Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 229)
"There's something they need to look in to related to Emiel's stay in jail. Just recon for now, hopefully."
Wed Nov 25, 2015 9:57 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 229)
"I can get on this. Tabi, let's go." Depart for Teleiat to find P'orihc and Ki'stha.
Wed Nov 25, 2015 10:41 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 229)
"Then we'll be on our way too. Good seeing you, be careful in Luutiim!" > Onwards! Continue with floaty step nonsense. Power Flow too. Maximum multitask. "Hey Linna, tell me about yourself. How'd you come to serve Lord Elizabeth?"
Wed Nov 25, 2015 10:50 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 229)
"Wait, Tabi, could I ask you a few questions?"
> Store mana. Follow Tabi if she decides to leave with Kleigg.
Wed Nov 25, 2015 11:46 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 229)
"Part of why beast cores are so valuable y'know."
>Remove the 19 cap stone from my totem, replace with the two 22 cap stones, do not shuffle any mana for now.
"Horoma, want some more stones?" "Givin' you the mana t' burn seems a better idea than jus' leavin' it in these." >If yes, give her all 5 of my 19 caps
Thu Nov 26, 2015 12:25 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 229)
"...Nevermind, we can wait a bit.
Do any of you have a silver or two to spare? I might need petty cash for travel expenses, and my reserve went out the window a while ago."
Last edited by TheKebbit on Thu Nov 26, 2015 1:39 am, edited 1 time in total.
Thu Nov 26, 2015 12:45 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 229)
"So let's look for everyone I guess?"
Thu Nov 26, 2015 1:20 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 229)
"Er, alright, sure."
> Give Kleigg 3 silver and 10 copper coins, store mana.
"Don't spend it all in one place.
Anyway, could I talk you in private, Tabi? Kleigg could join in as well, I suppose, but I really wanted to ask you."
Thu Nov 26, 2015 3:00 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 229)
"I'll leave you two to it! Don't kill each other."
Thu Nov 26, 2015 3:02 am
Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
Re: Ad Infidium (Roll 229)
"I suppose I'll accompany you then?" Follow the human who initially addressed me.
Thu Nov 26, 2015 4:02 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: Afternoon
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
~
You depart from the watchtower, heading towards Magusalto while trying to do your levitating thing, which is still bouncy.
John: "Hey Linna, tell me about yourself. How'd you come to serve Lord Elizabeth?"
Linna: ”Hmm? Hmm. I guess I’ll start from the beginning.
I was born in Imum. I was my parent’s first child, but they wanted a boy, and couldn’t afford to have two children, so one of ‘em drowned me in a tub and then left me in an alley. A healer from the Second found my body later and revived me. I was supposed to have ‘permanent brain damage’ or something, but I made a full recovery. After that I stayed in an orphanage which was miserable, so I escaped and lived on the streets for a bit. Got into a lot of fights, lot of knifing. Lot of the other guys died from infection, but I was fine.
Was living like that for a while until the Equilibrium war started - the Second, or Esthen, I don’t know, was happy to take anyone who would be willing to fight, give ‘em some food and a few coins. Sounded better than what I had to do to get through the day, so I signed up. We were in a frontline division, each of us were given a spear and that was about it.
A march to Vranhal was ordered, and that ended in massacre. Vranhal’s sniper division shot down lines of us along with the real soldiers and mages, and then you had these pillars of fire that just murdered everything in its path. A high ranking mage of Caelum was killed and dropped is magic weapon, this -”
She pulls out her sheathed sword from under her dress, and you see the Caelum emblem on its crossguard.
Linna: ”I managed to survive long enough to grab this, and used it to reach the walls. Apparently there were a bunch of the Second’s fighting forces behind me as well, and we breached the gate. They called me the Hero of the March. I was fighting alongside them, then - Us against Vranhal’s forces.
We were doing pretty well, and then Lord Elizabeth showed up with Torrent. I don’t remember a whole lot after that - there was a lot of blood. I remember being on the ground and standing up, again and again. Someone called me a zombie. Elizabeth stopped attacking me, and asked me why I fought. I laughed, and said ‘I don’t know. I thought this would be easier than fighting over scraps of bread.’ She asked me if I wanted to join Vranhal. I said ‘If I get a roof over my head and three meals a day, I’m up for it.’
I powered down the sword then, and she ordered a healer to look me over, and I fell asleep after that. When I woke up, I was in a warm bed and there was a maid bringing me food and water. I ate it all, bread, chicken, beef, fish, carrots, turnips, and then Elizabeth came into the room. She asked if I was ready to serve Vranhal, and I asked ‘Where do I start?’ I’ve been serving Elizabeth ever since, going on missions, getting training, that kind of stuff.
I asked her if she ever questioned my loyalty, and she said no. I asked her why, and she said I call her ‘mom’ accidentally, sometimes.”
The two of you reach Magusalto. The city of towers is surrounded by a deep, artificial chasm, bridges and flight being the only way to cross. There seem to be a large number of guards around. ____________________
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: 12 Evasion -6 => -0
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)
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 ____________________
~
You and Raze move away from Tabi and Vandolf, giving them some space to speak privately. ____________________
-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)
He hands you a piece of paper, and you give it a read.
