Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 251)
> Stay calm. Maybe, probably, she doesn't want to fight. Especially fight Lucida. If she does want to fight, 65 mana Haste, snap helmet back up, and grab Andrew and move him out of here before coming back, sword drawn. "Hello there. These your woods?"
Tue Dec 22, 2015 8:46 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 251)
"Something about a construct devastating the countryside. Pretty credible, as it's most likely related to what Vranhal is trying to prevent."
Tue Dec 22, 2015 8:52 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 251)
"I'll take it. Do you suppose in taking input from my body, it transmits or contains my thought patterns? Maybe you recorded something interesting?" >Start walking toward the city council with all our gear packed up.
Tue Dec 22, 2015 8:57 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 251)
TorrentHKU wrote:
> Stay calm. Maybe, probably, she doesn't want to fight. Especially fight Lucida. If she does want to fight, 65 mana Haste, snap helmet back up, and grab Andrew and move him out of here before coming back, sword drawn. "Hello there. These your woods?"
The witch ignores the stag and cautiously moves towards you.
It slowly creeps out of the darkness of the trees, and you get a better look at it. Easily twice, maybe three times your height. A wide-brimmed pointed hat that sags slightly back, a black metal beak sprouting from its face. Its body is covered with a flowing black robe with orange markings here and there, along with black metal armor plates. Long black claws sprout from its hands, which are held in front of the witch's chest in a sort of praying position. The red eyes seem to narrow as they scrutinize you.
Andrew: Dear god, it's a queen.
Lucida: Doesn't look hostile yet.
It speaks in a distorted, static-like voice.
Witch: "Who are you?" ____________________
CrazyMLC wrote:
"Something about a construct devastating the countryside. Pretty credible, as it's most likely related to what Vranhal is trying to prevent."
Ettiin: "Huh. So they're a prophet? What religion do they follow? Assuming they're part of one." ____________________
TheKebbit wrote:
"I'll take it. Do you suppose in taking input from my body, it transmits or contains my thought patterns? Maybe you recorded something interesting?" >Start walking toward the city council with all our gear packed up.
Tabi: "Maybe. We could do some experimentation later if you're up for it."
The two of you grab all your gear and leave, with you lugging around the witch armor. It's a bit awkward to carry, even with you having folded it the best you can (without damaging it it any way). After dropping off your keys in the inn's lobby, you head for the center of town.
You're not sure which building is the city council, but you see a familar uniformed chirop strolling out of one of the towers heads toward you. Looks like it's the curator that you talked to.
Curator: "Morning! Just finished speaking with the council, and they approved! We're allowed to take the casket to the watchtower for archaeological as long as we don't perform any excavations. Now we just need to hire some movers to carry the thing, might need to figure out about its power source too."
Last edited by CaveCricket48 on Tue Dec 22, 2015 9:13 am, edited 1 time in total.
Tue Dec 22, 2015 9:05 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 251)
"I'm just an average mage. The sword you might recognize better, his name is Lucida. And you?"
Tue Dec 22, 2015 9:11 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Ad Infidium (Roll 251)
> Locate, if nothing is located, cast illuminate. I'd rather not disturb anyone or reveal our location.
Tue Dec 22, 2015 5:16 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 251)
"A prophet? You know, I'm not really sure; I hadn't asked about that quite yet. But they might be. As far as religion... sorry if this is a bit ignorant, but that Chirop one? You know, with the centipedes. They're from, as they said, 'the temple of Motram, a bit south of Nullam.' That's the best I've got."
Tue Dec 22, 2015 6:54 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 251)
to t a b i: "I'm always up for experimenting with you. If it is truly organic AM, we have something really interesting on our hands."
to curator: "Excellent! I suppose we'll accompany you to settle the logistics? Casket power might be taken care of on the tower end, but it wouldn't hurt to secure a decent mana supply."
Tue Dec 22, 2015 7:56 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 251)
"Not a problem." >Head to the south of the village.
