Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 277) - Elder Pact
Asklar wrote:
Anything about ranged weapons yet?
Some rough numbers (will most likely be the starting numbers and tweaked from there):
Shortbows and Pistols Range 1
Longbows starting at Range 5
Crossbows starting at Range 6
Rifles starting at Range 7
Thu Jan 28, 2016 6:51 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 277) - Elder Pact
Beginning the process of updating the events list in the OP, to make it easier to catch up with current events.
Thu Jan 28, 2016 7:23 am
johiah
Joined: Tue Oct 20, 2015 2:56 am Posts: 62 Location: Under a bridge.
Re: Ad Infidium (Roll 277) - Elder Pact
Ir. Crossbows were more powerful and easier to use, but had less range than a longbow.
Thu Jan 28, 2016 6:58 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 277) - Elder Pact
johiah wrote:
Ir. Crossbows were more powerful and easier to use, but had less range than a longbow.
The Range mechanic is a reduction to Aim (accuracy) when targeting a zone that is further than the weapon/ability's Range stat (exception being Direct Magic, which has a hard Range limit).
Crossbows are vastly easier to aim than bows since they're used the same as a rifle, thus they get an Aim boost over bows in the form of a higher Range stat.
Thu Jan 28, 2016 7:15 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 277) - Elder Pact
Some educational material:
If you want come conclusions: Crossbows are much easier to aim, partially because you aren't busy bending a stick, and as such are useful for sniping. They can be held at full draw for almost as long as you like. They don't do as much damage at a distance as they do close up, though. The range and power of bows is limited by the strength of the user, which is likewise limited by the strength of the bow. Slightly harder to aim because it isn't easy to stay at full draw. Chirop would probably prefer crossbows or rifles, as they would be easier to use if you aren't strong, or they would use magic to enhance their strength. Lupus probably have fearsomely powerful large poundage bows for their archers, if they have any.
Thu Jan 28, 2016 8:30 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 278) - Elder Pact
Ranges aren't in the abilities in your character sheets yet, but they've been added to weapons and the ability listing in the OP.
Roll 278
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 ____________________
John uses Megaflare on Guard 1 and Guard 2 Guard 1 does not attempt to evade Attack lands, inflicting 106 On Fire Guard 2 does not attempt to evade Attack lands, inflicting 106 On Fire
John uses Megaflare on Guard 9 and Guard 10 Guard 9 does not attempt to evade Attack lands, inflicting 106 On Fire Guard 10 does not attempt to evade Attack lands, inflicting 106 On Fire
John uses Megaflare on Guard 19 and Guard 20 Guard 19 does not attempt to evade Attack lands, inflicting 106 On Fire Guard 20 does not attempt to evade Attack lands, inflicting 106 On Fire
John uses Megaflare on Guard 17 and Guard 18 Guard 17 does not attempt to evade Attack lands, inflicting 106 On Fire Guard 18 does not attempt to evade Attack lands, inflicting 106 On Fire
Casting Haste, Agility Flow, and Fast Forward, you leap down and let loose a megaflare that ignites the guards in a giant blaze of fire, and head directly north, blasting each tower faster than the guards can escape. There doesn’t appear to be anyone in sight on the ground level as you pass close to the center of the facility, so you continue on blazing guard towers until you reach the last one North.
Well, it looks like you certainly got the facility’s attention. The sounds of female screams fill the air, and it seems like there are more enemies coming out of the center of the facility, but it’s a bit too far to make them out. ____________________
Evasion Behavior: Use a physical dodge, unless it's after a Falling Star, then use an Impulse Evasion.
-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: 2965/3000) (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 ____________________
"Just keep going. To Nullam, I think. It's the furthest west that I know."
The two of you continue towards Luttiim. When you reach the city, it’s dark and not very busy, only a handful of souls walking the streets. There are few street lamps, and lack the grand towers that Magusalto and Teleiat had.
