Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 273) - Elder Pact
>Write "Gates."
Tue Jan 19, 2016 6:38 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 273) - Elder Pact
TorrentHKU wrote:
"What call? Useful for what?"
The witchling seems to pause here now, taking time to gather her thoughts.
Troublemaker: "The call. Agreement, stop the Ensi."
Andrew: Some sort of creature, the first something. A core beast that is all-devouring.
Troublemaker: "The herald called to us, we fight now. Mother will fight, and the sky wing, too."
Andrew: Mother is Lauffeuer, obviously. The sky wing, some sort of dragon?
____________________
TheKebbit wrote:
>Break into a cold sweat. "No. No. We need to let the Spiral know that everything has gone insane. Then we need to figure out how we're going to live through whatever happens next.
This might be it. Tabi...
I don't want to let go of you. Let's fight for everything we have.
Sarya, do you think the Spiral has the firepower stored up to damage that leviathan? Or the construct?" >Get moving to Magusalto.
The three of you run back to Magusalto.
Sarya: "Hahaha! You don't get it do you? That's a leviathan! Magusalto at its peak would have enough power to give it an unpleasant bruise!"
Tabi: "Kleigg, we don't kill leviathans. We run far away and hope it leaves us alone.
And leviathans don't kill us. They undo our existence."
The two of you quickly reach the bridge to Magusalto, where the Spiral guards are watching the site of the old watchtower from afar.
Spiral Guard: "You guys... That's not really one of those, right?"
____________________
Amazigh wrote:
>Write "Gates."
Horoma: " 'Stuff that could go horribly wrong'
Witch cores Gates Scals Using iron bearings to grind gunpowder"
The order of people in a clockwise rotation: Tuhota (3 points) Miimas (3 points) Horoma (6 points) Kyeltziv (1 points)
Last edited by CaveCricket48 on Tue Jan 19, 2016 6:50 am, edited 2 times in total.
Tue Jan 19, 2016 6:38 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 273) - Elder Pact
"Oh." >Hope dissolves inside Kleigg. Or does it?
Tue Jan 19, 2016 6:40 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 273) - Elder Pact
"I just fed one of the spirits some of my memories, now he believes to be me. Does any of you know about spirits? This ones seems to be 'in blank', so I'm not exactly sure how to proceed."
Tue Jan 19, 2016 6:48 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 273) - Elder Pact
"Okay. What herald? And uh, where is the Ensi?" > Look around. It nearby? Maybe like that one that almost attacked us earlier?
Tue Jan 19, 2016 6:59 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 273) - Elder Pact
TheKebbit wrote:
"Oh." >Hope dissolves inside Kleigg. Or does it?
The three of you head back to the command tower, which is now bustling with Spiral members, Heading inside to the command floor, you see Komen standing at the table and shouting to the others.
Komen: "... changing the operation! Send a message to the Hastae that we are ceasing all hostilities! Evacuation is priority one! We will begin with the sectors that we control and once those are clear we will move to assist the Hastae with the rest of the city! Move now!"
Commanders rush down the stairs, quick to leave the building and shout to those under their command to begin evacuation measures.
Sarya: "Sir!"
Komen: "Sarya, Kleigg, Tabi. Good to see you're all okay. We need to evacuate the city as soon as possible, aiding Magusalto's Hastae as necessary."
Sarya: "I... There's not enough time."
Komen: "It doesn't matter if we-"
Sarya: "Let me buy time, sir. I joined willing to die for the Spiral's cause, I am willing to die to buy time for everyone else."
Komen: "... Go."
The chirop snaps a salute before rushing back down the tower.
Tabi: "Ommel..."
____________________
Asklar wrote:
"I just fed one of the spirits some of my memories, now he believes to be me. Does any of you know about spirits? This ones seems to be 'in blank', so I'm not exactly sure how to proceed."
P'orihc: Well, this is kinda weird.
Black Mage: "You what now."
Blue Mage: "Well, is it at least more agreeable? Maybe you could do the same with the others."
____________________
TorrentHKU wrote:
"Okay. What herald? And uh, where is the Ensi?" > Look around. It nearby? Maybe like that one that almost attacked us earlier?
