Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 253)
"Perhaps one day we will visit." >Smile at Tabi. "Rauha? Goodbye. We are about to bring a casket to a buried palace, whatever that leads to."
Fri Dec 25, 2015 5:25 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 253)
"Ah, but a dead person is useless, alive they can do many things. Though, the strong one is the sword, I'm mostly good at talking. The spirit in this sword, he has over a hundred kills. He's lost track of how many in fact."
Fri Dec 25, 2015 5:49 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 253)
"Hm... maybe there was some threat they wanted to escape. Or, just some freak accident. I think you're right, though; there's probably something down there. Maybe if we had a telepath we could communicate with them through the language barrier, assuming there is one."
Last edited by CrazyMLC on Fri Dec 25, 2015 11:00 am, edited 1 time in total.
Fri Dec 25, 2015 6:24 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 253)
"Guys, there's a girl... I think she's probably one of the subjects of the facility. She looks distressed and well, different. Physically. Should we try to contact her?"
Fri Dec 25, 2015 6:55 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 253)
"Right, met a shaman in Fluustern who gave me this." >Set down coffin, carefully open lid to reveal contents. "A construct body that can house a spirit, Horoma here bein' a working example, was bound t' a staff before bein' put into a doll body." "Not what I set out for I know, but should be better than a brick with a memory stone in it." "Then made my way t' Ikkuma in the forest, learned 'bout breakin' binds and such, think I should be able t' get the spirit from the sword t' the doll, long as you've got a way 'round any construct security on the sword."
Fri Dec 25, 2015 11:01 pm
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: Morning
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
TorrentHKU wrote:
"Oh. Well, that's... Uh. Hm. ... None, I think. I've never killed anyone. Or anything that could fight back."
Andrew: It seems disappointed.
Witchling: "You are strong, and no kills?"
Lucida: Tell it that you and me are separate, and I've got well over a hundred. Too many to keep track, in fact.
"Ah, but a dead person is useless, alive they can do many things. Though, the strong one is the sword, I'm mostly good at talking. The spirit in this sword, he has over a hundred kills. He's lost track of how many in fact."
The witchling chirps some, as if talking to itself.
Andrew: It understands that Lucida is a spirited weapon, and is considering the idea that living people have a use.
Witchling: ”I leave now. I might find you later.” ____________________
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) -Mage Stone (Mana: 0/14.3) -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 = 6 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:
"Well. That settles only a bit of the theory.
Perhaps some history? I know you may not be that ancient, but perhaps another Leviathan shared this with you.
Did one of the smaller tool-using species predate the others? And when was the earliest age in time that all three began to work together?"
Tabi: " 'Tool-using species? I suppose you mean the Humans, Chirop, and Lupus. I do not know myself, but the curator believes that Humans predate Chirop and Lupus, since there are no pre-cataclysm tools that seem to be made for Chirop or Lupus hands, only humans.
As for cooperation between the species, it only really occurred after the corruption, when all three of them were on the verge of extinction from the sudden appearance of core-beasts. They banded together to retake their land, only to then spread out in single-race cities. There are still several mixed settlements, and a few new ideologies that believe in a stronger unity. Uniof, to the west, is a city that has a council made of equal parts Human, Chirop, and Lupus, and the areas around the city share the same structure.' "
Kura comes around the corner, giving a small wave.
Kura: "The casket is signed out, and I've called some movers to come over. We'll be set to head off soon."
"Perhaps one day we will visit."
You give Tabi a smile.
"Rauha? Goodbye. We are about to bring a casket to a buried palace, whatever that leads to."
Tabi: ” ‘Farewell, and good luck.’ ”
It sounds like a large number of people are entering the museum, and you see the curator leading a team of chirop with a wheeled platform.
Kura: ”Down this way, watch the displays.”
They head down the hall and round the corner, towards the casket.
The two of you follow the group, watching as the curator unlocks the casket’s display case and the movers carefully place it on to the platform.
Kura: ”Alright, take that to the wagon.”
