust your judgements. Go for another hit, then."
"Hmm..." > Try and form artifacts of other shapes and sizes. Try leaving a working one on the ground and seeing what its limits are - how far can I go / how long does it last?
Wed Nov 18, 2015 2:26 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 221)
"Let's just walk in, and tell me if any catches your eye."
Wed Nov 18, 2015 4:34 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 222)
Roll 222
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: Morning
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
"Thanks, Linna. Coming to deliver that document, agreeing to train with me, giving me a good fight, and even worrying when I got hurt. Seriously, thank you."
Linna: "Worrying? Um, yeah. No problem."
Points distributed!
You heal yourself with the healing lamp, using 20 mana from two of your stones.
"Alright, sappiness out of the way. Let's go see if the warden managed to get Emiel out on good behavior."
The two of you walk back to the Containment Facility and enter. Walking up to the receptionist, she pulls up an envelope sealed with a wax stamp.
Receptionist: ”John Freemaneth?”
You nod, and she hands you the envelope, which has your name written on it.
Receptionist: ”The warden said that she won’t be able to meet you in person today, but she left that for you.”
Well, might as well see what’s inside. Taking a seat, you pop the seal and pull out the contents.
The first two pages are handwritten.
Addressing the representatives of Vranhal - The situation with Matis Emiel is more complicated than I thought. While he was initially imprisoned for an accident in Teleiat, there is protocol in place that prevents him from being released even if he was to be pardoned for the accident.
The protocol in question is itself confidential in its exact nature, but I have pieced together enough bits and pieces. It entails a precise memory wipe and indefinite imprisonment of a subject that was involved in a secret, state-sanctioned experiment if the subject is suspected of leaking information or defect without permission. From what I can tell, this protocol was not initiated in response to the Teleiat incident.
There’s not a whole lot I can do to free Emiel, presenting your case to the state jurisdiction and even the council yielded no results. I’ll see if I can’t poke around a bit, see what’s going on.
Turning the handwritten pages over, you find a dark brown folder with a label on the front.
PARTIAL DECLASSIFICATION FOR REVIEW SECURITY CLEARANCE 3
Opening it up, you’re greeted with - black lines. Where you assume text would be, all you see are black rectangles, leaving only basic words like “and,” “the,” “to,” and so on remaining. Flipping through the pages, they’re all like that - no dates, no names, no places. Until as you’re flipping you see something red, and quickly turn back - Luttiim, circled in red ink. There are more circles on other pages - “north,” “field,” “trees,” “walls,” and others.
The last page in the folder is another handwritten sheet.
Emiel involved in Project Heartstone Facility north of Luttiim ____________________
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
Trauma: 30 Evasion -15 => -8
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: 0/10) -Mage Stone (Mana: 0/10)
-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) ---Propulsion Blast (Power a melee attack with a kinetic blast on impact [no AP/Mana is lost from Propulsion Blast if the melee attack misses]) (+Damage = Arcane + Mana) ---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)
(Other) -Counter Strike (Counter) (Instantly attack following an enemy’s attack if your Speed Roll is higher)
-Berserker (Passive) (Grants a separate pool of AP for melee attacks) -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 (+15% Maximum Base HP)
Name: Kleigg (TheKebbit) Race: Human ____________________
"Nothing at all. An enigma just swallowed itself in front of us.
Thank you for following me into this, Tabi. I can't act alone, I - I need your expertise. Like bread and air. Should we report back to the Spiral? Do you think we can give them a signal that we are going undercover, to do recon elsewhere? How short of a chain are we being kept on?
I have friends who are attempting to do some very interesting things in construct theory to help save innocents from a loose magic weapon. They call it Lucida. It burns most things it comes across because the Second put it in sensory deprivation. My biggest regret is trying to control it, once."
Tabi: "Lucida? The Chaos weapon? It's on the loose?"
She takes a moment to think.
Tabi: "If we can get in contact with Bayfri, we could tell him about the situation and he'd probably be able to allow us to work on stopping Lucida. It does sound like something the Spiral would be interested in helping with."
"Yes. This is a problem for all of us.
Shall we make our way back to a hideout?"
Tabi: ”Yeah, let’s go.”
Exiting the former shoe store, you find a few people up and about in the area, now that it’s morning. Moving around the city is easier in your uniforms amongst the other students, blending in and avoiding the gaze of the larger number of sentries.
The two of you soon make it to a run-down building on the other edge of the city amongst other dilapidated structures. Tabi knocks on the door and delivers the password, and a number of locks are undone before opening. The two of you are greeted by Bayfri and step inside.