You look around for anything suspicious. And then you see them.
Witches.
Red eyes gleaming in the darkness, black silhouettes moving in the shadows. Scores of witches moving east through the forest.
Troublemaker: "The herald waited. Long time, watching, to call us. The Ensi is to the east at the edge of the forest."
Tue Jan 19, 2016 7:19 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 273) - Elder Pact
"Holy- Guys, I think you need to see this. Troublemaker, where's your mother, Lauffeuer?"
Tue Jan 19, 2016 7:26 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 273) - Elder Pact
"Thing with Bearings sounds too specific t' not be Miimas."
---- ----
>If i'm right, more guesses:
"Then Schals is Tuhota?"
---- ----
"And... Witch cores is Horoma..." >Please tell me this isn't her way of saying *I ♥♥♥♥ up.*
Tue Jan 19, 2016 7:31 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 273) - Elder Pact
"This doesn't sound good... I don't have time to wait for them."
> Run as fast as I can to Teleiat. The master constructor we need is there, right? Maybe the guards will be distracted, what with all the ♥♥♥♥ that seems to be going down. Either way, need to make sure he's safe. I'll need to make sure Rauha is safe, too.
Tue Jan 19, 2016 1:23 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 273) - Elder Pact
"Komen, sir, shall we go down ourselves?"
- Give them hell, Sarya. -
aside to Tabi:
"There has to be a way for Ommel. There has to. But only if we could get to Teleiat somehow. Skirt through the forest? Invoke Stahlnacht? Using this sword worked once already. We could give her supplies and hide her in the witch core if it's too hazardous to be out in the open. Or we could go in with her.
It would be extremely dangerous. I don't know. All our options are. I'm sorry."
Tue Jan 19, 2016 6:26 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 273) - Elder Pact
> Feed memories to the rest of the spirits. If they all end up being named P'orihc, change the name of the "main" P'orich to "P'orihc Prime". Try to teach them how to communicate properly and not just being a mess inside of me.
Tue Jan 19, 2016 7:26 pm
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: Night
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
TorrentHKU wrote:
"Alright, gently bust open the four dormatories and menace anyone who tries to stop me. Maybe rifle around in the central buildings for dossiers on the girls, see who can come on a field trip. Easy." > Top off the healing lamp and any stones I have.
The cabin briefly shakes, with everyone looking a bit startled. It takes less than a second for everything to stand still again.
Null: "Huh. Didn't know we got quakes in this area."
There's a knocking on the door, followed by a familiar whistling tune.
TorrentHKU wrote:
"Oh, that's for me!" > Reengage helmet, open door.
You reengage the helm and open the door. Standing there is the familiar bird-like witchling, who gives you another whistle.
Troublemaker: "John, call has sounded. It is time to be useful!"
TorrentHKU wrote:
"What call? Useful for what?"
The witchling seems to pause here now, taking time to gather her thoughts.
Troublemaker: "The call. Agreement, stop the Ensi."
Andrew: Some sort of creature, the first something. A core beast that is all-devouring.
Troublemaker: "The herald called to us, we fight now. Mother will fight, and the sky wing, too."
Andrew: Mother is Lauffeuer, obviously. The sky wing, some sort of dragon?
TorrentHKU wrote:
"Okay. What herald? And uh, where is the Ensi?" > Look around. It nearby? Maybe like that one that almost attacked us earlier?
You look around for anything suspicious. And then you see them.
Witches.
Red eyes gleaming in the darkness, black silhouettes moving in the shadows. Scores of witches moving east through the forest.
Troublemaker: "The herald waited. Long time, watching, to call us. The Ensi is to the east at the edge of the forest."
"Holy- Guys, I think you need to see this."
Everyone moves to the door to look outside.
Null: ”I… What.”
Aucupe: ”Why are there so many?”
”Troublemaker, where's your mother, Lauffeuer?
Troublemaker: ”East, gathering everyone. We all fire together.”
Andrew: A relay runner in Luttiim says that there’s something huge going on between Teleiat and Magusalto, and Teleiat sent hundreds of mages to deal with it. If we go for the Heartstone facility now, they’ll have no reinforcements. This could be our big shot at this. ____________________
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) -Mage Stone (Mana: 0/50) -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: 0/1) --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:
"I got some armor. It worked. But we've got bigger problems now, right?