Wed Dec 23, 2015 1:59 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
1. Get Spirit expertise from the Lupus (Kyeltziv) 2. Get Construct expertise from a Construct Master in a Chirop jail (John, P’orihc, Ki’stha) 3. Don't talk to strangers (Kleigg) 4. Help Kleigg with his mission (Vandolf)
Time: Dawn
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
TorrentHKU wrote:
"Oh? What is it?"
Andrew: "A type of deer that are common in the region. They're core beasts that have kinetic abilities to protect themselves from drakes, but they still end up as the main prey of manticores."
The stag lifts its head, holding its antlers high in the air. Andrew responds by raising up his hand causing the deer to slowly rotate its head side to side, swaying its antlers.
Andrew: "It's friendly for now, but there's something dangerous in the area. Probably a manticore or witch, we'd better watch our backs."
TorrentHKU wrote:
"Yeah. I assume that you don't have much in the way of combat magic, being a telepath and all. Keep your distance if we run into anything, they may try to target the weaker opponent first." > Keep going to Fluustern, keep an eye out now. If anything pops out, 40 mana Haste, be ready to counterattack with an Impact Bolt, and put myself in front of any attacks aimed at Andrew.
The two of you continue towards Fluustern, keeping an eye out for anything suspicious. You don't make it twenty steps before a loud wailing sound fills the air - the stag.
Whirling around, you prepare to haste - not yet, though. Not until something attacks.
Peering in the trees in the direction that the stag is huffing at, you can make out a tall, dark shape looming in the shadows, a dozen red eyes glaring at you.
Andrew: "I'm uh, gonna stand behind you now."
TorrentHKU wrote:
> Stay calm. Maybe, probably, she doesn't want to fight. Especially fight Lucida. If she does want to fight, 65 mana Haste, snap helmet back up, and grab Andrew and move him out of here before coming back, sword drawn. "Hello there. These your woods?"
The witch ignores the stag and cautiously moves towards you.
It slowly creeps out of the darkness of the trees, and you get a better look at it. Easily twice, maybe three times your height. A wide-brimmed pointed hat that sags slightly back, a black metal beak sprouting from its face. Its body is covered with a flowing black robe with orange markings here and there, along with black metal armor plates. Long black claws sprout from its hands, which are held in front of the witch's chest in a sort of praying position. The red eyes seem to narrow as they scrutinize you.
Andrew: Dear god, it's a queen.
Lucida: Doesn't look hostile yet.
It speaks in a distorted, static-like voice.
Witch: "Who are you?"
"I'm just an average mage. The sword you might recognize better, his name is Lucida. And you?"
Witch: ”The shamans call me Lauffeuer.”
The witch circles around you and Andrew, with the telepath moving to keep you in between him and the witch.
Lauffeuer: ”Kamilla crafted a weapon from my mother’s core, and does not even possess all of her powers.”
She stands several feet in front of you, and the surrounding trees burst into flames, the closer ones already reduced to ashes..
Lauffeuer: ”I wonder what the chaos weapons are really capable of.”
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) -Release Stone (Output: 3.3) -Release Stone (Output: 3.3) -Release Stone (Output: 3.3) -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)
-Power Flow Bracelet (Output: 0.1) (Mana: 1/1) --Memory Stone: Use Power Flow on the wearer as long as there is 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 = 7 Mana) ---Form Conduit (Create mana conduits) ---Form Release (Create a release crystal) (Efficiency: 1 Capacity = 8 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:
"No. ♥♥♥♥. No! NO! This is wrong. I'm trapped. Tabi, I'm trapped. I can feel through the armor. I-
I will have to either risk cutting myself out or destroy it surgically. Find someone who knows about witch metal. Break it, no matter how much it costs me.
Or negotiate. Stahlnacht, can you hear me? Let me out. We can come to an agreement. Why are you doing this? Let me out! I need to eat. I need to relieve myself. I'm a human being. I can wear you into glorious battles but not carry you forever."