It looks almost like a shack, except made of stone. Just a single room, but at least there’s an upper level that you reach via rickety stairs that are just planks jutting out of the wall.
Bayfri: ”Good to see you two made it. Most of the targets were destroyed, and the Hastae are on the defensive - the number of attacks on our bases, as well as those on criminal syndicates, have dropped off severely.”
Tabi: ”Good thing you told me your preference of backup shelters. Not something the other group leaders do, bet they’re all scattered about.”
Bayfri: ”Aye. Safely scattered about, hopefully.”
Tabi: ”Anyways, Kleigg wanted to ask you about something.”
She waits for you to deliver your request. ____________________
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 or piece of Artificial Matter, storing it along with its mana) ---Release (Cast a spell that was stored with Capture [removes spell from storage]) ---Delete (Delete a captured spell) (Does not consume AP) ---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)
-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)
-Edge Alignment (+10% Damage and Aim to attacks with edged weapons) -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)
You try to form electrical artifacts of other shapes and sizes - a halo and a flat plane are doable, but they don’t really have a functional difference to the ball. As for how far away they can be, it seems that you can project an artifact out over a long distance and pull it back quickly, but trying to maintain it at a distance for anything more than a second is too straining.
Placing an artifact on the ground doesn’t have any effect until you release control over it, which results in a miniature lightning bolt from the artifact to the ground, and the artifact vanishing.
Artifacts near you can remain indefinitely, it seems. ____________________
-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) ---Ball Lightning (Create an electric artifact that releases all of its energy upon contact) (Electrocution = Arcane + Mana) ---Discharge (Does not consume AP) (Release any number of electric artifacts)
(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 --Focus Stone (Kinetic Bolt, Blast Wave) --Release Stone (Release: 24) --Drake Magic Organ (Remains) --Drake Magic Organ --Drake Magic Organ
-Leather Carrying Bag --Wooden Protection Totem (Mana: 134/150) ---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)
"Making good progress thankfully - I'm feeling a bit more confident about not immediately being shredded like paper. Being able to actually avoid being hit is a massive improvement for me, and it's all thanks to you two. I may even be ready to begin training with the Venari, much sooner than I thought. I just hope one day I can return the favor."
> Take the time to calm my mind and focus on my movements.
"Ah, well, maybe I'm getting a bit overly-sentimental here. Say Ettiin, maybe you don't have to hold back all the way this time, I'm sure Rudo's feeling a bit left out over there. I'm ready."
Rudo: "Eh? I don't wanna be wasting mana on any more suicide attempts, thank you very much."
Ettiin: "How hard do you want me to hit you? You're just practicing evading, right? Doesn't make sense to beat you up and slow your training."
"Aha, alright. Perhaps I am getting a bit ahead of myself - I trust your judgements. Go for another hit, then."
___Fighter List___ Vandolf Ettiin
___Speed Roll___ Vandolf: 1 Speed + 4 Roll = 5 Ettiin: 7 Speed + 6 Roll = 13
___Action Priority___ Ettiin: 13 Vandolf: 5
___Events___ Ettiin attacks Vandolf Vandolf attempts to evade with Delay and Evade Ettiin: 15 Aim + 4 Roll = 19 vs 22 = 4 Roll + 14 Aim + 4 Evasion :Vandolf Attack misses
You manage to evade again, but you weren’t sure how to make it more effective. What exactly would you improve on? ____________________
-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) -Weak Block (Evasion) (Intercept an attack to defend yourself) (Block connects if your Aim >= Attack Aim) (-Damage = 0.5*Strength) (Uses Standard AP or Melee AP) -Delay and Evade (Evasion) (Intercept the attack to delay it, and immediately follow up with an evade) (+Evasion = Aim) (Uses [a single] 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)
> Grab a stick, begin applying artifacts to it and waving it like a sword in the air, then hitting something with it
Thu Nov 19, 2015 6:04 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 222)
"This... Tch. ♥♥♥♥." > Head back out, out of earshot of the guards. "Change of plans, Linna. This Emiel rabbit hole goes deep. They've got him wrapped up in some big state project, and whatever it is warrants this-" > Wave one of the blacked out sheets for effect. "So they're gonna hold on to him and this project tight. And getting answers ourselves, well... going there ourselves and snooping around would probably fall under espionage. Possibly sabotage, even. Legality aside, it's probably locked up even tighter than the containment facility here. Ugh, heaven and earth I despise politics. ... Alright. Linna, we need to return to Vranhal to report back, possibly get reinforcements. Should talk to Emiel first though. I doubt he can tell us much if anything about this, but it's worth a shot. Got a few questions about Constructs I'd like to ask too before we leave. P’orihc and Ki'stha we'll have go scope it out. P’orihc's a telepath and they're both chirop, he's got the best chance of being unseen and they've the best excuse if caught. Thoughts?"