We have to get them to combat each other. It's the only way I can see to weaken either enough to destroy them."
Tabi: "Now Kleigg we are running NOW."
She grabs you by the arm and pulls you back towards Magusalto, the two of you running together. Looking to back towards the beast, you see it crouching low, and then the ground explodes into a shower of lava backwards as it hurls itself towards the tower's old location at unthinkable speeds.
Sarya: "Get down!"
Not wanting to argue, you throw yourself down as something the size of a small mountain slams into the earth where the tower used to be, causing the ground where you are to buckly and toss you into the air. When you land, you quickly pull yourself to your feet and, after making sure Tabi is okay, turn around to see what happened.
A massive trench of glowing liquid rock is there, starting from where the tower used to be and ending almost a quarter mile south. At the end is the enourmous grey-armored monster, large enough to level most of Teleiat by simply walking through. In front of the beast is the thing that rose out of the underground of the watchtower.
Sarya: "Get out of there before you become collateral!"
TheKebbit wrote:
>Break into a cold sweat. "No. No. We need to let the Spiral know that everything has gone insane. Then we need to figure out how we're going to live through whatever happens next.
This might be it. Tabi...
I don't want to let go of you. Let's fight for everything we have.
Sarya, do you think the Spiral has the firepower stored up to damage that leviathan? Or the construct?" >Get moving to Magusalto.
The three of you run back to Magusalto.
Sarya: "Hahaha! You don't get it do you? That's a leviathan! Magusalto at its peak would have enough power to give it an unpleasant bruise!"
Tabi: "Kleigg, we don't kill leviathans. We run far away and hope it leaves us alone.
And leviathans don't kill us. They undo our existence."
The two of you quickly reach the bridge to Magusalto, where the Spiral guards are watching the site of the old watchtower from afar.
Spiral Guard: "You guys... That's not really one of those, right?"
TheKebbit wrote:
"Oh." >Hope dissolves inside Kleigg. Or does it?
The three of you head back to the command tower, which is now bustling with Spiral members, Heading inside to the command floor, you see Komen standing at the table and shouting to the others.
Komen: "... changing the operation! Send a message to the Hastae that we are ceasing all hostilities! Evacuation is priority one! We will begin with the sectors that we control and once those are clear we will move to assist the Hastae with the rest of the city! Move now!"
Commanders rush down the stairs, quick to leave the building and shout to those under their command to begin evacuation measures.
Sarya: "Sir!"
Komen: "Sarya, Kleigg, Tabi. Good to see you're all okay. We need to evacuate the city as soon as possible, aiding Magusalto's Hastae as necessary."
Sarya: "I... There's not enough time."
Komen: "It doesn't matter if we-"
Sarya: "Let me buy time, sir. I joined willing to die for the Spiral's cause, I am willing to die to buy time for everyone else."
Komen: "... Go."
The chirop snaps a salute before rushing back down the tower.
Tabi: "Ommel..."
"Komen, sir, shall we go down ourselves?"
Give them hell, Sarya.
Komen: ”Aye, go down and help the citizens evacuate. There are several facilities in the mountains to the north and east that were built as emergency shelters. I will go as well.”
He stands up and leaves, heading down and joining the others. Just you and Tabi now.
"There has to be a way for Ommel. There has to. But only if we could get to Teleiat somehow. Skirt through the forest? Invoke Stahlnacht? Using this sword worked once already. We could give her supplies and hide her in the witch core if it's too hazardous to be out in the open. Or we could go in with her.
It would be extremely dangerous. I don't know. All our options are. I'm sorry."
Tabi: ”Stahlnacht… How many people can that city hold? Is there a way to quickly transport people into it? The witch seemed friendly, maybe she can help.” ____________________
-Stahlnacht Armor (Absorbs all damage) (20 Armor Resilience, 140/500 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)
"I just fed one of the spirits some of my memories, now he believes to be me. Does any of you know about spirits? This ones seems to be 'in blank', so I'm not exactly sure how to proceed."
