Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 247)
"I see what you mean... glad to still be in one piece.
I think my friends back in Teleiat can handle themselves for now. Mind if I accompany you east?"
> Store mana.
Thu Dec 17, 2015 6:26 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 247)
Kebb next time we meet I need to teach you focuses and also I need to talk to Tabi about focuses.
Thu Dec 17, 2015 6:29 am
Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
Re: Ad Infidium (Roll 247)
Look for a window/cellar/etc entrance to the ruins.
Thu Dec 17, 2015 5:02 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 247)
TheKebbit wrote:
"War coming. I needed the weapon on hand to fight on everyone's behalf. It makes me worried sick. I don't know if I'm ready."
Tabi: "Well, that's the good thing about teamwork. More people can be ready and make up for those who aren't. You said there was a negation user in your dream - do you know if he was one of the ones that the white-haired man was talking about?" ____________________
TorrentHKU wrote:
Huh. Hadn't even thought of that. Bad habit. Well, it won't get out accidentally from you with the whole telepathy resistance and all. "Good. That's the gist of things, yes. Let's get going, Fluustern is a ways away." > Head out, get walking East towards Fluustern. Expand my release with 36 mana, make a super dense sword with 64 mana. "Hey Andrew, I want to test some things about the armor. Can you check to see if we're clear for anyone watching via telepathy?"
After your small group leaves towards Fluustern, you ask Andrew once you're far from visible settlements.
Andrew: "Uh, sure.
There are some things kinda nearby, not sure what they are. Bit to the north in the trees. Might be beasts." ____________________
Amazigh wrote:
"Goin' pretty well, 'bout t' leave through a gate t' vran, might not be comin' back here after, want t' come with?"
Tuhota: "Sounds exciting. When do we leave?" ____________________
CrazyMLC wrote:
"I see what you mean... glad to still be in one piece.
I think my friends back in Teleiat can handle themselves for now. Mind if I accompany you east?"
> Store mana.
Jala: "I do not mind. I cannot guarantee I would be very entertaining company, though." ____________________
Ociamarru wrote:
Look for a window/cellar/etc entrance to the ruins.
Well, the ruins are surrounded by a large *wall*, doesn't look like something that would have a window or cellar built in, so you check around for some other form of entrance.
There don't appear to be any doors or gates through the wall, but a bit of looking around and you manage to find a large artificial tunnel in a shallow, dirty pond. The tunnel is large enough for you to climb through, but it also seems to be sealed with bricks. Probably easier to break through than the wall.
Fri Dec 18, 2015 2:37 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 247)
"No indication. The only 'good' negation users he described to us were the one who summoned incredible barriers and the one who could create artificial matter that acted as a portal for his spellcasting.
The latter would make more sense, perhaps - but unless that was the white-haired fellow and he somehow tagged me with a blob of AM that lets him summon weapons to my person, it seems like a useless guess. Besides, the man in the dream looked different. Did he? I must remember."
>Was there anything remarkable about his appearance?
Fri Dec 18, 2015 2:47 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 247)
"Alright, let's- Wait. Oh hell I'm a ♥♥♥♥♥♥♥. I can just MAKE an anti-telepathy construct, can't I." > Do that. Full strength Power Flow focus, .01 power Release, Memory crystal set to run the construct constantly as long as there's mana, 1 capacity stone, rig them all together, secure it, and put it in a bracelet.
Fri Dec 18, 2015 3:01 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 247)
"Figure bauen's gathered the shamans he was after, so not long after we get there I think."
Fri Dec 18, 2015 3:06 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 247)
"That's alright, I'm heading that way anyway, so might as well.
I don't mean to be rude, but what kind of creature are you? I've never seen anyone quite like you."
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:
Just need to find smart people then! Bio and Construct collaboration! "Feels powerful. And Lucida's good company. Hard to eat through it though. How much exactly were you briefed on the... situation with me?"
