Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 280) - Elder Pact
TorrentHKU wrote:
"... If I'm right, the people here gave you powers, and that armor, right? Did they ever tell you how they got ahold of the powers, and how they could put it into you?"
??? 1: "Yes. We were born from the amalgamation of hundreds of mothers. They went through horrors to birth us. We are the vessels of their grief, built from the sacrifices of hundreds to safeguard the future of millions.
We do not need to be taken to safety. We are the safety."
Thu Feb 04, 2016 9:11 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 280) - Elder Pact
"Safety, eh... From what. What are you protecting people from?"
Thu Feb 04, 2016 9:30 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 280) - Elder Pact
"Uniof? I've never heard of such a place. What's it like?"
Thu Feb 04, 2016 11:57 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 280) - Elder Pact
TorrentHKU wrote:
"Safety, eh... From what. What are you protecting people from?"
??? 1: "The corrupt administrators of Magusalto that control the council. The Ruhe that secretly wipe out any magic form that they deem a danger to their faith. The Second's thirst for mass indoctrination. The Third's mindless destruction of monarchies regardless of how well they function or how happy the citizens are.
I mean, that is the goal, to protect. We are still in the testing phase." ____________________
CrazyMLC wrote:
"Uniof? I've never heard of such a place. What's it like?"
Kura: "It's a city to the west, on the coast. The area there was originally under possession of a country across the sea. Fought for independence in the last war, now they're their own state. Their council is equal parts chirop, human, and lupus, and make a lot of laws and building specifications to support all three races equally. Nice place, I've heard."
Thu Feb 04, 2016 5:34 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 280) - Elder Pact
"Would you fight to protect innocent children from enslavement and torture? Rescue them from an evil facility that buys them up like objects and subjects them to brutality against their will? Is an evil in front of you worth less than a potential threat on the horizon?"
Thu Feb 04, 2016 5:47 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 280) - Elder Pact
TorrentHKU wrote:
"Would you fight to protect innocent children from enslavement and torture? Rescue them from an evil facility that buys them up like objects and subjects them to brutality against their will? Is an evil in front of you worth less than a potential threat on the horizon?"
??? 1: "Our mothers would have been sold to breeders if they were not taken into the facility. At least there is a purpose to their life now, rather than being in some lord's collection of magic carriers or a deprived man's plaything. The bones of the past are the foundations of the future. Our mothers were chosen so they could be the basis of something great, even if they were unwilling. It was a necessary sacrifice for the future.
Unlike the people you have chosen. You wasted their potential, leaving them as piles of ash."
Thu Feb 04, 2016 6:29 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 280) - Elder Pact
"Would you prefer we go further, Tabi? I don't know much about what is west of here. Turning back toward Teleiat seems out of the question. We could go south, but it is a long road.
If you think it's safe enough, we can get your family out of the core."
Thu Feb 04, 2016 7:03 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 280) - Elder Pact
"The greater good is the single best excuse for evil I've ever heard. Claim it's for a good enough cause, and you can justify anything. I will admit that Heartstone saved these girls from... something awful. That doesn't justify putting them through this as payment, one good deed is not a free pass to one bad. You speak of those guards' potential, well what of the girls? Their own potential is being left to rot in this facility, but that's fine as long as there's a strong soldier at the end of the day? One that won't even see battle or lift a finger, but act as a political deterrent, a warning sign that says to not cross Teleiat instead of a shield that protects the people?
You say you want to protect, that it's your entire purpose. Well, on the course you're on now that won't happen. You'll be sequestered away and used as a threat against other authorities once Heartstone determines you're strong and scary enough. Meanwhile, everything outside Teleiat will suffer all the same while you stand by, able and unwilling to protect them. You want to protect people? Then do it. There's a whole bunch right in front of you in need, and you can help them."
Thu Feb 04, 2016 7:20 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 280) - Elder Pact
TorrentHKU wrote:
"The greater good is the single best excuse for evil I've ever heard. Claim it's for a good enough cause, and you can justify anything. I will admit that Heartstone saved these girls from... something awful. That doesn't justify putting them through this as payment, one good deed is not a free pass to one bad. You speak of those guards' potential, well what of the girls? Their own potential is being left to rot in this facility, but that's fine as long as there's a strong soldier at the end of the day? One that won't even see battle or lift a finger, but act as a political deterrent, a warning sign that says to not cross Teleiat instead of a shield that protects the people?
You say you want to protect, that it's your entire purpose. Well, on the course you're on now that won't happen. You'll be sequestered away and used as a threat against other authorities once Heartstone determines you're strong and scary enough. Meanwhile, everything outside Teleiat will suffer all the same while you stand by, able and unwilling to protect them. You want to protect people? Then do it. There's a whole bunch right in front of you in need, and you can help them."
