Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 232)
"Alright. Kyeltziv went to Fluustern to get help, so we can start there. If you're there Lucida, we can probably cut through the forest safely, go as the crow flies. After that, I think skip to Luttiim. Not much in Teleiat to go off of, unless we can discreetly break a high security prisoner out. Hah. Lucida, do you have any disguise to work with? It sure cuts an imposing figure, but the armor doesn't do much for secrecy, unless you're fine with waiting outside of towns.
...Though, Lord Elizabeth, are you fine with Heartstone going public? If something... big happens, and the blame is pinned on us, well, Vranhal could gain another enemy. Not saying we shouldn't try for Emiel, but if we're going to be meddling like this, it could have unforeseen consequences."
Sat Nov 28, 2015 12:33 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 232)
>Remove coffin, sit down in front of the nightstand, I'm probabally a bit grody, wash face.
>Consider the organ fragment, what part of the organ is it?
>Store all unequipped items apart from the folding knife and fragment, store my warhammer too.
Sat Nov 28, 2015 1:11 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 232)
"That lupus is exactly what we need."
>Stalk him for a while until an opportunity to say hi arises.
Sat Nov 28, 2015 1:22 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 ____________________
[quote="TorrentHKU"]> 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?"
> 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."
"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."
"Alright. Kyeltziv went to Fluustern to get help, so we can start there. If you're there Lucida, we can probably cut through the forest safely, go as the crow flies. After that, I think skip to Luttiim. Not much in Teleiat to go off of, unless we can discreetly break a high security prisoner out. Hah. Lucida, do you have any disguise to work with? It sure cuts an imposing figure, but the armor doesn't do much for secrecy, unless you're fine with waiting outside of towns.
...Though, Lord Elizabeth, are you fine with Heartstone going public? If something... big happens, and the blame is pinned on us, well, Vranhal could gain another enemy. Not saying we shouldn't try for Emiel, but if we're going to be meddling like this, it could have unforeseen consequences."
Lucida: ”Oh, this isn’t Vranhal’s doing. I’m a berserk, psychotic weapon of destruction that’s bullying states into doing what I want.”
He nudges your shoulder with a gauntleted hand.
Lucida: ”See? I just threatened you to do my bidding. That also goes into this ‘disguise’ thing - I’ll be going around like this. The more people buy the whole ‘berserk weapon’ thing, the more it’ll take the flak off Vranhal.” ____________________
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 ____________________
-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)
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.
You move mana from your mana stones around, shifting it all to fill the higher cap stones first and then the lower cap ones (369 total mana in loose stones), leaving 13 mana in an 18 cap stone, an empty 18 cap, and three empty 17 caps. You fill up the open 18 cap stones with 23 mana from your totem.
After that, you take the coffin off your back and set it in front of the nightstand, along with the rest of your unequipped items including your warhammer.
You hold on to the folding knife and the organ fragment, though, and after washing your face and hands in the water basin, you take a closer look at the fragment.
It’s about the size of your finger, black in color. Seems to be a piece of a drake’s memory stone. ____________________
Evasion Behavior: Auto Evade when there is Evasion AP
Spirit’s Eye (Accuracy cannot fall below 50%)
Artifact (1/1): -Caelum Fire Token (+1 Basic AP)
Inventory: -Memory Stone Fragment
-Folding Peasant’s Knife (+3 Edge)
-Takana Inn Room Key
Equipped: -Shaman Medallion (Kyeltziv)
-Leather Carrying Bag --Wooden Protection Totem (Mana: 150/180) ---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)
"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."
"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.
-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: 18/19) -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 Sat Nov 28, 2015 5:49 am, edited 1 time in total.
Sat Nov 28, 2015 3:14 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 232)
Kleigg, Vandolf
Kleigg waves Tabi and Vandolf over.
Kleigg: "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."
Tabi: "What? Here?"
Vandolf: "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."
Ettiin: "Hey!"
The three of you jump at the sudden appearance of the armored chirop guard.
Ettiin: "Have you guys heard of the legend of the upside-down tower? Supposedly, this tower is actually upside-down! The door and all the windows were roughly carved in after the flip, and the archways that were now upside-down had the middle of 'em cleared out, which is why the passages between rooms looks weird! The staircase even has stairs on the underside of 'em! The staircase goes several feet down into the ground, but stop at a floor that looks like it's made of a different stone than the rest of the tower.
The tower is property of Teleiat, so we can't just go digging without permission. There've been investigators that tried to scan underground for any sign that there's something down there, but no one has come up with anything.
Until now!
So what'd you find? Some sort of mana node? What's it do? Is there a secret underground civilization down there? Any creepy voices?"
