Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 231)
"Ah, but then we lose the fun of walking over the river. ... Remember..." > Try to remember my life before I woke up. Where did I live? Who were my parents? How did I get just one small bit of magic? Who was I?
Fri Nov 27, 2015 1:20 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 231)
>Put the 24 cap and a 21 cap mana stone into my totem in place of the two 20 caps. "As am I, let us depart." >Get going.
Fri Nov 27, 2015 2:59 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 ____________________
"Ah, but then we lose the fun of walking over the river. ... Remember…"
You look deep into yourself, trying to remember your past.
Your mom deserted from some state during the Caelum-Daeli war. Changed her name, settled down and got married to your father, whose background is even fuzzier to you. You lived in a quaint little village in the south, your mother tending to the house and working at a nearby library, your father running a printing press shop. It was a nice life, you got a good education and had two loving parents.
You remember they taught you to help anyone in need, and when you saw a girl fall into the river, you dove in to save her, only to be swept away and end up speeding through the rapids in some forest. A lumberjack pulled you out of the water, and then sat down with you to a meal of some fish he had caught earlier in the afternoon. After eating your fill, you thanked the man and headed back up the river, eventually coming across a rabbit caught in a bush of thorns.
Someone in need of help! A bit of careful untangling here, and a bit of work with your pocket knfe there, and you get the rabbit loose, only to have it dash away and retreat into a hole without so much as a ‘thank you.’
You and Linna reach Vranhal, entering through the gate raised for the two of you and make your way through the city, eventually making it to the capitol building and to Elizabeth’s office.
Standing outside the door with six guards on each side, you think of what you should say to the lord when Linna walks forward and opens the doors herself before entering the room. ____________________
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: 9 Evasion -4.5 => -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 ____________________
Hmm, the node appears to be where the watchtower is. Except, really deep underground. ____________________
-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)
-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)
Your party joins up with Bauen and the wagons, travelling south-west through the forest on a trail.
The forest blots out all sunlight, but the wagons are lit with magic lanterns, and the wagon pullets have collars with bells that make a constant jangle. The cacophony of noise and abundance of light probably keeps the beasts away.
It’s a long walk, one that makes you a bit on the edge as you keep an eye on the darkness under the trees, but you and the group reach Ikkuma safely, the village being like a smaller version of Takana, but with a few more round stone structures.
Round paper spheres with magic lights inside are everywhere in the village, and with the afternoon sunlight shining above the clearing in the forest, it looks like a strange lit-up settlement in the middle of a shadowy forest.
Bauen: ”This is our Takana, where we study our dangerous Gate magic. There is an inn near the center of town where you can sleep and leave your things, they will give you a key to lock up. I will be in my abode -”
He points to a dome structure with a yellow banner over the entrance.
Bauen: ”You can meet me there once you have settled down.” ____________________
-Bag --Focus Stone (Kinetic Bolt, Blast Wave) --Focus Stone (Power Flow, Agility Flow) --Focus Stone (Kinetic Bolt) --Memory Stone (Drake) --Memory Stone (Drake) --Release Stone (Release: 24) --Release Stone (Release: 27) --Release Stone (Release: 30)
--Mana Stone (Mana: 19/22) --Mana Stone (Mana: 22/22)
--Mana Stone (Mana: 15/21) --Mana Stone (Mana: 21/21)
--Mana Stone (Mana: 20/20) --Mana Stone (Mana: 12/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 12/20) --Mana Stone (Mana: 13/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 16/20) --Mana Stone (Mana: 14/20)
--Mana Stone (Mana: 13/19) --Mana Stone (Mana: 19/19)
--Mana Stone (Mana: 14/18) --Mana Stone (Mana: 18/18) --Mana Stone (Mana: 13/18) --Mana Stone (Mana: 18/18) --Mana Stone (Mana: 18/18) --Mana Stone (Mana: 14/18)
--Mana Stone (Mana: 16/17) --Mana Stone (Mana: 11/17) --Mana Stone (Mana: 11/17)
--Drake Magic Organ (Remains) --Drake Magic Organ (Remains) --Drake Magic Organ (Remains)
-Leather Carrying Bag --Wooden Protection Totem (Mana: 172/180) ---Mana Stones (8/8) ----Regenerating Mana Stone (?/24) (Regenerates 1 Mana per turn) ----Mana Stone (Mana: ?/24) ----Mana Stone (Mana: ?/23) ----Mana Stone (Mana: ?/22) ----Mana Stone (Mana: ?/22) ----Mana Stone (Mana: ?/22) ----Mana Stone (Mana: ?/22) ----Mana Stone (Mana: ?/21)
-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)
You leave and look for the vendor with the biggest weapons. Which uh, seems to be a sword store, with weapons that aren’t as large as you’re looking for. Maybe you shouldn’t be looking for large weapon in a chirop city. You pass by a pair of chirop on the way in, they look like some people you should be talking to, so maybe you’ll catch up with ‘em later.
