Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 276) - Elder Pact
"Huh. I think that makes P'orihc a sort of Heartstone test subject now. Well, if he's hot to trot, there's no problem. What side will you approach from?"
Sat Jan 23, 2016 6:46 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 276) - Elder Pact
"As far as I can tell, this lamp acts as the mechanism for moving between the space here and the space inside the core.
We need to figure out first where we're going to go. West? As far as possible away from the leviathan, perhaps to Nullam?
Is there anything you absolutely need to take? There is still a little time."
"We should still avoid contact with more of the girls."
Sat Jan 23, 2016 8:42 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 276) - Elder Pact
"Who was this master constructor? And would this space manipulation have anything to do with do with fourths?"
Sun Jan 24, 2016 12:54 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 276) - Elder Pact
"If they're dangerous, yes. If they seem normal like Cupe and Null, it's probably worth the risk. Their powers could be the difference between getting out safely and not making it past the gates. You might have to approach the dangerous ones anyway, otherwise they may get left behind in the confusion."
Sun Jan 24, 2016 12:56 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 276) - Elder Pact
>Sit down. >Hit myself with a 2 mana Spirit lance, try not to make much noise in doing so. >Is there any change to my spirit?
Sun Jan 24, 2016 12:59 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 276) - Elder Pact
TorrentHKU wrote:
"Huh. I think that makes P'orihc a sort of Heartstone test subject now. Well, if he's hot to trot, there's no problem. What side will you approach from?"
Roast Veg wrote:
"We should still avoid contact with more of the girls."
TorrentHKU wrote:
"If they're dangerous, yes. If they seem normal like Cupe and Null, it's probably worth the risk. Their power could be the difference between getting out successfully and not making it past the gates. You might have to approach the dangerous ones anyway, lest they get left behind in the confusion."
Blue Mage: "Cupe? Null?"
The two girls give a small wave.
Black Mage: "Since the east section isn't of much interest right now, I'd say you attack from the south, and the rest of us'll hit 'em from the west. Away from the attention, but not far enough if we need a little help from Lucida."
Andrew: "I'll stick with John and Lucida for communications."
Null: "Sounds good."
South team: John Lucida Andrew
West Team: P'orihc Ki'stha Black Mage Blue Mage Null Aucupe
____________________
TheKebbit wrote:
"As far as I can tell, this lamp acts as the mechanism for moving between the space here and the space inside the core.
We need to figure out first where we're going to go. West? As far as possible away from the leviathan, perhaps to Nullam?
Is there anything you absolutely need to take? There is still a little time."
A ripple of space appears inside the store, quickly clearing up into a rectangular portal. Through it, you see the city bathed in eternal twilight, Stahlnacht's core.
Tabi: "Oh, that makes it easier."
Ommel: "Let's start moving things through! Go go go!"
The entire family rushes back into the shop and starts lugging baggage into the portal, and heading back out of the witch realm to grab more items.
Ommel and another sister even carry the automated loom through. After a couple minutes of frantic moving, Ommel waves to you from the other side of the portal.
Ommel: "Alright, that's all the important stuff! Except for food, we can get that later right."
____________________
CrazyMLC wrote:
"Who was this master constructor? And would this space manipulation have anything to do with do with fourths?"
Kura: "Henry Koda, he and his family were pretty big about a hundred years after the corruption. They weren't pioneers of constructs, but they were the most skilled during their time."
Rauha: "Witches are known to manipulate space, but I do not know if it is specifically tied to being a fourth. Dark magic, for example, can be used by thirds, and can control space, just not as well as a witch. The exact connection between tier and space alteration is not something I know much of."
Kura: "Anyways, we'd best be heading off now."
She straps on a heavy backpack with a grunt, tightly securing the briefcase to the side of it and keeping a pistol-like object in hand.
Kura: "You're free to join us if you'd like, though you could probably move faster without us." ____________________
Amazigh wrote:
>Sit down. >Hit myself with a 2 mana Spirit lance, try not to make much noise in doing so. >Is there any change to my spirit?
You hit yourself with a 2 Mana Spirit Lance, cringing from the pain.
It looks like your spirit has more wiggle! It's a painful wiggle, but it's there.