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) -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)
-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)
You remove the 19 cap mana stone from your totem and replace it with two 22 cap stones.
"Horoma, want some more stones? Givin' you the mana t' burn seems a better idea than jus' leavin' it in these."
Horoma: ”Sure, load me up with ‘em.”
You give her all five of your 19 cap stones.
Look like the vendors are starting to pack up, you probably have enough time to extract the components of your last core before you head off, or you could talk to someone. Or both. ____________________
-Bag --Focus Stone (Kinetic Bolt, Blast Wave) --Focus Stone (Power Flow, Agility Flow) --Memory Stone (Drake) --Release Stone (Release: 24) --Release Stone (Release: 27) --Mana Stone (Mana: 15/21) --Mana Stone (Mana: 14/20) --Mana Stone (Mana: 13/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 16/20) --Mana Stone (Mana: 18/18) --Mana Stone (Mana: 18/18) --Mana Stone (Mana: 14/18) --Mana Stone (Mana: 16/17) --Drake Magic Organ (Remains) --Drake Magic Organ (Remains) --Drake Magic Organ
-Leather Carrying Bag --Wooden Protection Totem (Mana: 166/175) ---Mana Stones (8/8) ----Regenerating Mana Stone (?/24) (Regenerates 1 Mana per turn) ----Mana Stone (Mana: ?/23) --Mana Stone (Mana: ?/22) --Mana Stone (Mana: ?/22) --Mana Stone (Mana: ?/22) --Mana Stone (Mana: ?/22) --Mana Stone (Mana: ?/20) --Mana Stone (Mana: ?/20)
-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)
-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) (+5 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) -Berserker (Passive) (Grants a separate pool of AP for melee attacks) -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)
Inventory: -Mana Stone (Mana: 22/22) -Mana Stone (Mana: 20/20) -Mana Stone (Mana: 16/19) -Mana Stone (Mana: 0/19) -Mana Stone (Mana: 0/19) -Mana Stone (Mana: 0/19) -Mana Stone (Mana: 0/19) -Mana Stone (Mana: 0/19)
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 Thu Nov 26, 2015 4:47 am, edited 2 times in total.
Thu Nov 26, 2015 4:38 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 230)
John, Kleigg, Vandolf, Raze
John: "What about you Kleigg? I'm going back to Vranhal, but P'orihc and Ki’stha could probably use your talents. They should be heading to Luutiim soon."
Kleigg: "What are they going to Luutiim for?"
John: "There's something they need to look in to related to Emiel's stay in jail. Just recon for now, hopefully."
Kleigg: "I can get on this. Tabi, let's go."
John: "Then we'll be on our way too. Good seeing you, be careful in Luutiim!"
John leaves the watchtower, making his way towards Magusalto.
Vandolf: "Wait, Tabi, could I ask you a few questions?"
Kleigg: "...Nevermind, we can wait a bit.
Do any of you have a silver or two to spare? I might need petty cash for travel expenses, and my reserve went out the window a while ago."
Vandolf: "Er, alright, sure."
Vandolf hands 3 silvers to Kleigg.
Vandolf: "Don't spend it all in one place.
Anyway, could I talk you in private, Tabi? Kleigg could join in as well, I suppose, but I really wanted to ask you."
Kleigg: "I'll leave you two to it! Don't kill each other."
Raze: "I suppose I'll accompany you then?"
Kleigg and Raze move away from Vandolf and Tabi, giving them some space.
Thu Nov 26, 2015 4:39 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 230)
>Rest for once. Sit on the ground and close my eyes for a little bit. >>This extrasensory detection of mine. How far does it reach? If I am not perceiving anything physically, but through the mind's eye... how far can I take it?
Thu Nov 26, 2015 5:02 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 230)
"...Wow. I hadn't expected you'd been through so much. I certainly see where your strength comes from. And... That does sound like Elizabeth. She's a good leader. A good ruler too.
Ahh, now I wish I could tell you my story in return. But everything before waking up in a field south of Mead is still all foggy." > Keep walking, 1 intermission.
Thu Nov 26, 2015 5:08 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 230)
TheKebbit wrote:
>Rest for once. Sit on the ground and close my eyes for a little bit. >>This extrasensory detection of mine. How far does it reach? If I am not perceiving anything physically, but through the mind's eye... how far can I take it?
You lay on the grass and close your eyes, relaxing. How far does your extrasensory go? You try to sense your surrounding, reaching Razem the tower guards, Tabi and Vandolf. Trying to push it to the limits, you try to pick up anything that could be in the area - rabbits, birds, ground hogs, and... Hmm?
There's something deep underground. You're not sure what it is, but you can pick up... Something.
TorrentHKU wrote:
"...Wow. I hadn't expected you'd been through so much. I certainly see where your strength comes from. And... That does sound like Elizabeth. She's a good leader. A good ruler too.
Ahh, now I wish I could tell you my story in return. But everything before waking up in a field south of Mead is still all foggy." > Keep walking, 1 intermission.
Linna: "Maybe someone put you there. Someone didn't want you and threw you out, or they had a job for you and put you there."
The two of you go around Magusalto - no point getting slowed down navigating the city - and head south, reaching the bridge that crosses the Anri.
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