Anyways, there seems to be an immense collection of swords in here, with the largest being a greatsword. Meanwhile, store tender is be face-down at the counter. ____________________
-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)
Fri Nov 27, 2015 5:42 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 232)
> Yeah, Linna has the right idea. Head in, give Lord Elizabeth a quick bow. "As you can see, there were some unexpected snags in bringing back Emiel. Chiefly, it seems he was involved in some top secret Chirop government project, and they don't want to let him go now."
Fri Nov 27, 2015 6:07 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 232)
TorrentHKU wrote:
> Yeah, Linna has the right idea. Head in, give Lord Elizabeth a quick bow. "As you can see, there were some unexpected snags in bringing back Emiel. Chiefly, it seems he was involved in some top secret Chirop government project, and they don't want to let him go now."
Lord Elizabeth takes a moment to process the message, taking a sip from a mug only to find it empty, and then moves her mug to the side of the desk, only to look over and realize there's no one there to refill it. She and Linna share an awkward stare for a moment before the maid paces out of the room, returns seconds later with a steaming pitcher of coffee and refills Elizabeth's cup.
Elizabeth: "Thanks."
The maid gives a nod, and the lord turns her attention back towards you after taking a sip of her highly caffeinated drink.
Elizabeth: "Any details on that project? What's everyone else up to?"
Fri Nov 27, 2015 6:22 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 232)
"Ah, so he already told you about that. That's fair, I suppose I was hoping you might throw this wolf a bone. I trust you'll see to their safety and the mission's completion.
One more question - have you ever heard of a lupus named Riimuk?"
Last edited by CrazyMLC on Fri Nov 27, 2015 7:06 am, edited 3 times in total.
Fri Nov 27, 2015 6:25 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 232)
> Small smirk at these two. "Mom" indeed. "We've got some ridiculously heavily censored records that the Warden of the Teleiat containment facility managed to get us, and some conjecture. The records tell us pretty much nothing except that there's a facility, or at least something, north of Luutiim, probably in a field surrounded by trees. And that it's called Project Heartstone. The conjecture is a bit more useful. The warden included in her note to us that anyone involved in a state sanctioned project would be indefinitely imprisoned and have a precise memory wipe performed if suspected of leaking information. Emiel was initially imprisoned for his incident in Teleiat, but it seems something happened after that, and the containment protocol was initiated on him. Most interesting though, before we left I thought to talk with Emiel again, maybe get some info on Heartstone, at least get some knowledge on Constructs for me. He didn't know what a "Heartstone" was, but when I was asking about regenerating mana and mana-less constructs, for a moment he thought he'd researched AM that could cast like that, but realized he had no memory of it. Was as if the memory had been removed, but not all the references to it. It's just conjecture right now, but yes, we think Heartstone is trying to make Constructs that can cast without a mana supply, like a Mage. It would explain why they needed Emiel's expertise.
As for the others. P'orihc and Ki'stha I sent on to Luutiim to scope out this facility. Met with Kleigg and Vandolf on the way back at Magusalto, I think Kleigg will be joining them, which is good. Vandolf said he wanted to go to Venari, and I've seen nothing of Kyeltziv. Linna and I figured we were over our heads with the Emiel situation, so here we are." > Hand the Warden's notes and files to Elizabeth.
Fri Nov 27, 2015 6:50 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 232)
TorrentHKU wrote:
> Small smirk at these two. "Mom" indeed. "We've got some ridiculously heavily censored records that the Warden of the Teleiat containment facility managed to get us, and some conjecture. The records tell us pretty much nothing except that there's a facility, or at least something, north of Luutiim, probably in a field surrounded by trees. And that it's called Project Heartstone. The conjecture is a bit more useful. The warden included in her note to us that anyone involved in a state sanctioned project would be indefinitely imprisoned and have a precise memory wipe performed if suspected of leaking information. Emiel was initially imprisoned for his incident in Teleiat, but it seems something happened after that, and the containment protocol was initiated on him. Most interesting though, before we left I thought to talk with Emiel again, maybe get some info on Heartstone, at least get some knowledge on Constructs for me. He didn't know what a "Heartstone" was, but when I was asking about regenerating mana and mana-less constructs, for a moment he thought he'd researched AM that could cast like that, but realized he had no memory of it. Was as if the memory had been removed, but not all the references to it. It's just conjecture right now, but yes, we think Heartstone is trying to make Constructs that can cast without a mana supply, like a Mage. It would explain why they needed Emiel's expertise.
As for the others. P'orihc and Ki'stha I sent on to Luutiim to scope out this facility. Met with Kleigg and Vandolf on the way back at Magusalto, I think Kleigg will be joining them, which is good. Vandolf said he wanted to go to Venari, and I've seen nothing of Kyeltziv. Linna and I figured we were over our heads with the Emiel situation, so here we are." > Hand the Warden's notes and files to Elizabeth.
Elizabeth flips through the papers before turning back to the warden's notes and reading them over.
She looks towards one side of the room, where a blue mage standing there gives a salute.
Elizabeth: "Update."
Blue Mage: "Done."
She turns her attention back to you.
