Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 258)
"Aaaand she went with Kyeltziv. Arara. Well, can't be helped I suppose. Wait, is it just you two who got out, you and Horoma?"
Tue Dec 29, 2015 8:04 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 258)
>Amuse myself by attempting to hold a conversation with the armor. "Hello? It's me, the Fourth. I appreciate what you're doing for me. What does it feel like to interface with a fragile sack of blood?"
Tue Dec 29, 2015 8:09 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 258)
CrazyMLC wrote:
> Observe the hallway closer. Maybe it's a button too? If I press it, it might get bigger and I can see the details closer.
You press the hallway probe screen, and controls pop up on the lower section of the screen. A circle, and to the left of it are four arrows, each pointing in a compass direction. Pressing and dragging the circle seems to rotate the view, and the arrows move the thing that's doing the looking. Moving the probe, probably.
Directing the probe closer to one of the bodies, it seems to be a well-mummified human. Probably has been dead for a long time. ____________________
TorrentHKU wrote:
"Aaaand she went with Kyeltziv. Arara. Well, can't be helped I suppose. Wait, is it just you two who got out, you and Horoma?"
Aucupe: "No, a bunch of us got out too, like twenty? I think Belua might know some more. She's in a doll too, but it doesn't have a heartstone so she can't use her powers." ____________________
TheKebbit wrote:
>Amuse myself by attempting to hold a conversation with the armor. "Hello? It's me, the Fourth. I appreciate what you're doing for me. What does it feel like to interface with a fragile sack of blood?"
A quiet hum fills your ears for several seconds, seemingly coming from the inside of the helm, before becoming silent.
Meanwhile, you hear Luoda and Kura talk.
Kura: "... with a large number of cities in ruins after the War of Blades and the Caelum-Daeli war, lot of core beasts are starting to make territorial claims again."
Luoda: "That sounds problematic. At least the leviathans have retreated into the ocean."
Kura: "That adds another problem, though. When the leviathan Reviiri was around, he claimed a huge expanse of land and demolished large cities, but was fine with small villages and farms. His territory was covered with farms that were effectively under leviathan protection. When neighboring kingdoms drove him out, the land was then taken over by beasts that the kingdoms weren't able to fend off.
There's also the theorized dilemma of witch cities. With newer towns and cities being built with more AM infrastructure, there's the threat of a witch corrupting all of it fairly easily, and the entire thing ends up becoming a witch."
Luoda: "That sounds terrifying."
Kura: "Yeah. Research into corruption protection is huge right now."
Tue Dec 29, 2015 8:28 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 258)
"Hm. So you all have magic, but can't use them in a doll body without a heartstone. Sounds like I wasn't terribly far off with my conjecture. Could you bring Belua here?"
Tue Dec 29, 2015 8:34 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 258)
"Was that a sign? I am not your equal in power, but we are of the same rank of spirit. We share a space. I think I could get used to carrying you on me."
Tue Dec 29, 2015 8:40 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 258)
> Does this probe have a light I can activate? If so, maybe I could explore the other areas too.
Tue Dec 29, 2015 9:06 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Ad Infidium (Roll 258)
"Just what I needed... I should have just killed her if this is how she was going to end."
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:
"Hm! Well, alright then. Welcome aboard, Aucupe! You said you were having trouble getting parts for more dolls?"
Madenuuk: "Aye. Most of the parts we obtain from drakes, but there is a special component that comes from elsewhere. I only had two, and I have used them already."
Aucupe: "It's the most important part!"
She places her hand over her chest.
Aucupe: "The heart!"
TorrentHKU wrote:
"The heart? What kind of heart does it use? Or, I guess, where can you get more?"
Madenuuk: "They are a new form of AM. When I found Aucupe and the other children, they had two among them. The people who had them contained called them Heartstones."
TorrentHKU wrote:
"Wait, wait wait wait. Heartstone? Madenuuk, Aucupe, I need you to tell me everything you can about this. Project Heartstone is something I'm looking into right now, and it's extremely important."
Aucupe: "Um, I don't know too much, but there are lots of girls there and the people were hurting us. Horoma knows more, she got a lot of the people to talk before she killed them and burned a building down. It's an evil place."
TorrentHKU wrote:
"Aaaand she went with Kyeltziv. Arara. Well, can't be helped I suppose. Wait, is it just you two who got out, you and Horoma?"
Aucupe: "No, a bunch of us got out too, like twenty? I think Belua might know some more. She's in a doll too, but it doesn't have a heartstone so she can't use her powers."
"Hm. So you all have magic, but can't use them in a doll body without a heartstone. Sounds like I wasn't terribly far off with my conjecture. Could you bring Belua here?"