The movers push the casket towards the building entrance, and the curator turns to face you.
Kura: ”We’re all ready to head off! I also called a constructor who’s coming with a mana source and some tools, should they be needed to get the casket working, and hired some mercenaries for defense.” ____________________
-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)
"Guys, there's a girl... I think she's probably one of the subjects of the facility. She looks distressed and well, different. Physically. Should we try to contact her?"
Your team mates seem to be content with remaining silent, so you just look around for now.
The partially ruined boarding-school-esque building ahead, the smaller not-gated building behind. It doesn’t look like there’s anyone else besides the girl in the immediate area, but you think you can make out occasional movement in the dirty windows of the boarding school. ____________________
-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)
P’orihc: "Okay guys, I detect someone up above, but it doesn't feel very human. Onwards I detect nothing. I suppose that if we keep going forward we'll reach the part of the facility that is still guarded, so maybe going up here is a better idea."
"Have a look, don't reveal yourself."
P’orihc: "Alright."
He climbs up the vertical shaft, slowly lifting the grate to look around.
P’orihc: "Guys, there's a girl... I think she's probably one of the subjects of the facility. She looks distressed and well, different. Physically. Should we try to contact her?"
Eh, he can figure it out himself. ____________________
-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)
"We're part of the uh... 'vestigative team? back from Fluustern, 'bout the thin' with Ultima." "Lord Elisabeth should be 'xpectin' us." >Draw 5 mana out of my totem.
There's a silence for a few seconds.
We've confirmed your directive, the gate is opening. Welcome back, Lord Elizabeth is waiting in the capitol building.
The steel portcullis slowly raises, and a blue-robed man atop the wall waves you over. Entering the wall, the three of you traverse the fields and farms before reaching the bustling city center, heading deeper in until you reach the Lord's command building. The guards let you in, and soon enough you find yourself walking through the heavily guarded double doors and entering the lord's office.
On the left side of the wall is an array of paintings, on the right is a wall of book shelves. A blue mage stands on the side of the room.
Ahead is a large desk where the lord is seated. Her maid is standing beside her, along with Torrent in the back left corner of the room and the armored lupus in the back right.
Elizabeth: "Welcome back, Kyeltziv. I had actually sent John and Lucida to check up on you to make sure you were okay, but I guess you made it back before they reached you. I'll have to send word to them so they don't go hunting around for you. How did your mission go?"
"Right, met a shaman in Fluustern who gave me this."
You extract 5 mana from your totem
You set the coffin down, opening it carefully to reveal the inactive doll, a neatly folded set of clothes, and Madenuuk’s instructions in the form of a journal.
"A construct body that can house a spirit, Horoma here bein' a working example, was bound t' a staff before bein' put into a doll body."
Horoma gives a bow.
"Not what I set out for I know, but should be better than a brick with a memory stone in it. Then made my way t' Ikkuma in the forest, learned 'bout breakin' binds and such, think I should be able t' get the spirit from the sword t' the doll, long as you've got a way 'round any construct security on the sword."
Elizabeth: ”Good work, that’s half the issue settled. The others had some difficulty getting our master constructor, they’re working on that at the moment. Teleiat has him permanently locked up because of, from what we assume, his involvement in a Project Heartstone.”
You hear a creaking sound as Horoma shifts her stance.
Horoma: ”What do you know of Project Heartstone?”
Elizabeth: ”At the moment, only that there’s a facility North of Luttiim.”
Horoma: ”I was a subject in Heartstone. It is Teleiat’s plan to creating something to rival weapons like Lucida.”
Elizabeth: ”How does that involve you?”
Horoma: ”Most spirits are obliterated when the body dies, there are only a few cases where the spirit remains intact, even fewer where the spirit is capable of anything useful. There are very rare instances where the spirit is able to perform as well as a living caster, like Kuolema. Heartstone’s goal is to reliably produce spirits that have useful abilities and merge them into a single entity, producing a small number of powerful entities that are bound to a material node, a Heartstone, that allows them to be easily controlled.”
