Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 243)
"A node beneath the tower that the network pooled into. That's all. My limits of resolution aren't that high. No ghostly voices or anything. I couldn't get a read on any details of the constructs or their purpose.
I hope Vandolf made it somewhere to rest instead of flying off the handle to another town. It's the dead of night. I might have stayed by him, but...
You already know I'd rather be here. With you."
Last edited by TheKebbit on Thu Dec 10, 2015 11:30 pm, edited 1 time in total.
Thu Dec 10, 2015 11:27 pm
Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
Re: Ad Infidium (Roll 243)
Accompany my chirop friend in his questioning. Be as quiet as a swole as ♥♥♥♥ mouse. "We should stick together, lest these...God-forsaken children decide to amuse themselves with our own."
Thu Dec 10, 2015 11:30 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 243)
Ociamarru wrote:
Accompany my chirop friend in his questioning. Be as quiet as a swole as ♥♥♥♥ mouse. "We should stick together, lest these...God-forsaken children decide to amuse themselves with our own."
when you're a lupus who is jacked the ♥♥♥♥ up with SLABs of muscle and aint afraid of NOBODY especially no SNOT NOSED KIDS #OnlyRazeThings as soon as Vandolf finishes his tour with the Venari you should form a beefcake team
Thu Dec 10, 2015 11:31 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 243)
> Carefully bring out the scrap metal and toss it deeper into the forest to fool it into thinking I've already escaped.
Thu Dec 10, 2015 11:36 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 243)
TheKebbit wrote:
Ociamarru wrote:
Accompany my chirop friend in his questioning. Be as quiet as a swole as ♥♥♥♥ mouse. "We should stick together, lest these...God-forsaken children decide to amuse themselves with our own."
when you're a lupus who is jacked the ♥♥♥♥ up with SLABs of muscle and aint afraid of NOBODY especially no SNOT NOSED KIDS #OnlyRazeThings as soon as Vandolf finishes his tour with the Venari you should form a beefcake team
So am I not included in team strongwolf???? it might be FAKE MAGIC MUSCLE, but I am stronger than either of the other wolfmans in the party.
Thu Dec 10, 2015 11:54 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 243)
forgive me amazigh your titanic spiritual biceps should also automatically place you on the squad
Fri Dec 11, 2015 12:01 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 243)
Hey excuse me, I could blow all of you up in an instant, assuming I go first and your name isn't Asklar or John or Manticore.
Last edited by CrazyMLC on Fri Dec 11, 2015 12:06 am, edited 1 time in total.
Fri Dec 11, 2015 12:06 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 243)
If we're counting Power Flow then I'm the strongest out of all of us, lol.
Fri Dec 11, 2015 12:06 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 243)
"Who's Maria?"
We should pvp ourselves to decide who's the mightiest one, actually.
Fri Dec 11, 2015 2:27 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: Night
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
TorrentHKU wrote:
Hopefully this isn't rigged. I doubt we're in any danger but the rest of the library isn't so sturdy... > Kinetic scoot the furniture to the side, then take a few steps back and use kinetics to pull the floorboards straight up.
Using kinetics, you scoot the furniture to the side, take a few steps back, and then use kinetics to rip the floorboards straight up. Nothing explodes, so you set the floorboards aside and check out the hole in the floor.
There looks to be some crawl space, but right where you ripped the floor up is a rectangular blocky object wrapped in cloth and tied closed with twine. A paper is held under the twine, with some thick lettering written on it.
If you are reading this, burn this book! Dangerous information, do not read! If you're going to read it anyways, Do not read without telepathic protection!
Lucida: Why would someone store a book with a note that says to burn it, instead of just burning the book?
TorrentHKU wrote:
Too valuable to just destroy it, but also too dangerous to let it out of your hands. It's probably just in case something happened to Sanoa, like getting captured. This way if anyone finds it on accident, there's at least the note. If she can't be here to make sure it's kept safe, she can at least try to make sure it gets destroyed before it can become a problem. > Acquire book. Shame there's not a copy of this without the whole... direct magic business in it. Self healing would be an excellent skill to have.
Lucida: Could probably hack it with light magic - you won't be setting bones back in place, but you can keep yourself from bleeding all over the place.
You grab the book and slap it on your back, a white AM shell forming over it, attaching it to the armor.