Aucupe: ”Okay, I’ll go get her!”
Aucupe runs off into the house.
Madenuuk: ”Why don’t you come inside, have a seat.”
Lucida: Might as well.
You and Andrew head inside, taking a seat on the couch in the living room. The walls are covered with paintings of various children, all girls.
Madenuuk enters the room carrying a tray with a tea kettle and some cups, pouring three drinks while a barrage of impacts strike the stairs, heralding the arrival of the energetic Aucupe, and the delayed appearance of a calmer doll.
This one has blond hair and purple eyes, and sporting a simple white dress.
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:
"Let me go in. This is my risk to bear."
Luoda: "I uh, don't think that'd be the best idea, with your suit an' all."
TheKebbit wrote:
"Who goes, then? You're right that the suit may interact poorly with it.
Vandolf?"
CrazyMLC wrote:
"Sure, what's the worst that could happen?"
> Hop into the casket, assuming I'm given the go-ahead. Store mana.
Vandolf heads over to the casket, seating himself into the worn velvet compartment as Kura and Luoda slowly close the hinged door.
Luoda: "If something ha-"
Ettiin: "WAITDIDYUOSTARTYET"
Ettiin bursts out of the stairwell, clambering over to see what's going on.
Luoda: "We just attached a mana supply and put it into the slot, we haven't done anything else yet."
Ettiin: "Okay cool. Don't mind me, I'll just be watching."
Luoda: "Anyways, if something happens, just give a shout and we'll pull you out."
The door fully closes, trapping Vandolf within.
TheKebbit wrote:
>Stand nervously with the lamp. Do not think about being inside Stahlnacht. >>Think about Stahlnacht anyway. Test the sensitivity of the armor (touch details in brickwork?).
You stand nervously with the lamp.
Might as well test how sensitive the armor feel is. Scooting over to a wall, you put your armored finger to the brickwork, finding that you can feel the grittiness of the stone pretty clearly. Rubbing harder, enough that it would normally take the skin off your finger, doesn't cause any pain, but that also might be from the armor not taking any damage.
TheKebbit wrote:
>Don't sweat it. Just chill. Watch the lamp.
You relax and watch the lamp. It hasn't changed yet, so that must be a good sign. A quick flip of the switch and the activation of magic light confirms that it's working, though you turn it back off to conserve energy.
TheKebbit wrote:
>Amuse myself by attempting to hold a conversation with the armor. "Hello? It's me, the Fourth. I appreciate what you're doing for me. What does it feel like to interface with a fragile sack of blood?"
A quiet hum fills your ears for several seconds, seemingly coming from the inside of the helm, before becoming silent.
Meanwhile, you hear Luoda and Kura talk.
Kura: "... with a large number of cities in ruins after the War of Blades and the Caelum-Daeli war, lot of core beasts are starting to make territorial claims again."
Luoda: "That sounds problematic. At least the leviathans have retreated into the ocean."
Kura: "That adds another problem, though. When the leviathan Reviiri was around, he claimed a huge expanse of land and demolished large cities, but was fine with small villages and farms. His territory was covered with farms that were effectively under leviathan protection. When neighboring kingdoms drove him out, the land was then taken over by beasts that the kingdoms weren't able to fend off.
There's also the theorized dilemma of witch cities. With newer towns and cities being built with more AM infrastructure, there's the threat of a witch corrupting all of it fairly easily, and the entire thing ends up becoming a witch."
Luoda: "That sounds terrifying."
Kura: "Yeah. Research into corruption protection is huge right now."
"Was that a sign? I am not your equal in power, but we are of the same rank of spirit. We share a space. I think I could get used to carrying you on me."
A whisper fills the helm, loud enough for you to hear, quiet enough that no one else can.
Stahlnacht: ”Disaster looms over all of us. The few who have power are responsible for taking action.”
The lamp slowly morphs in your hand, the metal leaf-like shades folding over and encasing the light crystal. The entire lamp starts to look like an upside-down flower bud, the switch retreating into the body while a wind-up key appears in the top, under the handle.
Holes appear on the lamp around the key, forming letters.
-Stahlnacht Armor (Absorbs all damage) (20 Armor Resilience, 100/500 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)
-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 climb up the vertical shaft in the tunnel and peer out of the hole.
Ahead of you looks like a partially ruined building that looks like a boarding school, sitting on a vast gated lawn. P’orihc is directly in front of you, standing over the bloody remains of something. ____________________
-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)
"Seems t' make sense for a militarised state." "Wanna buy some stuff from a stall, or go t' somewhere more proper."