Elizabeth: ”How far have they gotten?”
Horoma: ”I don’t know. I escaped a while ago, along with several other subjects, when my antimagic chamber failed and I burned down one of their buildings. They had some rough prototypes in progress, nothing that a militarized state like Vranhal can’t handle.”
Elizabeth: ”How exactly are they producing spirits?”
Horoma: ”Do you know how magic is generally inherited from the mother?”
Elizabeth: ”Yes.”
Horoma: ”Heartstone’s researchers discovered that when the child is in the mother’s womb, the child’s spirit is also grown inside of the mother’s spirit. Using female subjects, they use torture to increase the chance of the spirit remaining after death, as well as forcing the subject’s spirit to create and incubate new spirits without the body being impregnated.”
Elizabeth: ”... Were you born this way?”
Horoma: ”No, I was born the regular way.”
The lord lets out a sigh.
Elizabeth: ”This whole ordeal is turning into a giant web of ♥♥♥♥.
What does a master constructor have to do with all this?”
Horoma: ”Fabricating the Heartstone, the vessel that holds the spirit. A construct that simply houses the spirit would not allow it to utilize its abilities. The Heartstone acts as a conductor for the spirit’s power without the need for external mana supplies or focus and release stones.
The spirit produces its own mana and casts its own abilities.”
Elizabeth: ”I see.
Don.”
The blue mage snaps a salute.
Elizabeth: ”Send a pair of intel agents to get P’orihc, Ki’stha, and Kleigg to halt their investigation for now, have them stand by, hidden, close to Heartstone’s facility. Also, send someone to find John and Lucida and send them towards P’orihc and the others.”
Blue Mage: ”Yes ma’am, your orders are relayed.”
Elizabeth: ”Horoma, thank you for your cooperation. The three of you can rest in one of the nearby visitor’s houses, I’ll have a guard lead you there. I’ll send word when I have further orders.” ____________________
-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: 175/180) ---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'm not sure if I want to stick around or not! I could go take up your advice about the Venari, but this palace does intrigue me. What do you think?
As far as survivors... Well, there could still be something alive down there, if the palace was inverted with people still in it.
I'm not sure how long they'd be able to survive though. Hopefully the way it was inverted allowed for air pockets. But, if the air around the palace wasn't also inverted, or if the ground collapsed in on them, it would probably make survival impossible."
Ettiin: "If they managed to preserve airspace, maybe they're surviving with mana-powered systems that provide light for gardens - grow food and recycle air. I wonder what they're like - an underground society that has existed for several hundred years, completely cutoff from the surface. Do you think they'll speak the same language? What species would they be? Maybe they're a species that's been long forgotten. Why would they bury themselves in the first place?"
"Hm... maybe there was some threat they wanted to escape. Or, just some freak accident. I think you're right, though; there's probably something down there. Maybe if we had a telepath we could communicate with them through the language barrier, assuming there is one."
Ettiin: ”Not sure if a telepath would be able to contact them, we’ve had telepaths trying to peer down there before and come up empty. For some reason that other guy was able to detect something when no one else was able to. Wonder if he has weird abilities or something.” ____________________
-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)
P’orihc: "Okay guys, I detect someone up above, but it doesn't feel very human. Onwards I detect nothing. I suppose that if we keep going forward we'll reach the part of the facility that is still guarded, so maybe going up here is a better idea."
Ki’stha: "Have a look, don't reveal yourself."
P’orihc: "Alright."
He climbs up the vertical shaft, slowly lifting the grate to look around.
P’orihc: "Guys, there's a girl... I think she's probably one of the subjects of the facility. She looks distressed and well, different. Physically. Should we try to contact her?"
Eh, he can figure it out himself. ____________________
-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: 19/19) -Mana Stone (Mana: 3/19) -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 Sun Dec 27, 2015 5:18 am, edited 1 time in total.
