Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 233)
"Can channel spirits, bindin' ..likely unbind a spirit with a bit of effort."
Sat Nov 28, 2015 10:05 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 233)
"Then we can spare a little bit of time to look for that casket. Tabi? Vandolf? Shall we go down to the museum in Teleiat?"
Sat Nov 28, 2015 10:05 pm
Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
Re: Ad Infidium (Roll 233)
I am so lost on how to insert myself into the goings-on, what should I do?
Sat Nov 28, 2015 10:31 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 233)
Roast Veg wrote:
> Tap on the glass to get further attention
Ociamarru wrote:
I am so lost on how to insert myself into the goings-on, what should I do?
Ki'stha taps on the glass of the sword store, causing Raze to snap out of his stupor and turn around to see two chirop staring at him through the window. ____________________
Amazigh wrote:
"Can channel spirits, bindin' ..likely unbind a spirit with a bit of effort."
Bauen: "Might I ask what methods of spirit binding you use?" ____________________
TheKebbit wrote:
"Then we can spare a little bit of time to look for that casket. Tabi? Vandolf? Shall we go down to the museum in Teleiat?"
Tabi: "Sure. It's on the way to Luttiim, too."
Ettiin: "So, whatever's down there is still ticking. You said it was an oubliette? Wonder what it's holding."
Sat Nov 28, 2015 11:30 pm
Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
Re: Ad Infidium (Roll 233)
"I need none of your flimsy metal toothpicks..." Exit the store and greet my chirop stalkers. "What, have I got something caught in my teeth?"
Sat Nov 28, 2015 11:44 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 233)
"Fair. A missed shot is a useless shot, worse if there's collateral around or they go hide. Sounds like you have a rough few months ahead of you. What happens when you get too tired to keep spotting? Just no sniping?"
Sat Nov 28, 2015 11:54 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 233)
>Leave for Teleiat... after Ettiin speaks to Vandolf!
Last edited by TheKebbit on Sun Nov 29, 2015 1:13 am, edited 1 time in total.
Sun Nov 29, 2015 12:06 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 233)
"'Oubliette'? That's a kind of trap door in a ceiling? Maybe it's something else we haven't quite found yet?
Ettiin, would you all have found anything like that? Or maybe some other places like this that we might be able to interact with?"
> Store mana.
Sun Nov 29, 2015 12:44 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 233)
"There are different methods? Uh... I've affixed a roaming spirit?"
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 ____________________
"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.
"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."
"Then I'll take my leave." > Head over to Torrent's room. Knock first. "Hey, Torrent? I have a few questions for you. How did you come to work with Elizabeth? What were you doing before joining up with Vranhal and Elizabeth? And why does Lucida have a grudge against you?"
After knocking on the door, you enter and, seeing the armored figure sitting in a padded chair, deliver your questions.
He stares at you for a good long time.
Torrent: "All are related. Now get out."
"...Mm. Sorry to bother." > Leave. Let's try that a bit less spazzy. Go up to the walls where the spotter is.
Leaving the room and quietly closing the door, you exit the building and head over to Vranhal's east wall, which is quite a distance away.
A tower containing a staircase is connected to the wall, which you can make out a sort of wooden hut-like structure on top. Looks like where the spotter was supposed to be.
Heading up the spiral staircase of the tower, when you reach the top you're met by a mage in a black cloak with a golden emblem of an arrow stitched into the upper arms. He has a set of earmuffs on, and he hands you a pair.
Uh, you're supposed to put them on, you guess, which you do and he gives you a thumbs up.
The man steps out of the way, and you step up on the roof of the tower.
The wooden hut is a small platform elevated on some stilts with a chair and a roof over it, only enough space for a single person really, and the platform is only about as high as your head.
In the chair is a woman with short, messy brown hair in a black cloak, the emblem of a hollow circle on her shoulder. She's facing towards the east, her back to you. Two blue mages stand at the left and right sides of the "hut," and a duo of black mages are behind. On the wall are numerous groups of six black mages, spread out over quite a distance. Periodically they pull a metal rod out of a quiver on their belt and fire it off in an explosive blast that you can feel in your chest - the earmuffs are probably to protect your hearing.
You walk to the eastern side of the tower roof, getting a better view of who you assume is the spotter. Her sleep-deprived bloodshot eyes are partially covered with pair of round-framed glasses with the left lens missing. Hovering in the space in front of her are circles of moving images, panning across fields. Occasionally a man will appear in one of the images, one of the black mages on the wall fires, and the man in the image explodes into a spray of gore.
Spotter: "You a spotter in training?"
"More of a sniper. Though, even closer to a fighter. Have been considering going into kinetic archery techniques like this, wanted to see what it was like. How does being a spotter work?"
Spotter: "I'm a light mage. I see stuff far away. When I see a target, I pick a sniper to shoot it by sending the sniper the target's bearing, elevation, the wind, temperature, and when I need that shot fired, and then the sniper does it. Or,"
There's the sound of a war machine firing somewhere in the city, and a little later, a group of men in one of the images are consumed in flames.