Miimas: "I'm thinkin' from a stall, maybe get a little something for Tuhota too. I don't think she was given a key to the place, don't wanna leave her sitting on the street."
"S'pose could do with showin' thanks for her help."
The two of you find a large number of fish stalls on the west side of the city. Miimas gets a pair of trout for 8 copper.
Miimas: ”One for me, and one for Tuhota. Not that I think it’d fill her up, with how much she eats. By the way, do you know why Horoma doesn’t like Tuhota?” ____________________
-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)
"Who goes, then? You're right that the suit may interact poorly with it.
Vandolf?"
CrazyMLC wrote:
"Sure, what's the worst that could happen?"
> Hop into the casket, assuming I'm given the go-ahead. Store mana.
Vandolf heads over to the casket, seating himself into the worn velvet compartment as Kura and Luoda slowly close the hinged door.
Luoda: "If something ha-"
Ettiin: "WAITDIDYUOSTARTYET"
Ettiin bursts out of the stairwell, clambering over to see what's going on.
Luoda: "We just attached a mana supply and put it into the slot, we haven't done anything else yet."
Ettiin: "Okay cool. Don't mind me, I'll just be watching."
Luoda: "Anyways, if something happens, just give a shout and we'll pull you out."
The door fully closes, leaving you in complete darkness.
Nothing happens immediately, but after a few seconds you start seeing lights on the inside of the casket door. Lines of text scrolling down, eventually disappearing and leaving three rectangles, each with a short phrase inside.
[Status] [Descend] [Open Door]
CrazyMLC wrote:
"Well, this is new."
> Try pressing the first one, '[Status]'.
You tap on the one that says [Status].
Walls of text appear again, but this time they seem to be random characters and symbols. After a few seconds of scrolling text, it ends with a message and a selection screen.
ERROR: An unknown error has occurred.
[Retry] [Activate Probes] [Back]
CrazyMLC wrote:
"Uh... do I want to activate probes? I'm activating probes."
> Activate probes.
You tap the probe option. The text clears, with an option at the top reading [Back].
The rest of the lid is covered in rectangles that have a text label and moving images, displaying dark hallways, rooms of equipment, and other poorly-lit places. Most of the images are completely blacked out.
The screens that seem to be somewhat interesting are -
"Bird Cage" and "Control Room" are pitch black, but seem like points of interest. "South Palace Hallway" is an active screen, and it looks like there are some bodies.
CrazyMLC wrote:
> Observe the hallway closer. Maybe it's a button too? If I press it, it might get bigger and I can see the details closer.
You press the hallway probe screen, and controls pop up on the lower section of the screen. A circle, and to the left of it are four arrows, each pointing in a compass direction. Pressing and dragging the circle seems to rotate the view, and the arrows move the thing that's doing the looking. Moving the probe, probably.
Directing the probe closer to one of the bodies, it seems to be a well-mummified human. Probably has been dead for a long time.
Hmm, it appears that the probe does indeed have a light on it, since there don’t seem to be any active lights in the area and your probe is capable of seeing a set distance away.
Checking one end of the hallway, it seems to be blocked with debris, so you head the other way, navigating around the bodies and pieces of stone.
At the end of the hallway leads to a large damaged opening, that seems to be large enough that the ceiling and opposing wall are out of reach of your probe’s sight.
You do notice a large cable of some sort that sprouts out of the wall to your left and leads into the darkness. ____________________
-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: 9/19) -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 31, 2015 5:50 am, edited 2 times in total.
Wed Dec 30, 2015 8:49 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 259)
> Follow the cable.
Wed Dec 30, 2015 8:58 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 259)
"Hey there, I'm John. My friend Kyeltziv came through here a couple days ago, I came to check up on him. Then by chance I heard that you kids were involved in Heartstone. I'm actually investigating Project Heartstone right now, could you tell me more about it? Anything would be helpful."
Wed Dec 30, 2015 9:04 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 259)
Two can work at this. "Contact. She's friendly, but she just got my lamp. More prophecy.
'Disaster looms over all of us. The few who have power are responsible for taking action.'
Whatever we take that to mean. I won't turn the key on this thing until we are in trouble."
Last edited by TheKebbit on Wed Dec 30, 2015 11:04 pm, edited 1 time in total.
Wed Dec 30, 2015 9:24 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 259)
"What is this stone? What is this?!"
>Listen if any voice in my head replies to my questions.
Wed Dec 30, 2015 4:42 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 259)
>Buy myself a trout. "Think she might just be overly prone t' suspicion, Tuhota was almost too eager t' come with us and all."
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