Sat Dec 26, 2015 3:39 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 255)
"Hold one moment. Stahlnacht? I need your assistance." >Shed my cuirass and helmet, equip the Stahlnacht armor and Hexestahl. "Please don't be alarmed - I know, it's witchmetal. I don't expect trouble on this route, but it is better to muster all the protection we can for this cargo." >>Depart.
Sat Dec 26, 2015 4:15 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 255)
>Retrieve Coffin.
"Others not been as successful..." >Rub site of wound from that damned glove chap. "Guess I was lucky?"
>Follow escort to houseplace.
Sat Dec 26, 2015 4:24 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 255)
"Don't get into any trouble, poppet. Oh, and for the future, remember this tune." > Whistle a quick six note tune. Never know when a codesong will come in handy. Then, head into Fluustern.
Sat Dec 26, 2015 4:38 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 255)
TheKebbit wrote:
"Hold one moment. Stahlnacht? I need your assistance."
Shedding your current armor, you suddenly find sheets of flesh crawling over your body, encasing you in a suit of muscle and tissue that soon grows a layer of lustrous black metal on the surface. Tabi and Kura watch the feat with a look of horror, especially after you drop the *first* suit of witch metal armor, which seems to be slightly smelly by now.
"Please don't be alarmed - I know, it's witchmetal. I don't expect trouble on this route, but it is better to muster all the protection we can for this cargo."
Tabi: "It made a new suit!?"
Kura: "Um. Are you going to use the one on the ground." ____________________
Amazigh wrote:
>Retrieve Coffin.
"Others not been as successful..." >Rub site of wound from that damned glove chap. "Guess I was lucky?"
>Follow escort to houseplace.
You, Horoma, and Miimas follow the guard leading you out of the office. Tuhota, who was waiting in the hall, tags along, apparently staying with you too.
Still close to the center of town is a two-story house of white stone, gated off from the outside streets. The escort hands you, Miimas, and Horoma a key, along with a small pouch each.
Escort: "The lord's compensation for your efforts so far. Enjoy your stay."
The escort leaves while Horoma opens up her pouch.
Horoma: "Ten gold in mine."
She hands you three gold coins.
Horoma: "Now we're even." ____________________
TorrentHKU wrote:
"Don't get into any trouble, poppet. Oh, and for the future, remember this tune." > Whistle a quick six note tune. Never know when a codesong will come in handy. Then, head into Fluustern.
The witchling whistles the tune back at you, bobbing its head before heading off into the forest. With that encounter done, you head into Fluustern.
The city has numerous huts and domes that feature colorful decorations, and lupus in a variety of clothing from subtle to outlandish walk the streets. A lupus in a shamanistic robe greets you at the edge of the city.
Shaman: "Welcome to Fluustern. I assume you are on a mission of great importance, judging from the strength of your armor."
Sat Dec 26, 2015 4:45 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 255)
> Quick eyebrow raise and smile. Good eye on this one. "Oh? You could tell? Yes, I'm looking for a lupus and a chirop who came through here recently. May have been asking about someone knowledgeable in spirits and constructs? Oh, and uh, I don't suppose you know anyone who knows a lot about witches, do you?" > Improve my 14.3 stone with another 100 mana.
Sat Dec 26, 2015 4:54 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 255)
... "This was not what I expected at all. I'm sorry. Perhaps we should have someone secure and carry away that carcass? It may be valuable to someone with specialized academic interests."
Sat Dec 26, 2015 5:09 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 255)
"Him? Yes, well... he's pretty special. I don't want to go around revealing his secrets, but you could ask him about it.
Hopefully they'll have the casket here in not too long. I'm interested to see the fate of this palace's people."
Sat Dec 26, 2015 8:00 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 255)
"Well, what could go wrong."
> Stop casting the illuminate and head slowly towards the girl.
Sat Dec 26, 2015 9:30 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 255)
>Enter House, put down coffin and find a place to sit. "Guess we can just wait 'round here for a bit." >See if I can feel my posession on my body. >Pop a 5 mana Meditate. >See if that changes things.
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