Last edited by Ociamarru on Sun Nov 22, 2015 7:20 pm, edited 1 time in total.
Sun Nov 22, 2015 9:09 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 225)
By the way Ocia, if you brought up your Aim and Will to 8 and Speed to about 4 before dumping more into Strength, your character would be pretty well rounded. (If that's what you want anyway. You could probably get away with going more or less all into Strength.)
Sun Nov 22, 2015 12:56 pm
Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
Re: Ad Infidium (Roll 225)
I don't think I have enough points to play around with my stats that much, but I did take a point from Strength and add it to Aim as I'm sure you know better than I do what works.
Sun Nov 22, 2015 7:22 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 224)
TorrentHKU wrote:
> Keep looking for our Chirops. Try the shops, they probably got bored of watching Linna and I hit each other. "Seems like it, yeah. I understand the secrecy now. I would've thought it was just some kind of construct core or something of the sort from the name. But it seems like it may be a material instead of an object. Would make sense if they need Emiel's experience with mana generating materials. A construct that can cast without needing any mana, the idea is terrifying. Imagine that an expert constructor, with a few weeks of work, could manufacture a team of high level mages. Or mass production of target-hunting arrows. The possibilities are huge, but the implications are even bigger. This may be more report-worthy than Emiel being locked up."
You walk around the city in search for your chirop friends, a task made difficult by the numerous other chirop around. You see P'orihc through the window of a figurine store, making a mental note of that as you then search for Ki'stha, who happens to be in a blacksmith's shop.
Ociamarru wrote:
You open your eyes, waking up to find yourself on a sleeping mat in a stone-walled room. That's right, you were traveling around when you reached this watch tower at night, and the chirop guards were nice enough to let you spend the night. Standing up, you give a stretch and a yawn, and then go to grab your pack. What did you keep in it again?
Sun Nov 22, 2015 8:55 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 225)
"You have a pen and paper Linna?"
Sun Nov 22, 2015 9:03 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 225)
CrazyMLC wrote:
"Alright, I'll give it a shot."
> Try cutting some of the nearby grass, making sure the edge of my sword lines up with my strike. Store mana.
You go cut some grass with your sword, taking careful swings to line up the edge properly. It's a lot harder than you expected to get consistent swings, but you think you improved a bit.
-Edge Alignment (+10% Damage and Aim with edged weapons)
TorrentHKU wrote:
"You have a pen and paper Linna?"
She pats her dress in a few places, feeling for items.
Linna: "I do not."
Sun Nov 22, 2015 9:25 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 225)
Ociamarru wrote:
I don't think I have enough points to play around with my stats that much, but I did take a point from Strength and add it to Aim as I'm sure you know better than I do what works.
You'll get a few more to spend once your first roll comes up. Just letting you know since I tried the DUMP EVERYTHING INTO A SINGLE STAT strategy, and, well, it isn't that great.
It's better to be well-rounded early on to cover your weak spots, but once you learn some skills to make whatever stat you want more effective/versatile you can start really specializing. Brace for impact is a good starting point if you want to dump everything into Strength. (Or even just a good choice in general)
Aim, Evasion, and Arcane are the stats with the largest variety of uses right now. There are just a ton of abilities you can learn to make them do the job of other stats. Could decide to ignore Arcane since you're a lupus, but the other two are never bad to increase because of their general use and versatility.
Brace for impact also has good synergy with Will, since Will lets you ignore debuffs and not get staggered by impact damage, which will be reduced. A high/decent Aim will also let you block attacks, and your Strength will let you reduce the damage you take in the case of a successful block.
Speed is also way more essential that I gave it credit for at first. You probably want it at around 4 or higher. The abilities that give you AP pools like Berserker are also really important. The ability Lupus can get to enhance Stamina usage is also really good, you can use it to enhance your Strength further in combat. You might also want Momentum since it's a way of basically tripling your Strength you deal as damage, but you'd need a high Aim to make it work, and it might be getting removed soon.
The system is honestly really versatile after all this time, though. You can make anything work if you really want to, so don't feel like you have to follow my advice. Do whatever feels interesting. Hope the minmax tips help, though. :P
> Try to cut the grass REALLY GOOD and with a LOT OF FOCUS. Spend 2 Stamina on the swing.
Last edited by CrazyMLC on Sun Nov 22, 2015 10:21 pm, edited 3 times in total.
Sun Nov 22, 2015 9:47 pm
Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
Re: Ad Infidium (Roll 225)
Definitely appreciated! I'll keep that in mind while plotting my character's stats.
Sun Nov 22, 2015 10:08 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 225)
I can confirm that speed is much more important than you think. Going first is actually extremely useful, especially if you spec into Impact or Counters.