P'orihc: Well, this is kinda weird.
Black Mage: "You what now."
Blue Mage: "Well, is it at least more agreeable? Maybe you could do the same with the others."
-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)
"Are any of the spirits... good? Could they be useful?"
Asklar wrote:
"They're mostly infants, only one replied in a more coherent way when I tried to communicate with them. Aside from that I'm in pain and everything feels blurry, so I'd guess not."
Blue Mage: "Do you think you can try to talk to the one that replied? Maybe it can do something about the others."
Black Mage: "Well, we should be getting some backup soon. Even if we're supposed to sit tight, well. You know."
Roast Veg wrote:
"No I don't know we could be accosted by anyone out here!"
Black Mage: "I'm not really worried about some random yahoos wandering around at night."
A faint roar reaches your ears, seeming to come from the east. Confused, you look around, but nothing beasty is in sight.
-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)
-Leather Carrying Bag --Wooden Protection Totem (Mana: 139/205) ---Mana Stones (8/8) ----Regenerating Mana Stone (?/24) (Regenerates 1 Mana per turn) ----Mana Stone (Mana: ?/30) ----Mana Stone (Mana: ?/30) ----Mana Stone (Mana: ?/30) ----Mana Stone (Mana: ?/24) ----Mana Stone (Mana: ?/23) ----Mana Stone (Mana: ?/22) ----Mana Stone (Mana: ?/22)
-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 with a Haunt) ---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)
"This doesn't sound good... I don't have time to wait for them."
You run all the way to Teleiat. There are quite a few chirop up and about, talking, concerned about something that has happened to the east.
With no idea where the master constructor is held, you decide to first check on Rauha. Running over to the museum, you find the lights inside are on, and several crates and things are in the main lobby. There’s also a large, bulky suit of human armor, with numerous bags and crates strapped to its back. It gives you a small wave. ____________________
-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 (+20% 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)
-Fleet Footed (Travel in the Overworld is doubled)
-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)
Last edited by CaveCricket48 on Wed Jan 20, 2016 7:06 am, edited 1 time in total.
Wed Jan 20, 2016 7:02 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
-Kinetic Autocaster Revolver (Skill: Kinetic Bolt) (Release: 30) --Mana Stones (6/6) ---Mana Stone (17/30) ---Mana Stone (0/30) ---Mana Stone (0/30) ---Mana Stone (0/30) ---Mana Stone (0/30) ---Mana Stone (0/30)
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: 8/19) -Mana Stone (Mana: 0/19) -Mana Stone (Mana: 0/19) -Mana Stone (Mana: 0/19) -Mana Stone (Mana: 0/19)
-Vranhal Guest House Key
-Coin Purse --Gold Coin (Qty. 1)
Equipped: -Black Dress -Girl’s Dress Shoes
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)
Name: Aucupe Race: Human Spirit in a Doll ____________________
-Berserker (Grants a separate pool of AP for melee attacks) -Flurry (Melee three times, each attack dealing one third of your normal damage [consumes 1 AP]) -Efficient Attacking (Passive) (Melee attacks will only consume AP if successful) (Cannot queue more attacks than max AP)
-Acrobat (Grants a separate pool of AP for evasion) -Efficient Evasion (Passive) (Evasions will only consume AP if successful) -Glancing Blow (Passive) (On a failed Evasion skill that uses the Evasion stat, reduce the damage of the attack by some of your Evasion) (-%Damage = Evasion/AttackAim)
-Critical Shot (Increases damage by extra Aim if initial damage to target is greater than 0) -Optimal Position (Increase damage by the difference between your and the enemy’s Evasion if your Evasion is higher) -Setup Time (Increase damage by the difference between your and the enemy’s Speed roll if your Speed roll is higher)
-Mana Regeneration (Mana regenerates 2 per turn)
Wed Jan 20, 2016 7:03 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 274) - Elder Pact
Hm. Let me just... > Power Flow, Kinetic STRONG jump up to get a better view, Impulse Evasion to prevent a hard landing. If the trees are too tall or something, grab onto one and jump-climb higher til I can see what all the witches are flooding towards.
Wed Jan 20, 2016 7:18 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
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