Tabi: "Okay, calm down. It was sent to you to prepare for some sort of disaster, right? It must be benevolent, or at least neutral. Maybe you can try-"
The chest plate of the armor begins to lift itself up, and you feel something peeling off of your body. Grabbing on to the armor piece, you slowly work it off, noticing in horror the layers of tissue and muscle attached to the hidden surface of the metal. Flesh that isn't your own.
Tabi: "God, it's alive."
TheKebbit wrote:
>Stop hyperventilating. I can deal with body horror, not permanent imprisonment. Slowly peel off the armor, taking extreme care not to harm it. "This is disgusting. Okay, okay. As long as there's a release, I can work with Stahlnacht. Did it connect to my nerves somehow?
...when I get our new friend off of me for now - let's go, Tabi."
You slowly work off the armor, being extremely careful not to harm it. As the metal and flesh peel away, you lose your sense of touch through it - probably a good sign that it's coming off.
Tabi: "Interfacing with your nerves sounds like an interesting workaround for making it function properly on nullifiers. I'm kinda creeped out how it managed to produce living flesh out of no where. Is it organic AM? "
After a few minutes of careful peeling, the entire suit of living armor is sitting on the bed. You put on your clothes and ordinary steel armor, grab the rest of your things and strap Hexestahl to your waist for now - a sheath had formed around the blade when you weren't looking.
Tabi: "Do we lug the suit around with us? I'm not getting a reading from it anymore."
TheKebbit wrote:
"I'll take it. Do you suppose in taking input from my body, it transmits or contains my thought patterns? Maybe you recorded something interesting?" >Start walking toward the city council with all our gear packed up.
Tabi: "Maybe. We could do some experimentation later if you're up for it."
The two of you grab all your gear and leave, with you lugging around the witch armor. It's a bit awkward to carry, even with you having folded it the best you can (without damaging it it any way). After dropping off your keys in the inn's lobby, you head for the center of town.
You're not sure which building is the city council, but you see a familiar uniformed chirop strolling out of one of the towers heads toward you. Looks like it's the curator that you talked to.
Curator: "Morning! Just finished speaking with the council, and they approved! We're allowed to take the casket to the watchtower for archaeological as long as we don't perform any excavations. Now we just need to hire some movers to carry the thing, might need to figure out about its power source too."
To Tabi: "I'm always up for experimenting with you. If it is truly organic AM, we have something really interesting on our hands."
To the Curator: "Excellent! I suppose we'll accompany you to settle the logistics? Casket power might be taken care of on the tower end, but it wouldn't hurt to secure a decent mana supply."
Curator: ”Aye. We’ll head back to the museum, sign out the casket and then hire a team of movers.”
She holds out her hand -
Curator: ”Kura Atori, nice working with you.” ____________________
-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)
You walk inside, taking short, careful steps. Passing the lamp on the ground, you stop when you reach the edge of its light. The inside of the tunnel is covered with brown hand prints, all of them outside the range of the lantern's illumination.
You attempt to Locate anything in the tunnel, but only come up with Ki’stha and Raze. Casting Illuminate doesn’t shed light on anything new, either. Just pushing back the darkness temporarily. ____________________
-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)
You walk inside, taking short, careful steps. Passing the lamp on the ground, you stop when you reach the edge of its light. The inside of the tunnel is covered with brown hand prints, all of them outside the range of the lantern's illumination.
P’orihc creates a ball of light, illuminating the tunnel a bit further, but not revealing anything new. ____________________
-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)
>Turn to shopkeep "What witch cores have you got?"
Store Tender: "Just witchling cores, they're a fire variant."
He gestures to a table with several small, ornate cages, each with a pedestal inside holding a black egg.
Store Tender: "Three gold for one, container included. Cheapest price you'll find on the continent."
Amazigh wrote:
>Count on fingers for a moment. >Take one mana out of the 17 Cap stone.
"This 'bout right?" >Hand over 12 coppers, my 24 Cap release, all focuses and all 17 and 18 cap stones.
The shopkeep counts all the items before nodding.
Shop Tender: "Aye, that looks to be correct. Pick which one you like."