> Dump all my mana into stones. Head into the Blacksmith, ask to borrow a pen and paper. If they can't/don't give me one, just make a little AM tablet. "There you are Ki'stha. Developments have happened, Linna and I need to head back to Vranhal. I need you and P'orihc to head over to Luutiim and look around a bit." > Write details we know from the redacted document on the paper, give that to Ki'stha.
"Oh hello." > Attempt to run shocking touch through the rod, tap it on the ground a little
Sun Nov 22, 2015 11:02 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 225)
"I see, think i'll go check out the stalls, see you later."
"Miimas, what'd you think 'bout Tuhota?" >After her answer, go check out the stalls.
Mon Nov 23, 2015 1:53 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 225)
>Approach. "Hail! Vandolf! It's us again. We're going to Teleiat to assist the rest of the party - at least, we assume that they are still there."
Mon Nov 23, 2015 1:58 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 225)
"Okay, so she thinks that producing too little figurines on purpose is a stupid idea, and she wonders about how hard could it be to make a construct that built figurines. That's pretty interesting, I'm pretty sure you'd be into that. Why not mention it, like 'Yeah, maybe we should try to make a figurine-building construct to produce our own Dandelion Bryants'. This could totally be like, an excuse to meet her again sometime when she isn't working. Heck, maybe get into it and make your own business you two together and live a happy life! She also dislikes the midnight shift by the way, maybe she'd prefer to be somewhere else more fun."
Mon Nov 23, 2015 3:20 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 225)
"Kleigg?! What are you doing here?"
Mon Nov 23, 2015 7:19 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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 ____________________
> Keep looking for our Chirops. Try the shops, they probably got bored of watching Linna and I hit each other. "Seems like it, yeah. I understand the secrecy now. I would've thought it was just some kind of construct core or something of the sort from the name. But it seems like it may be a material instead of an object. Would make sense if they need Emiel's experience with mana generating materials. A construct that can cast without needing any mana, the idea is terrifying. Imagine that an expert constructor, with a few weeks of work, could manufacture a team of high level mages. Or mass production of target-hunting arrows. The possibilities are huge, but the implications are even bigger. This may be more report-worthy than Emiel being locked up."
You walk around the city in search for your chirop friends, a task made difficult by the numerous other chirop around. You see P'orihc through the window of a figurine store, making a mental note of that as you then search for Ki'stha, who happens to be in a blacksmith's shop.
"You have a pen and paper Linna?"
She pats her dress in a few places, feeling for items.
Linna: "I do not."
After dumping all of your mana into stones, you enter the blacksmith’s, where Ki’stha and a chirop are standing beside a table with some papers. You ask for a pen and a piece of paper, which you get.
John: "There you are Ki'stha. Developments have happened, Linna and I need to head back to Vranhal. I need you and P'orihc to head over to Luutiim and look around a bit."
Ki’stha: "Oh hello."
Project Heartstone, a walled(?) facility located North of Luttiim, somewhere with a field surrounded by trees? Matis Emiel was involved with the project
That seems like the stuff you know for sure, so you hand it off to Ki’stha. ____________________
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: 23 Evasion -11.5 => -4.5
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: 5/10)
-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 ____________________
Vandolf takes a swing of his sword, sending blades of grass flying, as you approach (making sure to keep safe distance).
"Hail! Vandolf! It's us again. We're going to Teleiat to assist the rest of the party - at least, we assume that they are still there."
He whirls to face you -
Vandolf: "Kleigg?! What are you doing here?" ____________________
Inventory: -Note from “E” -Small Pouch --”Negative Fabric” -Quill (Qty. 3) -Inkpot -Paper (Qty. 10) -Mana Stone (20/20) -Padded Shirt (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma) -Shortsword (+5 Edge | +2 Impact) -Potato Sack Pants -Paper Bomb (Detonates after 10 seconds after pulling string) (Power: 100) (Qty. 1) -Spool of Thread -Runic Assassin Gauntlet (Mana: 0/??) --(Magic) ---Kinetic Blade (Single Turn Condition) (Strike with a blade of cutting kinetic force) (+Edge = Mana) ---Compression Barrier (Form a barrier of extremely compressed air around self, reducing damage and becoming invisible) (Durability = Mana/2, +Evasion = Mana, disregards Critical Shot) (Consumes 1 Mana at the end of EVERY turn) ---Conflagration (The user bursts into flames, destroying evidence) (Burn = 100, On Fire = 20)
-Running Pants (+1 Evasion) -Burlap Cloak (2 Armor Resilience , 30/30 Durability) (+1/1 Physical Defense) (Armor does not take damage from Trauma)
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)
Okay, so she thinks that producing too little figurines on purpose is a stupid idea, and she wonders about how hard could it be to make a construct that built figurines. That's pretty interesting, I'm pretty sure you'd be into that. Why not mention it, like 'Yeah, maybe we should try to make a figurine-building construct to produce our own Dandelion Bryants'. This could totally be like, an excuse to meet her again sometime when she isn't working. Heck, maybe get into it and make your own business you two together and live a happy life! She also dislikes the midnight shift by the way, maybe she'd prefer to be somewhere else more fun.