Elizabeth: "Now, I'll give you a rundown of our situation. The Second and Esthen has declared war on Vranhal, and we're currently on the defensive. A telepath has been taking out our spotters the past few days, the same one that attacked the team sent to retrieve the nullifier in your party. We've managed to hunt down and capture the telepath, she's contained for now, but we've had to pull a trainee out of the cracks and she's operating as our sole spotter for our snipers at the moment. It's a tricky situation, we're pouring reinforcements into Fort Erlyn to force the Second's and Esthens troops towards Vranhal, since that's where our spotter is, while Lucida along with the Wolf Construction company have been covering Hopluit.
The Daeli Matriarch is keeping her hands off for the time being, which is completely understandable, as the Second were allies of the Daeli during the Caelum-Daeli war - it would be unthinkable that she would aid us to fight them off, and they know that. We're limited in the reinforcements we can offer you. However,"
Blue Mage: "Ma'am, we've got uh,"
There's shouting outside the office, and the doors burst open, revealing a figure clad in shining white armor with a matching sword, red eyes glowing under his helm. And a group of soldiers and mages panicking at the fact that a deity of light just waltzed into the building.
Elizabeth: "We've got one person who would be happy to lend you a hand."
CrazyMLC wrote:
"Ah, so he already told you about that. That's fair, I suppose I was hoping you might throw this wolf a bone. I trust you'll see to their safety and the mission's completion.
One more question - have you ever heard of a lupus named Riimuk?"
She takes a moment to think, giving your question serious consideration.
Tabi: "I do not believe I have."
Fri Nov 27, 2015 7:15 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 232)
"Must be a coincidence then. Thank you for your time, and good luck."
> Store mana, head into the tower to say farewell to Rudo and Ettiin.
Fri Nov 27, 2015 7:18 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 232)
"I told you so! *ahem* Hello again Lucida. Thought you would be closer to Hopluit. So you're going to help shed some light on Project Heartstone?" > 3 Intermissions.
Fri Nov 27, 2015 7:29 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 232)
"See you shortly then." >Head to the indicated inn. >Transfer mana from loose stones to fill all my 22,21,20,19 caps, four 18 caps and put the remaining 12 into a 18 cap.(Pretty sure I counted the mana right) >Transfer 42 mana from my totem to finish filling my 18 cap stones.
Fri Nov 27, 2015 7:38 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 232)
CrazyMLC wrote:
"Must be a coincidence then. Thank you for your time, and good luck."
> Store mana, head into the tower to say farewell to Rudo and Ettiin.
You head into the tower, or rather, to the entrance, where you see Ettiin is posted, saying farewell to her before heading in to find Rudo to say the same, who tells you to not kill yourself.
Sound advice.
TorrentHKU wrote:
"I told you so! *ahem* Hello again Lucida. Thought you would be closer to Hopluit. So you're going to help shed some light on Project Heartstone?"
Lucida: "You told me so, yes.
As for Hopluit, I've been hanging around there since the agreement, fending off bandits, which turned into beating up bandits and having Wolf Construction take 'em in, and then fending off the Second's forces with the newly acquired company workers. For assistance on this 'Project Heartstone,' point me in which direction and I'll make every pig squeal."
Elizabeth: "First, I want to get a status check on Kyeltziv, make sure he's still alive and well. After that, discreetly looking into Project Heartstone or getting Emiel out. If Project Heartstone is revealed to the public, I imagine there'd be less of a reason to keep Emiel indefinitely contained - it would at least make breaking him out a bit easier.
I'd prefer if we could avoid getting involved with Teleieat completely, but we're low on options as far as master constructors go."
Amazigh wrote:
"See you shortly then." >Head to the indicated inn. >Transfer mana from loose stones to fill all my 22,21,20,19 caps, four 18 caps and put the remaining 12 into a 18 cap.(Pretty sure I counted the mana right) >Transfer 42 mana from my totem to finish filling my 18 cap stones.
You head to the indicated inn, talking to the keepers and getting 4 keys, one for each physical member in the party. You and everyone else heads upstairs to check out the rooms, you entering yours and giving the place a look-over .
Wooden walls and floors, a single bed large enough to fit you, and a nightstand with a metal washing bowl and mirror.
Mana transferring on full roll
Fri Nov 27, 2015 7:53 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 232)
> Head south towards the general direction of Venari, skirting along the woods. When I sense nobody is nearby, transfer mana from myself and the 20 capacity stone into the mana rune orb thing.
Last edited by CrazyMLC on Fri Nov 27, 2015 10:30 pm, edited 1 time in total.
Fri Nov 27, 2015 8:08 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 232)
>Wave Tabi aside and snag Vandolf too. "Do you have any idea what a mana collection network would be doing underground here? There seems to be a node or a reservoir right below this watchtower." >>Indicate that we should poke around the watchtower to see if there is a door deeper into the structure.
Last edited by TheKebbit on Fri Nov 27, 2015 9:57 pm, edited 2 times in total.
Fri Nov 27, 2015 5:02 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 232)
You guys should totally investigate the tower's basement, there's probably goodies down there. If you asked before he left you could probably get Vandolf to help out, if you wanted.
> Head towards Kleigg.
"Hm? Something underground? That's interesting, supposedly there's nothing important here. Though, I have heard that this tower's been inverted, so if there's something underground it was probably once near the top of the tower. The guards here might even let us investigate if we asked."
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