Sun Jan 24, 2016 3:48 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 276) - Elder Pact
*nod* "Wait for the fireworks to start." Man Andrew, I think you've really earned a vacation after all this. To Lucida: I'll take any of that battle experience you've got handy, bud. > Pull sword out, get walking towards the south side. When I get there, full glow, Power Flow, jump up to the nearest guard tower. If there's no guard, Megaflare and light it on fire on the way into the compound. If there is someone, "I heard you shits thought you could make a better Me." Then throw one off the tower, and do the Megaflare thing.
Sun Jan 24, 2016 4:14 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 276) - Elder Pact
"We need to get you inside as fast as possible, for your own safety. Perhaps I can ask the witch to synthesize some kind of organic artificial matter? I estimate it'll be about a quarter day until this lamp recharges to let us extract you. Tabi and I should be able to get to safe land by then.
Stahlnacht, if we can't get them out immediately, would you be able to grow an amount of food for Tabi's family?"
>When the gate closes, start sprinting west to Luttiim. Hug the road.
Sun Jan 24, 2016 4:23 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 276) - Elder Pact
"Hm, I have an errand to run, but I'd enjoy traveling with you two... I'll try to catch up when I'm done, but don't wait for me, okay?"
>Wait for any responses, nod and wave goodbye, then check on the prison.
Last edited by CrazyMLC on Sun Jan 24, 2016 12:01 pm, edited 1 time in total.
Sun Jan 24, 2016 6:25 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 276) - Elder Pact
"Alright, I hope I can get some answers of these spirits I'm carrying at some point. Now let's get to business."
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 276) - Elder Pact
>This is dumb, time to just sleep the dumb away. >Store my stuff, get some sleep.
Sun Jan 24, 2016 9:24 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 277) - Elder Pact
Roll 277
The world as the players know it:
1. Kyeltziv 2. Vandolf, Kleigg 3. P’orihc, Ki’stha, Raze, John
Combat Map:
~~~
Notes:
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:
"I go in loud, knock on some walls, get their attention. You guys go in as quiet as you can, free the test subjects, and make off with anything that looks important enough to take then and there. Anything important you find out in your scouting?"
Blue Mage: "The eastern building that looks like a boarding school is walled off, along with the guard post near it. Didn't seem like it was occupied. P'orihc was attacked by one of the girls, apparently she injected a bunch of spirits into him, but he seems to be fine now."
TorrentHKU wrote:
"Huh. I think that makes P'orihc a sort of Heartstone test subject now. Well, if he's hot to trot, there's no problem. What side will you approach from?"
Roast Veg wrote:
"We should still avoid contact with more of the girls."
TorrentHKU wrote:
"If they're dangerous, yes. If they seem normal like Cupe and Null, it's probably worth the risk. Their power could be the difference between getting out successfully and not making it past the gates. You might have to approach the dangerous ones anyway, lest they get left behind in the confusion."
Blue Mage: "Cupe? Null?"
The two girls give a small wave.
Black Mage: "Since the east section isn't of much interest right now, I'd say you attack from the south, and the rest of us'll hit 'em from the west. Away from the attention, but not far enough if we need a little help from Lucida."
Andrew: "I'll stick with John and Lucida for communications."
Null: "Sounds good."
South team: John Lucida Andrew
West Team: P'orihc Ki'stha Black Mage Blue Mage Null Aucupe
You nod to the others.
"Wait for the fireworks to start."
P’orihc: "Alright, I hope I can get some answers of these spirits I'm carrying at some point. Now let's get to business."
Man Andrew, I think you've really earned a vacation after all this.
Andrew: I live for the action.
(To Lucida) I'll take any of that battle experience you've got handy, bud.
Lucida: Uh, hit ‘em with the sharp end, don’t get hit yourself, be aware of your distance. Not much I can say on such short notice.
The group splits up and you get walking towards the south side of the facility, holding Lucida in your hand.
When you reach the facility, the armor glows bright enough to illuminate the surrounding area and you leap on top of the short guard tower. Two surprised chirop mages are there gawking at you.
"I heard you shits thought you could make a better Me."
Quickly sheathing Lucida, you grab the both of them by the robes and toss them off the tower, followed by a Megaflare into the air above.
An alarm horn sounds throughout the facility.
Lucida: Looks like we’ve got their attention.
Andrew: I’ve managed to locate the obvious enemies, there are still plenty more.