Thu Nov 19, 2015 6:45 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 222)
"Looks like I can't get much better at this right now. Any ideas for what else to work on? What do you think's important in a battle?"
Thu Nov 19, 2015 7:07 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 222)
>Before we get in earshot of the others. "Best t' keep an eye on her, see if she does anythin' unusual, make decision when it comes t' it."
>Transfer 8 mana into the totem. >Head down and get some eats.
Thu Nov 19, 2015 8:23 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 222)
Roast Veg wrote:
> Grab a stick, begin applying artifacts to it and waving it like a sword in the air, then hitting something with it
Grabbing a stick, you apply an artifact to it, the balled lightning becoming an electrical crackling over the surface. Smacking the stick into a rock results in the electricity releasing in a powerful flash, leaving a smoldering mark on the rock but the stick untouched.
TorrentHKU wrote:
"This... Tch. ♥♥♥♥." > Head back out, out of earshot of the guards. "Change of plans, Linna. This Emiel rabbit hole goes deep. They've got him wrapped up in some big state project, and whatever it is warrants this-" > Wave one of the blacked out sheets for effect. "So they're gonna hold on to him and this project tight. And getting answers ourselves, well... going there ourselves and snooping around would probably fall under espionage. Possibly sabotage, even. Legality aside, it's probably locked up even tighter than the containment facility here. Ugh, heaven and earth I despise politics. ... Alright. Linna, we need to return to Vranhal to report back, possibly get reinforcements. Should talk to Emiel first though. I doubt he can tell us much if anything about this, but it's worth a shot. Got a few questions about Constructs I'd like to ask too before we leave. P’orihc and Ki'stha we'll have go scope it out. P’orihc's a telepath and they're both chirop, he's got the best chance of being unseen and they've the best excuse if caught. Thoughts?"
Linna: "Sounds like a mess. Talking to Emiel would help since he's involved, right? I can't imagine why he'd hold anything back if it means helping him get his freedom, unless if he's afraid of a death threat."
CrazyMLC wrote:
"Looks like I can't get much better at this right now. Any ideas for what else to work on? What do you think's important in a battle?"
Ettiin: "Since you're a dual wield guy, should work on dodging or parrying and attacking at the same time. One weapon blocks, the other attacks."
Amazigh wrote:
>Before we get in earshot of the others. "Best t' keep an eye on her, see if she does anythin' unusual, make decision when it comes t' it."
>Transfer 8 mana into the totem. >Head down and get some eats.
You see Horoma give a slight nod of her head, and the two of you head downstairs.
The room that has both the exit/entrance and the stairs also serves as a dining room, it looks like, with a large table where Miimas, Tuhota, and the innkeepers are eating.
You and Horoma take a seat, and you start piling it up on your plate. Fried eggs, drake steak, mango slices, apples, and a clay cup of mineral water.
Miimas mostly has fruits on her plate, with a single sunny-side up egg that she takes small nibbles out of. Horoma doesn't seem to have much of an appetite, while Tuhota devours slabs of drake meat and plenty of eggs.
There are three innkeepers - an aged lupus male and female, and a younger female which you assume to be their daughter. While they appear to be eating normally, you can notice the subtle gazes towards Tuhota's ravenous eating and Horoma's clasped hands resting on the table, her ball-jointed wrists visible.
Thu Nov 19, 2015 8:48 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 222)
"That... makes a lot of sense. Guess I haven't gotten used to thinking of them as two separate weapons yet. Alright, whenever you're ready."
> Try to attack in the same motion as my delay and evade, using one weapon for each task. (don't follow through all the way on the blow)
Thu Nov 19, 2015 10:09 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 222)
"Well, freedom would be nice, but with what we know now, Emiel would have to go through a hell of a lot of hassle to get released, and he doesn't seem too upset about the treatment he's receiving. But more than that, I don't buy it for a second that we actually have true privacy in that room, talking to Emiel. Especially if he's on the level of knowing state secrets. I know I wouldn't allow it if I were in charge. And the punishment for letting that info out is a memory wipe and indefinite confinement."
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