Andrew: "You have vital knowledge that would be disastrous if it were to fall into enemy hands, and you lack telepathic protection. You're using Lucida for the time being to both protect your mind and assist in your mission.
That's all."
Lucida: He doesn't know the specifics of what you know. I didn't either, until you told me. I guess you weren't told that.
TorrentHKU wrote:
Huh. Hadn't even thought of that. Bad habit. Well, it won't get out accidentally from you with the whole telepathy resistance and all. "Good. That's the gist of things, yes. Let's get going, Fluustern is a ways away." > Head out, get walking East towards Fluustern. Expand my release with 36 mana, make a super dense sword with 64 mana. "Hey Andrew, I want to test some things about the armor. Can you check to see if we're clear for anyone watching via telepathy?"
After your small group leaves towards Fluustern, you ask Andrew once you're far from visible settlements.
Andrew: "Uh, sure.
There are some things kinda nearby, not sure what they are. Bit to the north in the trees. Might be beasts."
You upgrade your focus stone using 36 mana, and use 64 mana to make an ultra-dense greatsword. Without Lucida, it’d be too heavy to carry.
"Alright, let's- Wait. Oh hell I'm a ♥♥♥♥♥♥♥. I can just MAKE an anti-telepathy construct, can't I."
You create a Power Flow focus, a 0.1 capacity release stone, a 1 capacity mana stone, a memory stone, and an AM bracelet, all using about 25 mana. After rigging all the components together and setting the memory stone to use Power Flow as long as there’s mana, you have Lucida open up the gauntlet and put your bracelet on, the armor closing over your limb after.
Dropping a mana into the bracelet, you wait for the results.
Lucida: Doesn’t seem to be working. I think the armor is blocking the effects of the bracelet. ____________________
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: -Mana Stone (Mana: 2.3/15.3) -Mage Stone (Mana: 10/10) -Mage Stone (Mana: 10/10) -Release Stone (Output: 15) -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: 2975/3000) (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)
-Power Flow Bracelet (Output: 0.1) (Mana: 1/1) --Memory Stone: Use Power Flow on the wearer as long as there is mana
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 = 7 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:
>Sit up. Get out of bed. Try to draw the blade Hexestahl from my memory and set it down on the table. "Tabi. Tabi! I just had the strangest dream. It left me with a magic sequence - this artificial object here."
Tabi jolts awake as you walk over to the table.
Tabi: "Huh? What?"
Pulling the strange sequence from your mind, you materialize a sword in your hand, setting it on the table and flicking on the light. The blade is a lustrous black with a slight curve, almost like a scythe's. The hilt is like bone in color, flaring where it meets the blade forming a short crossguard. The opposite end of the handle is a round pommel, looking like the same material as the blade.
Tabi: "Caelus, is that witch metal?"
TheKebbit wrote:
"I don't know. I don't understand. It was at first a beautiful dream - you were in it - but it ended in ruins. There was a man with no eyes, a nullifier who gave it to me. We were fighting some titanic enemy with powers of corruption and mental distortion."
Tabi: "You just pulled this out of your dream?"
She pokes the weapon while seemingly ignoring the beginning of your explanation. Running her arm across the blade a bit above the edge, small bits of hair fall on the desk as they're effortlessly sliced off.
Tabi: "That is sharp. So, people can send you things made of AM. Or you somehow created it in your dream. Do you know why this was given to you?"
TheKebbit wrote:
"War coming. I needed the weapon on hand to fight on everyone's behalf. It makes me worried sick. I don't know if I'm ready."
Tabi: "Well, that's the good thing about teamwork. More people can be ready and make up for those who aren't. You said there was a negation user in your dream - do you know if he was one of the ones that the white-haired man was talking about?"
"No indication. The only 'good' negation users he described to us were the one who summoned incredible barriers and the one who could create artificial matter that acted as a portal for his spellcasting.
The latter would make more sense, perhaps - but unless that was the white-haired fellow and he somehow tagged me with a blob of AM that lets him summon weapons to my person, it seems like a useless guess. Besides, the man in the dream looked different. Did he? I must remember."