Check Combat Map New rules: Your Movement stat is how many cells you can travel per turn. You are only able to melee enemies that are in the same cell, but ranged attacks can hit enemies in further cells. Rules pending on range mechanics. ____________________
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:
"As far as I can tell, this lamp acts as the mechanism for moving between the space here and the space inside the core.
We need to figure out first where we're going to go. West? As far as possible away from the leviathan, perhaps to Nullam?
Is there anything you absolutely need to take? There is still a little time."
A ripple of space appears inside the store, quickly clearing up into a rectangular portal. Through it, you see the city bathed in eternal twilight, Stahlnacht's core.
Tabi: "Oh, that makes it easier."
Ommel: "Let's start moving things through! Go go go!"
The entire family rushes back into the shop and starts lugging baggage into the portal, and heading back out of the witch realm to grab more items.
Ommel and another sister even carry the automated loom through. After a couple minutes of frantic moving, Ommel waves to you from the other side of the portal.
Ommel: "Alright, that's all the important stuff! Except for food, we can get that later right."
"We need to get you inside as fast as possible, for your own safety. Perhaps I can ask the witch to synthesize some kind of organic artificial matter? I estimate it'll be about a quarter day until this lamp recharges to let us extract you. Tabi and I should be able to get to safe land by then.
Stahlnacht, if we can't get them out immediately, would you be able to grow an amount of food for Tabi's family?"
A whisper in the helm again.
I will do what I can.
Ommel: ”Alright, we’ll be waiting. Good luck! Don’t you two go an-”
The portal closes, Tabi’s family now securely contained in Stahlnacht’s core. With that done, the two of you run out of Teleiat and head towards Luttiim, staying on the road.
Tabi: ”So, what’s the plan now? Head west to safety?” ____________________
-Stahlnacht Armor (Absorbs all damage) (20 Armor Resilience, 200/500 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 go in loud, knock on some walls, get their attention. You guys go in as quiet as you can, free the test subjects, and make off with anything that looks important enough to take then and there. Anything important you find out in your scouting?"
Blue Mage: "The eastern building that looks like a boarding school is walled off, along with the guard post near it. Didn't seem like it was occupied. P'orihc was attacked by one of the girls, apparently she injected a bunch of spirits into him, but he seems to be fine now."
TorrentHKU wrote:
"Huh. I think that makes P'orihc a sort of Heartstone test subject now. Well, if he's hot to trot, there's no problem. What side will you approach from?"
Roast Veg wrote:
"We should still avoid contact with more of the girls."
TorrentHKU wrote:
"If they're dangerous, yes. If they seem normal like Cupe and Null, it's probably worth the risk. Their power could be the difference between getting out successfully and not making it past the gates. You might have to approach the dangerous ones anyway, lest they get left behind in the confusion."
Blue Mage: "Cupe? Null?"
The two girls give a small wave.
Black Mage: "Since the east section isn't of much interest right now, I'd say you attack from the south, and the rest of us'll hit 'em from the west. Away from the attention, but not far enough if we need a little help from Lucida."
Andrew: "I'll stick with John and Lucida for communications."
Null: "Sounds good."
South team: John Lucida Andrew
West Team: P'orihc Ki'stha Black Mage Blue Mage Null Aucupe
John gives a nod.
John: "Wait for the fireworks to start."
P’orihc: "Alright, I hope I can get some answers of these spirits I'm carrying at some point. Now let's get to business."
The group splits up and you get walking towards the west side of the facility, hunkering in the hills a bit aways from it waiting. Not long after, a bright white flame shoots up into the sky from the south end.
An alarm horn sounds throughout the facility.
Blue Mage: ”That’s our cue.
Got some readings on some of the obvious enemy locations, sending now. There’re plenty more so watch yourself.”
Black Mage: ”So, how’re we gonna tackle this?”
Check Combat Map New rules: Your Movement stat is how many cells you can travel per turn. You are only able to melee enemies that are in the same cell, but ranged attacks can hit enemies in further cells. Rules pending on range mechanics. ____________________
-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)
"I go in loud, knock on some walls, get their attention. You guys go in as quiet as you can, free the test subjects, and make off with anything that looks important enough to take then and there. Anything important you find out in your scouting?"
Blue Mage: "The eastern building that looks like a boarding school is walled off, along with the guard post near it. Didn't seem like it was occupied. P'orihc was attacked by one of the girls, apparently she injected a bunch of spirits into him, but he seems to be fine now."
