Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 257)
"Pardon me, but... corruption? We are in danger if this suit is affected. Luoda, is there some probe you can perform that will determine the risk?
I may be largely immune, but I don't want others around me to be put at risk."
Mon Dec 28, 2015 5:46 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 257)
>Keep purse, knife, fragment, key and all equipped gear, leave the rest here. >Draw 4 mana from my totem. "Well, they'll just have t' miss out... Not that Horoma needs t' eat..."
Mon Dec 28, 2015 5:50 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 257)
"Hey, Tabi, where's Kleigg?"
Mon Dec 28, 2015 7:01 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 257)
>Wave at my buddy Vandolf. "Hi. It's me, the freak."
Mon Dec 28, 2015 7:06 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 257)
"Kleigg?! Is that really you? What is that?"
Mon Dec 28, 2015 7:32 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 257)
TorrentHKU wrote:
Witch Queen, Witchling, doll girl, now this. The wonders never cease. "Hello, I'm looking for my friend, Kyeltziv. I think he came through recently asking about spirits and constructs and such. I'm here to check up on him, he's been gone without updates for a few days. Have you, er, seen him recently?"
Girl: "Oh, he was here with a chirop too!"
Madenuuk: "Yes. He left a day or so ago, either back towards Vranhal or to Takana. He had two dolls with him - one active, named Horoma. Red eyes, likes to burn things.
If you are going to catch up with him, you should take Aucupe with you."
He gestures to the doll girl.
Aucupe: "I want to save the world too!" ____________________
TheKebbit wrote:
"Pardon me, but... corruption? We are in danger if this suit is affected. Luoda, is there some probe you can perform that will determine the risk?
I may be largely immune, but I don't want others around me to be put at risk."
Luoda: "I don't have specific equipment on me at the moment to do that, but we can try something else."
She pulls a lantern out of her pack.
Luoda: "Hold on to this Eitulta lamp for a bit, keep some distance between you and others. If the lamp turns into some abomination, then it's safe to assume that the suit is giving off witch corruption. Best of luck."
She heads towards the watchtower after Kura and the movers.
Vandolf walks over to the two of you.
CrazyMLC wrote:
"Hey, Tabi, where's Kleigg?"
TheKebbit wrote:
>Wave at my buddy Vandolf. "Hi. It's me, the freak."
CrazyMLC wrote:
"Kleigg?! Is that really you? What is that?"
____________________
Amazigh wrote:
>Keep purse, knife, fragment, key and all equipped gear, leave the rest here. >Draw 4 mana from my totem. "Well, they'll just have t' miss out... Not that Horoma needs t' eat..."
Setting aside your unneeded items, you open the door where Miimas is waiting.
She still has her trademark coat and hat, but her saber and rifle are absent.
Miimas: "Well, Tuhota's probably itching for a feast, and I don't know how much money she's got."
Mon Dec 28, 2015 8:38 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 257)
"Where's Takana? And what can you do in a fight Aucupe? Historically, I've gotten into some... dangerous situations."
Mon Dec 28, 2015 8:50 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 257)
Why do I have to be alone in this situation ;-; I DONT THINK I CAN PERFORM ANY KIND OF SURGERY SHOULD I JUST PUT HER OUT OF HER MISERY HELP
Mon Dec 28, 2015 7:02 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 257)
If it's any consolation, you'd probably need freaky weird ghost surgery. Try telepathy, maybe you can shush the baby screams.
Mon Dec 28, 2015 7:58 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 257)
Asklar wrote:
Why do I have to be alone in this situation ;-; I DONT THINK I CAN PERFORM ANY KIND OF SURGERY SHOULD I JUST PUT HER OUT OF HER MISERY HELP
Yell for backup! And then see if you can find any documents on procedures lying around, or locked up near the containment cage.
to Vandolf: "Yes, it's Kleigg. I think I am quite literally inside a witch. Until we determine that this lamp is not going to transform into a little horror, you may not want to get too close."
>Start climbing to be with the curator and her team.
Mon Dec 28, 2015 9:07 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 257)
Asklar, just mind control the others to do it for you :)
"Doubt she'd go beyond her means, seems sensible enough." >Head out and see what eateries we can find.
Mon Dec 28, 2015 10:37 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 257)
Amazigh wrote:
Asklar, just mind control the others to do it for you
I should really start doing this lol
"Stay calm."
> Pick up her thoughts, in particular of the infants she talks about. While at it, examine the place with more detail.
Tue Dec 29, 2015 1:04 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 257)
"I - I see..."