You try to remember his appearance.
Aged, but more so than the nullifier “scholar”. His eyes were covered with a ribbon of sorts tied around his head, but you know his eyes were gouged out. He was missing hair, but rather than at the crown like in old men, it was in patches here and there. The hair that was still in place was white.
Looking in the mirror, you run your hand through your hair. Most of it is still dark, but there are a few grey and even white strands here and there, and you’re pretty sure you’re not old enough to be doing that. Nullifiers lose their hair color faster?
Anyways, you’re pretty sure the man in your dreams wasn’t someone you’ve met before.
Tabi: ”Hmm. Controlling other people’s negation fields, creating indestructible barriers, using special AM to act as a portal for one’s powers, capturing and releasing spells and AM. Communicating with someone through a dream.
All of the nullifiers’ powers that we know of so far, they all have one thing in common - some sort of space element. Controlling a space, moving things through, in, and out of space, blocking off space.
OH! There’s an ancient text on someone called the Natural Teleporter, it was amongst the library in my university. Old tale of a human who could teleport without using a detectable form of magic. He was also highly resistant to magic - it was believed that he bent space in a way to protect himself, but I bet he was a nullifier!
Nullifiers are space manipulators!” ____________________
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)
> Search for back entrances, underpasses and other more interesting routes in
Ociamarru wrote:
Look for a window/cellar/etc entrance to the ruins.
There doesn’t appear to be any doors or gates through the wall, but a bit of looking around and you manage to find a large artificial tunnel in a shallow, dirty pond. The tunnel is large enough for you to climb through, but it also seems to be sealed with bricks. Probably easier to break through than the wall.
You could probably fly high enough to reach the top, but that would leave Raze behind. ____________________
-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)
> Search for back entrances, underpasses and other more interesting routes in
Ociamarru wrote:
Look for a window/cellar/etc entrance to the ruins.
There doesn’t appear to be any doors or gates through the wall, but a bit of looking around and you manage to find a large artificial tunnel in a shallow, dirty pond. The tunnel is large enough for you to climb through, but it also seems to be sealed with bricks. Probably easier to break through than the wall.
You could probably fly high enough to reach the top, but that would leave Raze behind. ____________________
-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)
"Goin' pretty well, 'bout t' leave through a gate t' vran, might not be comin' back here after, want t' come with?"
Tuhota: "Sounds exciting. When do we leave?"
"Figure bauen's gathered the shamans he was after, so not long after we get there I think."
Tuhota: ”I just need to go return my room key first, and I’ll be ready to go. Where’re they opening the gate? I can run to the inn real quick and meet you there.” ____________________
-Bag --Focus Stone (Kinetic Bolt, Blast Wave) --Focus Stone (Power Flow, Agility Flow) --Focus Stone (Kinetic Bolt) --Memory Stone (Drake) --Memory Stone (Drake) --Release Stone (Release: 24) --Release Stone (Release: 27) --Release Stone (Release: 30)
--Mana Stone (Mana: 22/22) --Mana Stone (Mana: 22/22)
--Mana Stone (Mana: 21/21) --Mana Stone (Mana: 21/21)
--Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20)
--Mana Stone (Mana: 19/19) --Mana Stone (Mana: 19/19)
--Mana Stone (Mana: 18/18) --Mana Stone (Mana: 18/18) --Mana Stone (Mana: 18/18) --Mana Stone (Mana: 18/18) --Mana Stone (Mana: 18/18) --Mana Stone (Mana: 18/18)
--Mana Stone (Mana: 0/17) --Mana Stone (Mana: 0/17) --Mana Stone (Mana: 0/17)
--Drake Magic Organ (Remains) --Drake Magic Organ (Remains) --Drake Magic Organ (Remains)
Equipped: -Shaman Medallion (Kyeltziv)
-Doll Coffin --Doll (Mana: 41/41) --Doll Clothes
-Leather Carrying Bag --Wooden Protection Totem (Mana: 174/180) ---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)
"I see what you mean... glad to still be in one piece.