Spotter: "I have 'ol mailguy deliver a package for me. You should be a spotter - high demand for 'em right now. I'm managing twenty two sniper teams at the moment, you can imagine how much bank I'm making."
"That damn mail system at it again. Lucrative as that sounds, I don't think I could stand being so inactive. Not to make light of the work, it looks pretty difficult, but I'm a bit too in love with kinetics and moving around. I heard you're the only spotter right now, were the others stationed around in the field?"
Spotter: "No, they're all dead. The Second had a telepath lurking around taking out spotters before the war declaration. I'm the last one alive that's capable of doing the job, there're some newbies in training right now, though.
Don't feel bad if you try to shake my hand and one of these fellows here snaps your neck, just makin' sure I'm kept safe."
"...Well I wasn't worried about that BEFORE but since you say that... How long til other recruits get up to speed? Days? Weeks?" Spotter: "Couple of months? They can barely make a blink of light at the moment and they've got a mess of number crunching training ahead of 'em. The sooner the better, but better to make sure they're adequate than to throw 'em in the chair and have 'em miscalculate every shot."
"Fair. A missed shot is a useless shot, worse if there's collateral around or they go hide. Sounds like you have a rough few months ahead of you. What happens when you get too tired to keep spotting? Just no sniping?"
Spotter: ”I take a nap when I think they action’s dying down, and we have some people with telescopes scan the area. When they see activity, they wake me up and I get right back to HAHAHAHA”
A storm of explosions shakes your bones as every sniper opens fire multiple times, splashes of red filling the spotter’s light screens, the barrage quickly ending. Fields covered in gore are all that are left of some military division.
Spotter: ”Hehehehehe, they thought they could get a few men through if they all rushed at once.”
Blue Mage: ”Nice spotting. Hit rate?”
Spotter: ”Four-hundred-two out of four-hundred-seven. Four were backup shots in case the target moved the other way, the last one was GET YOUR ♥♥♥♥ TOGETHER HARRISON”
One of the black mages on the wall lowers his head as his squad mates chuckle at him. ____________________
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: 8 Evasion -4 => -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 ____________________
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."
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!"
TheKebbit wrote:
"Tabi... do you think any of these nodes will respond to your control brick?"
Tabi: "I could try."
Walking over to the coffin slot, she digs through a bag and pulls out a spool of some sort of clear wire and a roll of sticky cloth strip. Sticking a length of wire to each node and connecting them to her interface brick, she pushes a few buttons on the brick and a large array of characters scroll down its screen.
Tabi: "It's still working, whatever this is."
She stares at the interface brick for a few minutes, the screen flashing a few times, signal readings appearing and vanishing, character sets swapping.
Tabi: "Ooh, I got a word. 'Oubliette'."
TheKebbit wrote:
"So something might have been imprisoned here. Can you ping it with a signal?"
Tabi: "I can try."
There's a pause as Tabi works the brick.
Tabi: "Something about a 'false casket'. Maybe it knows my brick isn't the real thing."
TheKebbit wrote:
"Then we can spare a little bit of time to look for that casket. Tabi? Vandolf? Shall we go down to the museum in Teleiat?"
Tabi: "Sure. It's on the way to Luttiim, too."
Ettiin: "So, whatever's down there is still ticking. You said it was an oubliette? Wonder what it's holding."
Vandolf: "'Oubliette'? That's a kind of trap door in a ceiling? Maybe it's something else we haven't quite found yet?
Ettiin, would you all have found anything like that? Or maybe some other places like this that we might be able to interact with?"
Ettiin: ”Dunno about other places, but there’s nothing else in the tower that’s noteworthy. Checked every stone on the inside and outside, no secret doorways or buttons. Nothing in the grass in a fifty meter radius either, unless if it was buried deeper than the length of my sword.”
That seems to be that, so you wave bye for now and lead the way to Teleiat, Tabi and Vandolf following closely behind.
Tabi: ”This is where my family is...” ____________________
-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 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."
"I'm gonna head off t' meet Bauen, wanna come with? Or gon' hang 'round with Miimas?"
Horoma: "I'll come along. Not every day you get to see gate magic being taught. Miimas isn't exactly doing anything interesting, either."
"Alright then."
The two of you leave the inn and locate Bauen's dwelling, a large stone dome with an orange banner across the entrance. You knock on the wooden door, waiting a bit before it opens. The twisted form of the gate walker greets you and you and Horoma enter.
It looks like a normal lupus house - the main room, which is right past the door, serves as the dining room, with the kitchen to your left and a living room to the right. The only thing abnormal is the large array of strange rocks and substances that decorate the walls and a few shelves, some looking organic, others are intricate glassy sculptures.
Bauen offers the two of you to take a seat, which you do.
Bauen: "So, you are on the path to learn gate magic. What do you already know of spirit magic?"
"Can channel spirits, bindin' ..likely unbind a spirit with a bit of effort."
Bauen: "Might I ask what methods of spirit binding you use?"
"There are different methods? Uh... I've affixed a roaming spirit?"
There’s a creaking sound as Bauen furrows his, uh, eyebrows?