Enjii: ”Hmm. I wonder how much money one could make starting a sweatshop of orphans to make figurines by the thousands.”
Enjii: Orphans? What was I thinking?
Worker: ”Or, like, a construct that does it, so it’s completely automated.”
Enjii: ”Huh, that’s a pretty cool idea. I like that.”
Worker: ”It-uh, I mean, I was just thinking about how they do some of their production in Magusalto, y’know?”
Worker: He likes my idea!
Enjii: ”Magusalto? You’ve been there before?”
Enjii: Yes = ask what she did, No = say she looks like she’s got the smarts as a student, brilliant plan
Worker: ”No, just read about it in books.”
Worker: Automated clothing production is cool, tools too.
Enjii: ”Hmm, I had thought you might’ve been a student. You look like you’ve got the smarts for it.”
Worker: ”I-I, um...”
Worker: This program is not responding. To return to Windows and check the status of the program, click Cancel. If you choose to end the program immediately, you will lose any unsaved data. To end the program now, click End Now [End Now] [Cancel]
Enjii: NAILED IT. Okay now what. Wait, something about giving it a try ourselves. How do I say that? ____________________
-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 ask to give the rod a try, and she hands it to you. Running Shocking Touch through the rod, you tap it against the ground and an electric charge zaps from the rod to a nail in a board. Looks like it’s conductive, alright.
John soon enters the blacksmith’s, and asks for a pen and paper, which the chirop hands him.
John: "There you are Ki'stha. Developments have happened, Linna and I need to head back to Vranhal. I need you and P'orihc to head over to Luutiim and look around a bit."
Ki’stha: "Oh hello."
He writes somethong on the piece of paper and hands it to you.
Project Heartstone A walled(?) facility located North of Luttiim, somewhere with a field surrounded by trees? Matis Emiel was involved with the project ____________________
-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)
"I see, think i'll go check out the stalls, see you later."
Bauen: ”See you.”
Your party of three moves a bit away from the shaman before you speak.
"Miimas, what'd you think 'bout Tuhota?"
Miimas: ”Hmm? She’s, a bit energetic, I guess. She was fidgety back in our inn room, and made weird gasping sounds when I was trying to sleep. I figured what happened back when we found her messed her up, and her chipper attitude’s like a mask or somethin’. Seem my share of people losin’ in after a battle, I get a few bad visions myself from time to time.”
Horoma leaves, heading towards the stalls on her own, and you and Miimas decide to check out what’s being shown as well.
There are a lot of strange Artifacts, items that have been brought into the physical world from the otherworld. Some that emit faint light or sounds, others that move on their own. There’s also a stall that has dozens of paper tags, each with a unique symbol painted on them. Spirit tags, the vendor calls them - pieces of paper that have a weak spirit bound them. Destroying the tag releases the spirit, but while the tag is intact, one can communicate with the spirit, and the spirit can affect things around it to a minor degree.
As you look around the stalls with Miimas, you notice Horoma standing still in another section of stalls, staring at something. Following her gaze, you see Tuhota talking to a vendor in an animated fashion with plenty of arm movement. ____________________
-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: 146/150) ---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)
> Try cutting some of the nearby grass, making sure the edge of my sword lines up with my strike. Store mana.
You go cut some grass with your sword, taking careful swings to line up the edge properly. It's a lot harder than you expected to get consistent swings, but you think you improved a bit.
You work on cutting the grass REALLY GOOD with MANY FOCUS, even spending 2 stamina on the swing. Blades of grass take flight as your blade of steel bites, scattering the leafy greens to the winds. Well, that felt like a good swing.
Kleigg: "Hail! Vandolf! It's us again. We're going to Teleiat to assist the rest of the party - at least, we assume that they are still there."
Turning around, you see Kleigg, along with the chirop he was with last time you met.
"Kleigg?! What are you doing here?" ____________________
-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)
(Hybrid)
(Other) -Offhand Strike (Counter) (When dual wielding and you evade or block using one weapon, instantly follow up with an attack from your other weapon with no additional AP cost)
-Sixth Sense (Passive) (+3 Magic Evasion) -Edge Alignment (+10% Damage and Aim to attacks with edged weapons) -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)
-Sixth Sense (Passive) (+3 Magic Evasion) -Cover Up (If you fail an evasion, your equipped shield will act as your first layer of armor) -Brace for Impact (Passive) (Lower incoming Trauma damage by your Strength)
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)
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