Horoma carefully lifts one of the cages off of the table, turning to you with a childish grin.
Horoma: "Thanks Kyeltziv, I owe you."
"Not a problem."
You, Horoma, and Miimas head south of the village, where there’s a clearing between the settlement and the forest. Five shamans are there, one is Bauen, and another two that look like gatewalkers.
-Bag --Memory Stone (Drake) --Memory Stone (Drake) --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)
--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: 177/180) ---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)
"Well, long story short they want to make some paintings of the eastern side of the continent, before it's destroyed by a prophesied calamity. Quite an interesting traveler."
> Store mana.
Ettiin: "What sort of calamity was prophesied?"
CrazyMLC wrote:
"Something about a construct devastating the countryside. Pretty credible, as it's most likely related to what Vranhal is trying to prevent."
Ettiin: "Huh. So they're a prophet? What religion do they follow? Assuming they're part of one."
You store some mana.
"A prophet? You know, I'm not really sure; I hadn't asked about that quite yet. But they might be. As far as religion... sorry if this is a bit ignorant, but that Chirop one? You know, with the centipedes. They're from, as they said, 'the temple of Motram, a bit south of Nullam.' That's the best I've got."
Ettiin: ”... Oh. They’re one of those.
Well, I wasn’t expecting that. What’re they like?” ____________________
-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)
You walk inside, taking short, careful steps. Passing the lamp on the ground, you stop when you reach the edge of its light. The inside of the tunnel is covered with brown hand prints, all of them outside the range of the lantern's illumination.
P’orihc creates a ball of light, illuminating the tunnel a bit further, but not revealing anything new. ____________________
-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: 16/19) -Mana Stone (Mana: 0/19) -Mana Stone (Mana: 0/19) -Mana Stone (Mana: 0/19)
Skills: (Magic) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) ---Flare (Unleash a torrent of flame that burns and sets targets on fire) (Burn + On Fire = Arcane + Mana) ---Fireball (Launch an orb that unleashes an explosion of heat on impact) (Inflicts Burn = Arcane + Mana) ---Flash Point (Launch an orb that sets a target on fire) (Inflicts On Fire = Arcane + Mana) ---Cauterize (Use heat to seal a wound) (Inflicts Burn = [Arcane + Mana] * 0.1 , Removes Cut, Frozen = Arcane + Mana) ---Mirage (Heat the air to cause distortions, lowering Aim and increasing Evasion on the target) (-Aim = Arcane + Mana, +Evasion = Arcane + Mana)
-Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
-Pyromania (Passive) (+50% Fire magic effectiveness) (No damage taken from Cauterize) (No Aim reduction taken from Mirage) -Twin Dragons (Flare casts twice [on 1 AP]) -Mana Regeneration (Mana regenerates 2 per turn)
Last edited by CaveCricket48 on Thu Dec 24, 2015 4:56 am, edited 1 time in total.
Wed Dec 23, 2015 11:20 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 251)
"A little hard to talk to, but harmless enough. Definitely not the worst conversationalist I've met recently; could say I had a small, uh, incident in the forest earlier."
Wed Dec 23, 2015 11:30 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 251)
"Ready as i'll ever be." >Turn to Horoma and Miimas. "How 'bout you guys?"
Wed Dec 23, 2015 11:36 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 251)
We can take it if we have to. If. It'll be a rough fight, and I'd prefer not to spend so much mana. "As do I. But, this one's not fully... awake yet. Most of its power is there, but not even half the technique. It can't show its real splendor in a fight, not yet. Though, I'd be happy to show you once Lucida is at its best. It's already a fantastic weapon, I can only imagine how strong your mother must have been to give birth to such a sword."
Thu Dec 24, 2015 12:16 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 251)
"Okay, let's move on."
> Illuminate, try to keep a low profile and move on.
Thu Dec 24, 2015 12:36 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 251)
>Shake her hand. "The pleasure is mine, Kura." >Now off to the museum!
Cave, could you update my character sheet with the next roll to reflect all my stuff?
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