Lucida: Now I guess we go check out Kyeltziv and the heartstone facility, and come back to a greeting from the Whitehawk?
TorrentHKU wrote:
Yeah. Not looking forward to the Whitehawk so much, but we can cross that bridge when we get to it. Now, Fluustern was it? I believe Kyeltziv was headed there.
Lucida: Let's get to getting there then. Unless if there's something else you wanna do? We might be out of the area for some time. Especially that heartstone place - I've a feeling that's gonna be a load of fun.
TorrentHKU wrote:
Talked to everyone I wanted to in Vran already, and nothing I need here in Mead. I might want to try and harvest a beast core if we run into anything formidable though. > Return boards and furniture to their prior positions, then head back outside. Stop and put my borrowed Weapons and Constructs book on Sanoa's desk as we pass it. "Library book returned, our business here is done."
You return the boards and furniture back to their original positions and head outside, dropping off your library book at Sanoa's desk before exiting the building. The blue mage is still there, waiting.
"Library book returned, our business here is done."
The blue mage gives you a nod.
Blue Mage: "Heading off now?"
"Yes, to Fluustern. We may end up cutting through the woods, just keep your distance if we run into anything dangerous."
After storing your mana into a stone and then the healing lamp, you dissolve your 5-output release stone and make a new one with 99 mana.
Your duo (trio?) leaves Mead, traveling on the cobbled road under the starry night sky, soon reaching the bridge that crosses the Anri. ____________________
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
-Lucida Armor (Absorbs all damage) (17 Armor Resilience, 1500/1500 Durability) (+50 Strength, +30 Evasion, +10 Speed) (Immune to Telepathy)
Artifact (0/1):
Inventory: -Crude Mana Stone (Mana: 1/1) -Mana Stone (Mana: 2.3/2.3) -Mage Stone (Mana: 10/10) -Mage Stone (Mana: 10/10) -Release Stone (Output: 11) -Focus Stone --Course Correction (Repeat the Land/Miss on a melee attack (consuming AP), but the target has 0 Evasion) --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)
Equipped: Lucida (Longsword) (+50 Edge | +8 Impact | +40 Arcane) (Mana: 3000/3000) (Mana Regen: 100) (Magic) -Lucida Armor (Absorbs all damage) (17 Armor Resilience, 1500 Durability) (+50 Strength, +30 Evasion, +10 Speed) (Immune to Telepathy) -Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana) -Radiance (Create a powerful light, blinding everyone around you) (Inflicts Blind = Arcane + Mana) -Megaflare (Unleash a white torrent of flame that incinerates) (Inflicts Burn + On Fire = Arcane + Mana, Blind = [Arcane + Mana] * 0.5) -Haste (Single Turn Condition) (Cast at beginning of turn) (Speed up a target, increasing its Speed) (+Speed = Arcane + Mana) -Accelerated Repair (Speed up the body’s natural healing process on a target, clearing conditions) (Turns given = Arcane + Mana) -Fast Forward (Speed up a target, granting it additional AP) (Cannot use AP gained from FF to cast FF) (0.1 AP = Mana) -Divine Mirror (Passive) (+100% Light magic effectiveness, Immune to Blind from light)
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 = 9 Mana) ---Form Focus (Create a focus crystal) (Efficiency: 1 Ability = 8 Mana , Ability Strength (per ability): 100% = 8 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:
"A copper for your thoughts?"
There's a bit of a pause before she says something.
Tabi: "Wonder what we'll find when we unflip the tower, or whatever the casket does. What's buried down there."
TheKebbit wrote:
"A reserve of power that we will be able to leverage for good.
Or something of deep academic interest. A mystery we'll crack. Either way, a discovery that will make the two of us happy.
I'm sure, Tabi. Are you nervous?"
Tabi: "A bit, I guess. Sort of excited to see what's down there, what kinds of constructs they had in ancient times. Maybe it'll end up being primitive compared to today's constructs, but it'll still be a neat find, just not as useful.
What were you able to detect down there? I remember you said you sensed a network of mana or something, was there anything else?"
"A node beneath the tower that the network pooled into. That's all. My limits of resolution aren't that high. No ghostly voices or anything. I couldn't get a read on any details of the constructs or their purpose.
I hope Vandolf made it somewhere to rest instead of flying off the handle to another town. It's the dead of night. I might have stayed by him, but...