Tabi: ”Guess they haven’t heard yet. Should we try warning them? Though I’d think someone must’ve tried already.” ____________________
-Stahlnacht Armor (Absorbs all damage) (20 Armor Resilience, 220/500 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)
___Speed Roll___ (Surprise attack) Ki’stha: 9 Speed + 1 Roll = 10 P’orihc: 2 Speed + 6 Roll = 8 Blue Mage: 4 Speed + 2 Roll = 6
___Action Priority___ Ki’stha: 10 P’orihc: 8 Blue Mage: 6
___Events___ Ki’stha uses Flight +1 Altitude
Ki’stha casts Forked Lightning (1 Mana) on Guard 11 and Guard 12 Guard 11 does not attempt to evade Attack lands, inflicting 5.5 Electrocution Guard 12 does not attempt to evade Attack lands, inflicting 5.5 Electrocution
P’orihc fires Crossbow at Guard 11 Guard 11 does not attempt to evade Attack lands, dealing 15 damage to armor and inflicting 10 Cut and 10 Trauma
P’orihc reloads Crossbow.
Blue Mage uses Lightning Bolt (10 Mana) on Guard 12 Guard 12 does not attempt to evade Attack lands, inflicting 26 Electrocution
Ki’stha: "3 north, 3 south, don't get in a crossfire situation, take out the towers here and further in, then decide where to go from there."
You and the blue mage stick with Ki’stha while Null, Aucupe, and the black mage take the south tower.
Approaching the short, two-story tower, Ki’stha leaps into the air and fires off a Forked Lightning, hitting both chirop guards, while you fire a bolt into one and the blue mage hits the other with more lightning.
The one struck by your crossbow bolt lets out a cry while turning to face your party, while the one hit by lightning seems to be incapacitated by the most part.
You then reload your crossbow, getting it read to fire again. ____________________
-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)
___Speed Roll___ (Surprise attack) Ki’stha: 9 Speed + 1 Roll = 10 P’orihc: 2 Speed + 6 Roll = 8
___Action Priority___ Ki’stha: 10 P’orihc: 8
___Events___ Ki’stha uses Flight +1 Altitude
Ki’stha casts Forked Lightning (1 Mana) on Guard 11 and Guard 12 Guard 11 does not attempt to evade Attack lands, inflicting 5.5 Electrocution Guard 12 does not attempt to evade Attack lands, inflicting 5.5 Electrocution
P’orihc fires Crossbow at Guard 11 Guard 11 does not attempt to evade Attack lands, dealing 15 damage to armor and inflicting 10 Cut and 10 Trauma
P’orihc reloads Crossbow.
"3 north, 3 south, don't get in a crossfire situation, take out the towers here and further in, then decide where to go from there."
P’orihc and the blue mage stick with you while Null, Aucupe, and the black mage take the south tower.
Approaching the short, two-story tower, you leap into the air and fire off a Forked Lightning, hitting both chirop guards, while P’orihc fires a bolt into one and the blue mage hits the other with more lightning.
The one struck by P’orihc’s crossbow bolt lets out a cry while turning to face your party, while the one hit by lightning seems to be incapacitated by the most part. ____________________
-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)
Aucupe stares at her bowl for a few seconds before turning to look up at Horoma.
Horoma: ”You shouldn’t let them do that.”
Aucupe remains silent while Horoma takes a seat in front of her.
Horoma: ”What’s your name?”
Aucupe: ”Chrys Illige.”
Horoma: ”You still use that name?”
Aucupe: ”...”
Horoma: ”What’s your subject name?”
Aucupe: ”Aucupe. Why should I use it?”
Horoma: ”Didn’t your parents want you gone? Why would you use the name they gave you? At least the people here want to make us into something. A weapon. That’s kinda cool.”
Aucupe: ”What name did your parents give you?”