I think my friends back in Teleiat can handle themselves for now. Mind if I accompany you east?"
> Store mana.
Jala: "I do not mind. I cannot guarantee I would be very entertaining company, though."
"That's alright, I'm heading that way anyway, so might as well.
I don't mean to be rude, but what kind of creature are you? I've never seen anyone quite like you."
Jala: ”Ermm. I am upset my disguise did not work. I think I had fooled two chirop and a lupus earlier. Well, I look scary under this cloak, but I believe I am a friendly one.”
In a single, slow motion, Jala pulls off the cloak.
An angular head, almost like an ant, with two large bulging eyes and a set of three smaller ones under each. A pair of ear-like horns, and a set of powerful mandibles. The body is long but curled up, which is what gave the appearance of the massive hunchback, but uncoils and sets itself down, a multitude of legs attached. On the front-most of the “torso,” it looks like Jala’s main arms are a pair of large scythe-like limbs, with equally long limbs right under but with more grasping, uh, hands.
True to Jala’s word of coming to the east to paint, there are several bundles of canvas frames and supply bags strapped to various parts of his (her? its?) body.
Jala: ”I am a Chi-Nheiu, hailing from the temple of Motram. I suppose you did not know, but followers of Motram worship the Nheiu, ancient many-legged deities.
When a prophet of Motram has reached a high enough rank, they can have a Nheiu egg placed inside of them. When it hatches, the newborn Nheiu consumes the host from the inside-out, taking in their memories and absorbing part of their form.”
-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. -Paper (Obscuring Light) upon activation locks onto the nearest spirit and treats it as its master. It then looks for the most complex spirit that isn't its master within 20 meters and creates a 6 meter cube around that spirit with points of light, meant to obscure that spirit's vision
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)
(Heroic) (Each ability uses 10 Heroic AP) -Skin of My Teeth (When you fail to evade an attack, redo the evade while disregarding any negative conditions and increasing your Evasion by your Will) (Automatically triggers if the attack would be lethal)
-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)
> Search for back entrances, underpasses and other more interesting routes in
Ociamarru wrote:
Look for a window/cellar/etc entrance to the ruins.
There doesn’t appear to be any doors or gates through the wall, but a bit of looking around and you manage to find a large artificial tunnel in a shallow, dirty pond. The tunnel is large enough for you to climb through, but it also seems to be sealed with bricks. Probably easier to break through than the wall. ____________________
-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: 8/19) -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)
Sat Dec 19, 2015 8:48 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 248)
"That explains a great deal. Do you think there is some root ability to alter space - like basic light or dark magic - from which all these things develop? What could it have to do with the hierarchy of Thirds, Fourths and Fifths?
Hah. Can you imagine what a First or a Second would be? A stone, a lichen or a bird?
...recalling the dream, I know the scholar and the eyeless man are not the same, in this or any other time.
I really do hope we nullifiers don't age faster than normal. This grey is making me a little self-conscious."
"No point in splitting up, who has the best punch?"
Sat Dec 19, 2015 9:31 pm
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 248)
"I think that question is obvious right? Though, I guess that if I use the power flow bracelet I could also break that down."
> Just in case, use Locate trying to do it through the brick wall. We don't want any surprises here.
Sat Dec 19, 2015 10:50 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 248)
"Said t' meet at the southern border of the village."
Sun Dec 20, 2015 4:11 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 248)
Kamilla really knew how to make them. Ok, back to testing the telepathy blocking. "Well the Lucida armor is too good at its own job, so the blocker's out for now. Gonna pull down a few bits of armor while I think a word, tell me if you can pick it up." > Start thinking "Chimney", remove armor over a finger, then a forearm, then replace that and remove armor over my mouth, then my face. Stop with the rest if any telepathy gets through.
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