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)
> Go to the village, ask around for information on the large buildings, but do so quietly
Your party heads to the nearby village. It's night, and there's hardly a soul outside. Strolling around the dark streets, you soon come across a small human girl and ask her if she knows anything about the buildings to the north.
Girl: "They're bad people. They take orphans and use them in some experiment. You should burn them down like Maria did."
Ki’stha: "Burn them down again? What happened last time?"
Girl: ”The anti-magic system failed, and Maria broke out. Started freeing everyone in her building and roasting all the workers.”
"Who's Maria?"
Girl: ”She was a girl in the facility like the others. They said she was a huge success - until she broke out.”
Raze quietly speaks to you and Ki’stha
Raze: "We should stick together, lest these...God-forsaken children decide to amuse themselves with our own." ____________________
-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)
> Go to the village, ask around for information on the large buildings, but do so quietly
Your party heads to the nearby village. It's night, and there's hardly a soul outside. Strolling around the dark streets, you soon come across a small human girl and ask her if she knows anything about the buildings to the north.
Girl: "They're bad people. They take orphans and use them in some experiment. You should burn them down like Maria did."
"Burn them down again? What happened last time?"
Girl: ”The anti-magic system failed, and Maria broke out. Started freeing everyone in her building and roasting all the workers.”
P’orihc: "Who's Maria?"
Girl: ”She was a girl in the facility like the others. They said she was a huge success - until she broke out.”
Raze quietly speaks to you and P’orihc.
Raze: "We should stick together, lest these...God-forsaken children decide to amuse themselves with our own." ____________________
-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)
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: 170/180) ---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) ---Spirit Lance (Attack another spirit, weakening it) (Cannot miss) (-Arcane, -Aim, -Will = Will + Mana) ---Bind Spirit (Affix a spirit to a physical object) ---Possession Break (Forcefully detach a spirit’s bind) (Cannot miss) (Possession is broken if your Will is greater than Spirit’s will x2) -(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 effectiveness, +5 Spirit Magic Resistance) -Constitution (+10% Maximum Base HP)
"Ah... yes, that would make sense. Perhaps you should speak with the leader of Vranhal; she would have something to discuss with you, I am sure.
Anyway, it seems that now is not the time for me to cower in fear. I wish you good fortune on your journey, Jala."
> Walk into the forest.
You walk south into the pitch-black forest. There would be a description of what you see, but you can't see ♥♥♥♥.
After enough walking in the dark, tripping over tree roots, and walking into tree trunks, you hear a noise, something alive and moving.
CrazyMLC wrote:
Should've taken out my lamp before getting this far in... Oh boy.
> Activate my lamp, keeping it attached to my body as opposed to in my hand. Draw my swords, just in case. It could still be something that isn't hostile.
You activate one of your lamps, keeping it attached to your body. The light illuminates a large, serpentine shape ahead - some sort of lizard the size of a deer, its long body covered in lustrous black scales. The creature hisses at you, but doesn't immediately attack.
CrazyMLC wrote:
"Hello."
It hisses at you again, this time louder. What a lovely conversationalist.
CrazyMLC wrote:
"... Take care of yourself, scaly one."
> Back away into another part of the forest. Store mana in a mana stone.
You back away into another part of the forest, the serpentine lizard watching you as you go.
Navigating the dark trees with your new light, it's easier to move around. After a bit of randomly walking around, you see something off to your side.
A pair of shining yellow eyes, a hulking shape resembling a massive wildcat, larger than three lupus. A pair of bone-wing-like shapes sprout from its back, and its tail features long pointed spines.
The mouth on the beast's lion-like head curls into a smile, revealing long, flesh-rending teeth.
CrazyMLC wrote:
"Pleasant out tonight, isn't it?"
Hey HKU, I bet this thing has a nice beast core. > AGGRESSIVELY REACH OUT WITH PSYCHIC MIND POWERS TO JOHN
"Just a minute, I need to go to the bathroom now."
> Run behind a tree, stick a spear into the ground, and hang my cloak off of it with the lamp attached. Put all of my available mana in the fire mine rune spell and place it at the base of the spear. Quietly climb up the tree.
Running behind the closest tree, you plant a spear into the ground, hang your cloak (with attached lamp) to it, and climb up the tree as quickly and silently as you can.