TorrentHKU wrote:
"Huh. I think that makes P'orihc a sort of Heartstone test subject now. Well, if he's hot to trot, there's no problem. What side will you approach from?"
Roast Veg wrote:
"We should still avoid contact with more of the girls."
TorrentHKU wrote:
"If they're dangerous, yes. If they seem normal like Cupe and Null, it's probably worth the risk. Their power could be the difference between getting out successfully and not making it past the gates. You might have to approach the dangerous ones anyway, lest they get left behind in the confusion."
Blue Mage: "Cupe? Null?"
The two girls give a small wave.
Black Mage: "Since the east section isn't of much interest right now, I'd say you attack from the south, and the rest of us'll hit 'em from the west. Away from the attention, but not far enough if we need a little help from Lucida."
Andrew: "I'll stick with John and Lucida for communications."
Null: "Sounds good."
South team: John Lucida Andrew
West Team: P'orihc Ki'stha Black Mage Blue Mage Null Aucupe
John gives a nod.
John: "Wait for the fireworks to start."
P’orihc: "Alright, I hope I can get some answers of these spirits I'm carrying at some point. Now let's get to business."
The group splits up and you get walking towards the west side of the facility, hunkering in the hills a bit aways from it waiting. Not long after, a bright white flame shoots up into the sky from the south end.
An alarm horn sounds throughout the facility.
Blue Mage: ”That’s our cue.
Got some readings on some of the obvious enemy locations, sending now. There’re plenty more so watch yourself.”
Black Mage: ”So, how’re we gonna tackle this?”
Check Combat Map New rules: Your Movement stat is how many cells you can travel per turn. You are only able to melee enemies that are in the same cell, but ranged attacks can hit enemies in further cells. Rules pending on range mechanics. ____________________
-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)
>Sit down. >Hit myself with a 2 mana Spirit lance, try not to make much noise in doing so. >Is there any change to my spirit?
You hit yourself with a 2 Mana Spirit Lance, cringing from the pain.
It looks like your spirit has more wiggle! It's a painful wiggle, but it's there.
Leaving your gear beside a wall, you hop into bed and pull the covers over you.
You let your tiredness seep into your limbs, and you slowly drift off to sleep.
A large room with several long, wooden tables. Numerous girls are seated, eating voraciously from bowls of steaming stew. One table is empty, save for a white-haired girl with blue eyes, slowly sipping spoonfuls away from everyone else. Aucupe.
One of the other girls, a brunette, suddenly rushes over to Aucupe and grabs her bowl before quickly walking away. Aucupe simply stares at the table, unreactive.
With the brunette looking over her shoulder sneering, she doesn’t see Horoma approaching her, one hand slamming the brunette’s head into the wall while the other gracefully catches the bowl of stew. The brunette sinks to the floor, gasping and then sobbing, while Horoma delivers the bowl to its original owner. ____________________
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)
"Who was this master constructor? And would this space manipulation have anything to do with do with fourths?"
Kura: "Henry Koda, he and his family were pretty big about a hundred years after the corruption. They weren't pioneers of constructs, but they were the most skilled during their time."
Rauha: "Witches are known to manipulate space, but I do not know if it is specifically tied to being a fourth. Dark magic, for example, can be used by thirds, and can control space, just not as well as a witch. The exact connection between tier and space alteration is not something I know much of."
Kura: "Anyways, we'd best be heading off now."
She straps on a heavy backpack with a grunt, tightly securing the briefcase to the side of it and keeping a pistol-like object in hand.
Kura: "You're free to join us if you'd like, though you could probably move faster without us."
"Hm, I have an errand to run, but I'd enjoy traveling with you two... I'll try to catch up when I'm done, but don't wait for me, okay?"
Kura: ”Alright. Good luck, and stay safe.”
Rauha: ”Farewell, may we meet again.”
After giving them a wave, you leave the museum and head towards the city center, which is a large paved clearing surrounded by large buildings. One of them, with the words “Teleiat Containment Facility” are over the entrance in large metal lettering. A large number of armored wagons are parked in front of the building, many of them opened at the back while a large number of armored guards escort people into the vehicles. ____________________
-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, +4 Combat Movement)
-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 Tue Jan 26, 2016 1:26 am, edited 2 times in total.
Mon Jan 25, 2016 6:36 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 (19/30) ---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: 2/19) -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)
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