> Cautiously follow behind them to witness the casket being inserted.
Tue Dec 29, 2015 2:13 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
1. Get Construct expertise from a Construct Master in a Chirop jail 1a. Investigate Heartstone, north of Luttiim (P’orihc, Ki’stha, Raze) 1b. Help investigate Heartstone and/or burn it down (John and Lucida) 2. Investigate the upside-down tower between Teleiat and Magusalto (Vandolf, Kleigg) 2a. Escort coffin to tower 3. What did I say about talking to strangers. (Kleigg)
Time: Morning
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
TorrentHKU wrote:
Witch Queen, Witchling, doll girl, now this. The wonders never cease. "Hello, I'm looking for my friend, Kyeltziv. I think he came through recently asking about spirits and constructs and such. I'm here to check up on him, he's been gone without updates for a few days. Have you, er, seen him recently?"
Girl: "Oh, he was here with a chirop too!"
Madenuuk: "Yes. He left a day or so ago, either back towards Vranhal or to Takana. He had two dolls with him - one active, named Horoma. Red eyes, likes to burn things.
If you are going to catch up with him, you should take Aucupe with you."
He gestures to the doll girl.
Aucupe: "I want to save the world too!"
"Where's Takana? And what can you do in a fight Aucupe? Historically, I've gotten into some... dangerous situations."
Aucupe: ”I can move fast, and stab people with this!”
Holding her hand in front of her, a long glassy blade materializes in her grip.
Aucupe: ”Also, I have a super-secret attack if things go really bad!”
Madenuuk: ”To the north east, in the forest.”
Andrew pulls out a map, and Madenuuk points out a spot.
Madenuuk: ”If he did not go back to Vranhal, he probably went to Gabel and then Takana, and then Ikkuma.” ____________________
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: 0/31) -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:
"Pardon me, but... corruption? We are in danger if this suit is affected. Luoda, is there some probe you can perform that will determine the risk?
I may be largely immune, but I don't want others around me to be put at risk."
Luoda: "I don't have specific equipment on me at the moment to do that, but we can try something else."
She pulls a lantern out of her pack.
Luoda: "Hold on to this Eitulta lamp for a bit, keep some distance between you and others. If the lamp turns into some abomination, then it's safe to assume that the suit is giving off witch corruption. Best of luck."
She heads towards the watchtower after Kura and the movers.
Vandolf walks over to the two of you.
CrazyMLC wrote:
"Hey, Tabi, where's Kleigg?"
TheKebbit wrote:
>Wave at my buddy Vandolf. "Hi. It's me, the freak."
CrazyMLC wrote:
"Kleigg?! Is that really you? What is that?"
"Yes, it's Kleigg. I think I am quite literally inside a witch. Until we determine that this lamp is not going to transform into a little horror, you may not want to get too close."
Vandolf: "I - I see..."
You enter the tower and start climbing the steps, Tabi and Vandolf following behind. It takes a lot of legwork, but the three of you eventually reach the top, where you see the casket, fitted with Luoda’s power source in a side compartment, being inserted into the slot with the help of the movers.
Kuva: ”Keep going, wait. Push it that way like an inch. Too much, back a little more, okay that’s good, move it into the slot.”
The casket is slowly set into the recession, pushed in until it’s flush with the wall.
Luoda: ”Well, now what.”
Kura: ”One of us has to get inside, I guess.” ____________________
-Stahlnacht Armor (Absorbs all damage) (20 Armor Resilience, 80/500 Durability) (+15 Strength, +15 Evasion, +5 Speed) (Regens 20 per turn)
Artifact (1/1): -Caelum Earth Token (+5 Will)
Inventory: -Silver Coin (Qty. 1)
-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 try to pick up her thoughts, and recoil back as you’re hit with a chorus of cries and screams. Red fills your vision and pain lances through your body, paralyzing you for several seconds.
The pain goes away after a bit, and your vision soon returns to normal. You’re kneeling on the ground, with the girl now standing over you, her hands grabbing your shoulders.
Girl: ”Take them for me, I can’t do it anymore, I’m sorry.”
The white tree branches on her back spring towards you, piercing your flesh, and everything goes dark.