You can hear the manticore pacing around, positioning itself so it has line of sight to the lamp. You can't see the glimmer of its eyes, so you assume it isn't looking at you.
Looks like your plan is working, so far.
Carefully pulling out the piece of scrap metal from your inventory, you chuck it as far as you can without revealing your presence. The piece of metal collides with a tree trunk with a dull clang, and you see the beast snap its head towards the direction of the sound.
It remains perfectly still, not chasing the sound, or moving towards your lamp. ____________________
-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)
> Go to the village, ask around for information on the large buildings, but do so quietly
Your party heads to the nearby village. It's night, and there's hardly a soul outside. Strolling around the dark streets, you soon come across a small human girl and ask her if she knows anything about the buildings to the north.
Girl: "They're bad people. They take orphans and use them in some experiment. You should burn them down like Maria did."
"Burn them down again? What happened last time?"
Girl: ”The anti-magic system failed, and Maria broke out. Started freeing everyone in her building and roasting all the workers.”
P’orihc: "Who's Maria?"
Girl: ”She was a girl in the facility like the others. They said she was a huge success - until she broke out.”
You quietly speak to Ki’stha and P’orihc.
"We should stick together, lest these...God-forsaken children decide to amuse themselves with our own." ____________________
-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: 19/19) -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 Dec 11, 2015 3:37 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 244)
>Drift off into dreams.
Fri Dec 11, 2015 3:42 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 244)
> This is a nice tree. Let's stay in this tree for a long time and never leave. Please save me Lucida.
> Carefully go around the tree trunk so that it's between me and the manticore's head. Climb down slowly to the floor, making sure to adjust around the trunk if it moves, in order to keep the trunk between us so I remain hidden.
Last edited by CrazyMLC on Fri Dec 11, 2015 6:39 am, edited 4 times in total.
Fri Dec 11, 2015 4:07 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 244)
> Use 96 mana, improve my 2.3 stone with that and fuse the Crude Mana Stone in too. Head towards Fluustern. Hm. I can tell you've got Megaflare in here, but do you know anything less fiery, more concentrated?
Fri Dec 11, 2015 5:03 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 244)
>Gather my stuff from the inn, then look for batpals, check their rooms first.
Fri Dec 11, 2015 11:14 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 244)
TheKebbit wrote:
>Drift off into dreams.
You close your eyes, drifting off darkness...
An extravagant shopping district painted with snow. Although it's night, the endless lanterns hanging from ropes running from building to building illuminate the streets, and the window displays exhibit flashy merchandise in bright lights.
A familiar chirop wearing a tan hat and capelette pulls you by the arm.
Tabi: "C'mon! We need to get the kids something to wear to the Donum party! ____________________
CrazyMLC wrote:
> This is a nice tree. Let's stay in this tree for a long time and never leave. Please save me Lucida.
> Carefully go around the tree trunk so that it's between me and the manticore's head. Climb down slowly to the floor, making sure to adjust around the trunk if it moves, in order to keep the trunk between us so I remain hidden.
You carefully move yourself to begin descending the tree, but before you step down the beast's head snaps towards you, yellow eyes gleaming.
♥♥♥♥. ____________________
TorrentHKU wrote:
> Use 96 mana, improve my 2.3 stone with that and fuse the Crude Mana Stone in too. Head towards Fluustern. Hm. I can tell you've got Megaflare in here, but do you know anything less fiery, more concentrated?
You head towards Fluustern, taking the dirt path to the first stop in your destination - Venari. Lucida: Uh, I don't think so. I think the sword does have some other stuff in it, but I haven't dug it all out yet.
The city of stone domes and streets has numerous canals running through it, the entire thing surrounded with a large moat. Numerous armored lupus guards patrol the area, one at the city gate giving you a wave. ____________________
Amazigh wrote:
>Gather my stuff from the inn, then look for batpals, check their rooms first.
Head back to the inn with Horoma in tow, you reach your room and pop it open, retrieving all of your items.
With the little coffin on your back and the rest of your gear with you, you knock on Miimas's door, which soon opens up with the blue-coat there to greet you.
Miimas: "Hey. What's up?"
Last edited by CaveCricket48 on Sat Dec 12, 2015 5:22 am, edited 1 time in total.
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