Bauen: ”There are two types of spirit binds. The most commonly modified one is a Haunt - the shaman alters a spirit’s sense of attachment, either connecting it to an object, person or place, or detaching it. When affixed this way, the spirit will then naturally build a stronger bond on its own. This bond is called a possession. The spirit has a strong hold of whatever it is affixed to, which cannot be done or undone as easily as a haunt. To break the spirit from this type of bond, you must sever the part of it that anchors it.” ____________________
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 -Takana Inn Room Key -Folding Peasant’s Knife (+3 Edge)
Equipped: -Shaman Medallion (Kyeltziv)
-Leather Carrying Bag --Wooden Protection Totem (Mana: 151/180) ---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)
"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."
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!"
TheKebbit wrote:
"Tabi... do you think any of these nodes will respond to your control brick?"
Tabi: "I could try."
Walking over to the coffin slot, she digs through a bag and pulls out a spool of some sort of clear wire and a roll of sticky cloth strip. Sticking a length of wire to each node and connecting them to her interface brick, she pushes a few buttons on the brick and a large array of characters scroll down its screen.
Tabi: "It's still working, whatever this is."
She stares at the interface brick for a few minutes, the screen flashing a few times, signal readings appearing and vanishing, character sets swapping.
Tabi: "Ooh, I got a word. 'Oubliette'."
TheKebbit wrote:
"So something might have been imprisoned here. Can you ping it with a signal?"
Tabi: "I can try."
There's a pause as Tabi works the brick.
Tabi: "Something about a 'false casket'. Maybe it knows my brick isn't the real thing."
TheKebbit wrote:
"Then we can spare a little bit of time to look for that casket. Tabi? Vandolf? Shall we go down to the museum in Teleiat?"
Tabi: "Sure. It's on the way to Luttiim, too."
Ettiin: "So, whatever's down there is still ticking. You said it was an oubliette? Wonder what it's holding."
You store some mana.
"'Oubliette'? That's a kind of trap door in a ceiling? Maybe it's something else we haven't quite found yet?
Ettiin, would you all have found anything like that? Or maybe some other places like this that we might be able to interact with?"
Ettiin: ”Dunno about other places, but there’s nothing else in the tower that’s noteworthy. Checked every stone on the inside and outside, no secret doorways or buttons. Nothing in the grass in a fifty meter radius either, unless if it was buried deeper than the length of my sword.”
That seems to be that, so you wave bye for now and follow Kleigg and Tabi as they lead the way to Teleiat.
Tabi: ”This is where my family is...” ____________________
-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 look like a toughie, come help us save the world."
The one that spoke hands you a piece of paper.
Project Heartstone A walled(?) facility located North of Luttiim, somewhere with a field surrounded by trees? Matis Emiel was involved with the project ____________________
-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: 19/19) -Mana Stone (Mana: 1/19) -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)
Sun Nov 29, 2015 4:35 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 234)
"Want to go over and check on them? I can stand watch outside - or just remain here. I imagine they don't necessarily want to meet a man from the Spiral."
Sun Nov 29, 2015 5:12 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 234)
"I uh, I'll leave you all to it. Good talking to you, uh... ...Hm. Never asked your name. I'm John, John... Freemaneth." > Store 15 mana, 3 Intermissions.
Sun Nov 29, 2015 5:16 am
Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
Re: Ad Infidium (Roll 234)
"Well then. Head there!
Sun Nov 29, 2015 5:48 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 234)
TheKebbit wrote:
"Want to go over and check on them? I can stand watch outside - or just remain here. I imagine they don't necessarily want to meet a man from the Spiral."
Tabi: "Well, I'm in the Spiral too, you can, um, come inside. I-it might be a while, they haven't seen me for a few years."
Leaving Vandolf behind, you follow your bat friend as she navigates the city streets, her uniform attracting a few looks here and there. The two of you stop in front of a clothes shop, the sign mounted above the door reading "Konai's Clothing." Pushing open the door and entering, the two of you are greeted by racks of clothing of various types and colors. A chirop dressed in a poofy black dress with slits in the arm sleeves (for wings to extend out of?) walks over to you from the counter.
Chirop: "Welcome to Ko-OHMYGODTABIYOURENOTDEAD"
The chirop runs over to Tabi, hugging her while babbling hysterical nonsense.
Tabi just hugs her babbling sister back, her eyes tearing up.
TorrentHKU wrote:
"I uh, I'll leave you all to it. Good talking to you, uh... ...Hm. Never asked your name. I'm John, John... Freemaneth." > Store 15 mana, 3 Intermissions.
Spotter: "Judith Trovare. Good luck on that sniper training or whatever you're doing."
Ociamarru wrote:
"Well then." Head there!
You and your bat crew leave town and take the road south-west towards Luttiim. After a bit of a trek, you see someone coming towards you from the other end of the road. Once you get close enough, you wave to greet the, uh, what IS that?
It looks bipedal and wearing a massive cloak. There's a massive hunchback on the thing that looks like it has a huge backpack under its robe. Its face is obscured by the darkness of its hood, but you can make out two large eyes and three small ones.
The thing waves back to you, so at the very least it seems friendly. Could try to chalk up some conversation, or just walk past.
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