Horoma: ”Maria Suora. Call me Horoma.” ____________________
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)
You sit back and watch as the prisoners are directed into the wagons. After the last is filled, the guards board their own wagons and the convoy leaves towards the North. ____________________
-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)
Last edited by CaveCricket48 on Fri Jan 29, 2016 6:37 pm, edited 3 times in total.
Fri Jan 29, 2016 9:36 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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: 4/19) -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)
Fri Jan 29, 2016 9:37 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Does it cost AP to put a charge on my copper rod? As in, can I put a ball on it, move and still attack?
Fri Jan 29, 2016 11:39 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 278) - Elder Pact
♥♥♥♥, the screams. Why do there have to be screams.
Andrew, you there? I need something relayed to the other group.
Sat Jan 30, 2016 12:01 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 278) - Elder Pact
>Well that's one way to make friends i guess. >Looks like horoma didn't take being turned into some bizzare deathmachine too badly either.
Sat Jan 30, 2016 1:05 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 278) - Elder Pact
Roast Veg wrote:
Does it cost AP to put a charge on my copper rod? As in, can I put a ball on it, move and still attack?
Putting one of your electric artifacts on to your stick is a free action, if the artifact was already created.
Sat Jan 30, 2016 3:37 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 278) - Elder Pact
"If we could find whatever passes for the guard quarters or the seat of government, that might be the best place to report it. I'm not sure how much running through the streets and yelling will help."
>Try to find someplace that fits the description, report what is happening to the east. If there is time left over, keep running westward.
Sat Jan 30, 2016 6:08 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 278) - Elder Pact
CrazyMLC wrote:
North? Hm.
> Go catch up with Kura and Rauha.
You leave the city and head West, travelling the dark road until you run into an armored figure carrying a load of crates and bags strapped to its back, and a cargo-laden chirop.
Kura: "Hey Vandolf."
Rauha: "Greetings again."
Kura: "How'd your task or whatever go?"
____________________
TorrentHKU wrote:
♥♥♥♥, the screams. Why do there have to be screams.
Andrew, you there? I need something relayed to the other group.
Andrew: Yeah. What is it? Also, new somethings in the middle of the facility, something seems off about them. ____________________
Amazigh wrote:
>Well that's one way to make friends i guess. >Looks like horoma didn't take being turned into some bizzare deathmachine too badly either.
The dream changes. You see a man in a decorated red cloak at some sort of fancy party. Horoma's father. He seems to be in a position of power or respect, from the way other people greet him. Women curtsy and men salute, while he returns the gestures to very few others.
Another dream shift. A thin, lanky girl in a cell lying on an old battered mattress. Horoma again. She looks taller, thinner. Her hair is long and messy, her eyes ringed with dark blotches. Though her eyes are closed, you know she's awake, waiting for something.
A different cell. Aucupe is in a corner of the room away from her mattress, lying on a large pile of feathers. Several of the feathers seem to be sticking out of her arms, and she uses her teeth to sharpen the end of another before carefully inserting the pointed base into her skin.
A ghost is in the facility. Not a spirit or a deceased being - something that evades your senses. Children speaking to or looking at an empty space, whatever it is seeming to move. ____________________
TheKebbit wrote:
"If we could find whatever passes for the guard quarters or the seat of government, that might be the best place to report it. I'm not sure how much running through the streets and yelling will help."
>Try to find someplace that fits the description, report what is happening to the east. If there is time left over, keep running westward.
Tabi: "The chancellor's house perhaps? I don't know who's in that position right now but the building should be near the center."
It takes a bit of exploring, but the two of you locate a building that looks a lot more put-together than the others. Clean, smooth white stone forming a three-story mansion with numerous windows. There aren't any lights on, but you give the door a few knocks before waiting.
Soon after, the door opens where you're greeted by a chirop in some sort of dress-uniform.
Servant: "Yes?"
She seems polite, and awake, enough, considering the time of night.
Sun Jan 31, 2016 10:39 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 278) - Elder Pact
>This "ghost" what is it, something that's being blocked out of the memory/dream? maybe one of the people in charge?
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