-Padded Shirt (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma) -Grey Mage’s Hooded Robe (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma)
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) -(Electric) --(Telepathy) (Skills ignore Evasion and do not consume Mana) ---Message (Sends a telepathic message to a target/multiple targets) (does not consume AP) ---Receive (Picks up on thoughts if people are thinking hard enough) (does not consume AP) ---Trace (Find the source of a tendril from an active spell that uses one) ---Proxy (Create a fake mind at a specified location that you can direct to use telepathy) ---Mental Security (Strengthen your defense against Telepathy) (Inflicts Mind Guard = Arcane) ---Locate (Does not consume AP) (Telepathically scan the area and locate people) ---Analyze (Degrading Condition) (Probe the target's thoughts to discover its behavior and stats) (+Evasion +Aim against target = Arcane - target_Will) ---Mind Control (Force the target to perform an action) (Arcane must be higher than target's Will) ---Calling the Shots (Does not consume AP) (Successfully predict what skill [and order of skills, if performing multiple calls] an enemy will perform, and increase your Evasion by 100% of its base value to that attack. AP will not be consumed while dodging that attack) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) --(Ice) ---Freeze (Cool down a target, freezing it with enough energy) (Consumes 2x AP) (Inflicts Freeze = Arcane + Mana) -(Pure) --(Light) ---Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana)
(Physical) -Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
-Edge Alignment (+10% Damage and Aim to attacks with edged weapons) -Aerial Evasion (Passive) (Can use Flight right after an enemy attack is successfully evaded on the ground) -Mind Guard (+1 Telepathy Resistance) -Acrobat (Passive) (Grants a separate pool of AP for evasion) -Multiprocessing (Passive) (Grants a separate pool of AP for Telepathic magic)
-Padded Shirt (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma) -Blue Mage’s Hooded Robe (5 Armor Resilience , 30/30 Durability) (+4/4 Physical Defense) (Armor does not take damage from Trauma)
Skills: (Magic) -(Electric) --(Lightning) (Aim of skills is increased 50%) ---Shocking Touch (Electrify a target within arm’s reach) (Inflicts Electrocution = [Arcane + Mana] * 1.5) ---Lightning Bolt (Strike a ranged target with a lightning bolt) (Inflicts Electrocution = Arcane + Mana) ---Forked Lightning (Hit multiple targets with damage evenly distributed) (Inflicts Total Electrocution = Arcane + Mana) ---Ball Lightning (Create an electric artifact that releases all of its energy upon contact) (Electrocution = Arcane + Mana) ---Discharge (Does not consume AP) (Release any number of electric artifacts)
(Physical) -Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
>Keep purse, knife, fragment, key and all equipped gear, leave the rest here. >Draw 4 mana from my totem. "Well, they'll just have t' miss out... Not that Horoma needs t' eat..."
Setting aside your unneeded items, you open the door where Miimas is waiting.
She still has her trademark coat and hat, but her saber and rifle are absent.
Miimas: "Well, Tuhota's probably itching for a feast, and I don't know how much money she's got."
You drop off the stuff you don’t need.
"Doubt she'd go beyond her means, seems sensible enough."
The two of you leave the house, locking up and then looking around for eateries. Walking around, there appears to be talk of a war going on, with Vranhal against the Second and Esthen. Vranhal seems to be holding back enemy forces well enough.
There are a few restaurants in the central and northern part of the city, and large number of food stands on the streets and an open-air market in the southern end.
Some standard diners and taverns that serve a variety of foods, food stands with meats and breads, and the food market has just about anything.
Miimas seems interested in a section of fruit, and another of fish.
Miimas: ”Hey, they grow all their fruits inside the city walls. Looks like most of the food production is contained inside the city or taken from the river.” ____________________
-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)
>Wave at my buddy Vandolf. "Hi. It's me, the freak."
CrazyMLC wrote:
"Kleigg?! Is that really you? What is that?"
Kleigg: "Yes, it's Kleigg. I think I am quite literally inside a witch. Until we determine that this lamp is not going to transform into a little horror, you may not want to get too close."
"I - I see..."
Kleigg enters the tower and starts climbing the steps, you and Tabi following behind. It takes a lot of legwork, but the three of you eventually reach the top, where you see the casket, fitted with Luoda’s power source in a side compartment, being inserted into the slot with the help of the movers.
Kuva: ”Keep going, wait. Push it that way like an inch. Too much, back a little more, okay that’s good, move it into the slot.”
The casket is slowly set into the recession, pushed in until it’s flush with the wall.
Luoda: ”Well, now what.”
Kura: ”One of us has to get inside, I guess.” ____________________
-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)
-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: 7/19) -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 Tue Dec 29, 2015 6:07 am, edited 2 times in total.
Tue Dec 29, 2015 5:46 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 258)
"Let me go in. This is my risk to bear."
Last edited by TheKebbit on Tue Dec 29, 2015 5:55 am, edited 2 times in total.
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