Sat Nov 28, 2015 3:15 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 233)
"Hah! That works, that works well. People don't question that which they fear, either. Alright, I'm good with this. I assume Linna is staying here where her services are needed more. Lucida, you mind if I take a breather before we head back out? Spent most of the last 24 hours either travelling or getting schooled."
Sat Nov 28, 2015 5:11 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 233)
"I didn't hear any voices, but I have an inkling that there are networks of mana pathways down there - wide enough to span the city. And they converge beneath your tower. Perhaps if you let us onto that bottom floor I'll pick up a bit more."
Sat Nov 28, 2015 5:14 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 233)
TorrentHKU wrote:
"Hah! That works, that works well. People don't question that which they fear, either. Alright, I'm good with this. I assume Linna is staying here where her services are needed more. Lucida, you mind if I take a breather before we head back out? Spent most of the last 24 hours either travelling or getting schooled."
Lucida: "Sure thing. Just poke a telepath to call me when you're ready, and I'll be there in a flash."
Looks like you've got some free time, and with Linna making sure the lord gets a constant intake of coffee, you can explore the area on your own.
Torrent doesn't seem to be in the room right now in his usual corner, but the beefy armored lupus is standing beside the lord for protection.
TheKebbit wrote:
"I didn't hear any voices, but I have an inkling that there are networks of mana pathways down there - wide enough to span the city. And they converge beneath your tower. Perhaps if you let us onto that bottom floor I'll pick up a bit more."
Ettiin: "I'd love to let you into the bottom floor! But there's no access. Like, it's just a stone floor a few feet below, and a few construction mages say it's solid for a while down. No secret hatch that I could make out either. Tried pressing every stone too, in case there was like, a secret button or something? Nada.
There is a thing at the current top of the tower though, maybe you'll find that of interest - a sort of slot where a coffin was when they found the tower. It's been since moved to a museum in Teleiat, but the slot is still there."
Sat Nov 28, 2015 5:20 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 233)
>Leave room and lock it. >See if any of the others are in the inn.
Sat Nov 28, 2015 5:36 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 233)
"Alright, gang, unless we are going to arrange for the replacement of that coffin to activate some sort of arbitrary mechanism - let's be off. >Grab Tabi (not literally) and wander off to Teleiat.
Sat Nov 28, 2015 5:37 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 233)
"Where are the spotter and Torrent? I'd like to chat a bit with them before we leave, if possible. Oh, and is it fine if I speak to the telepath? She's the reason my group got wrapped up in this whole thing, and we never did get any conclusion with her."
Sat Nov 28, 2015 5:43 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 233)
> Grab Kleigg by the collar as he tries to walk away and give Ettiin a smile.
"We'd love to check it out! Show us the way."
Sat Nov 28, 2015 5:51 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 233)
"Urk!" >Go with Vandolf. We are going to get to the bottom/top/heart of this matter/tower/core/puzzle.
Sat Nov 28, 2015 5:52 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 233)
Amazigh wrote:
>Leave room and lock it. >See if any of the others are in the inn.
You leave your room and lock it, turning around and partially jumping from being startled at Horoma standing right there.
There's a strange expression on her face, like a half-smile while trying to maintain a serious look.
Horoma: "Tuhota went around exploring, Miimas fell asleep in her room."
____________________
TheKebbit wrote:
"Alright, gang, unless we are going to arrange for the replacement of that coffin to activate some sort of arbitrary mechanism - let's be off. >Grab Tabi (not literally) and wander off to Teleiat.
TheKebbit wrote:
"Urk!" >Go with Vandolf. We are going to get to the bottom/top/heart of this matter/tower/core/puzzle.
CrazyMLC wrote:
> Grab Kleigg by the collar as he tries to walk away and give Ettiin a smile.
"We'd love to check it out! Show us the way."
Ettiin: "Let's go!"
The armored guard pulls Vandolf by the arm, who pulls Kleigg by the collar, who is followed by a confused Tabi, the entire group charging up the tower's central staircase, passing floor by floor until they reach the top. Which is, a long way up.
On the top floor, the stairs extend all the way to the ceiling, which would make sense if the tower was upside-down at one point.
In the wall, there's a large rectangular slot with various nodes in the surface, looking like connections for something.
Ettiin: "Look, some sort of, like, giant blocky keyhole or something!"
____________________
TorrentHKU wrote:
"Where are the spotter and Torrent? I'd like to chat a bit with them before we leave, if possible. Oh, and is it fine if I speak to the telepath? She's the reason my group got wrapped up in this whole thing, and we never did get any conclusion with her."
Elizabeth: "The spotter is on the East wall, in a little elevated hut. Torrent is in the third room over. And yeah, you can speak to the telepath, she's in the prison a block from here, the guards'll direct you to her."
Sat Nov 28, 2015 6:06 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 233)
"Tabi... do you think any of these nodes will respond to your control brick?"
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