??? 1: "You make wild assumptions about the goal of this project and you haven't ever spoken to any of the directors, after you slaughtered a number of guards without so much as giving them the chance to surrender and then claim you're here to save people, and then say that the greater good is a poor justification.
At least the directors are honest in what they are doing, they know, they admit they are doing wrong to create a right. You, are a hypocrite that will burn anyone in your path for the sake of your own definition of good and then act like some paragon of morality."
She readies her weapon, and the other girls do the same.
??? 1: "You are the face of evil."
Lucida: Good job playing diplomat, they hate your guts.
____________________
TheKebbit wrote:
"Would you prefer we go further, Tabi? I don't know much about what is west of here. Turning back toward Teleiat seems out of the question. We could go south, but it is a long road.
If you think it's safe enough, we can get your family out of the core."
Tabi: "I think this is far enough. We should check up on them at the very least."
Thu Feb 04, 2016 8:26 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 280) - Elder Pact
> Helmet up, 1370 mana to the armor. Run North 3. That could've gone a lot better. Kinda ♥♥♥♥ that right up. Hold on for a bit more, we need to take these hits before we can counter. Refill the armor with mana as needed to make sure it doesn't fall below 500.
Thu Feb 04, 2016 8:50 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 280) - Elder Pact
"Stahlnacht? Can you retrieve Tabi's family? Thank you for all your help."
Thu Feb 04, 2016 9:13 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 280) - Elder Pact
"Still not got knockin' first down I see."
"Give us a minute and i'll be with you."
>Grab the gear I had on before sleeping, consider the condition of my damaged clothes.
Thu Feb 04, 2016 11:44 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 280) - Elder Pact
"Hm... That's a bit far out from where I have to be. I have friends counting on me to be near Luttiim. Perhaps I'll visit some time in Uniof! Stay safe, Kura and Rauha."
> Wave goodbye and head back along the path towards Luttiim, then north back towards the facility with my improved speed. Maybe they'll be there this time?
Fri Feb 05, 2016 1:44 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 280) - Elder Pact
>Head towards the west school, see what can be done.
Fri Feb 05, 2016 3:30 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 281) - Elder Pact
Roll 281
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: Morning
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
TorrentHKU wrote:
"Oof. 'Kay, I earned that. Alright ladies, gonna come clean, I'm not here to fight you. I'm here to shut down Heartstone. In fact, I'm kind of specifically here to get you, and any of your friends, out of here safely. Contrary to what you may have heard..." > Open helmet up. "I'm not exactly a berserk construct. We don't have to keep fighting. I really don't want to keep fighting you. I'd prefer you stopped beating me up, and then we talk a bit, then you help me and my friends gather up all the girls here, and everyone goes off to somewhere less awful. There's some of the girls who used to be here, who got out, they're trying to help too. Aucupe and Null, and Horoma and Belua as well."
Lucida: HEY. PUT YOUR HELMET BACK ON YOU ♥♥♥♥♥♥♥.
The girls stop for a moment. Stopping is good.
??? 1: "Why are you getting us out?"
TorrentHKU wrote:
"... If I'm right, the people here gave you powers, and that armor, right? Did they ever tell you how they got ahold of the powers, and how they could put it into you?"
??? 1: "Yes. We were born from the amalgamation of hundreds of mothers. They went through horrors to birth us. We are the vessels of their grief, built from the sacrifices of hundreds to safeguard the future of millions.
We do not need to be taken to safety. We are the safety."
TorrentHKU wrote:
"Safety, eh... From what. What are you protecting people from?"
??? 1: "The corrupt administrators of Magusalto that control the council. The Ruhe that secretly wipe out any magic form that they deem a danger to their faith. The Second's thirst for mass indoctrination. The Third's mindless destruction of monarchies regardless of how well they function or how happy the citizens are.
I mean, that is the goal, to protect. We are still in the testing phase."
TorrentHKU wrote:
"Would you fight to protect innocent children from enslavement and torture? Rescue them from an evil facility that buys them up like objects and subjects them to brutality against their will? Is an evil in front of you worth less than a potential threat on the horizon?"
??? 1: "Our mothers would have been sold to breeders if they were not taken into the facility. At least there is a purpose to their life now, rather than being in some lord's collection of magic carriers or a deprived man's plaything. The bones of the past are the foundations of the future. Our mothers were chosen so they could be the basis of something great, even if they were unwilling. It was a necessary sacrifice for the future.
Unlike the people you have chosen. You wasted their potential, leaving them as piles of ash."
TorrentHKU wrote:
"The greater good is the single best excuse for evil I've ever heard. Claim it's for a good enough cause, and you can justify anything. I will admit that Heartstone saved these girls from... something awful. That doesn't justify putting them through this as payment, one good deed is not a free pass to one bad. You speak of those guards' potential, well what of the girls? Their own potential is being left to rot in this facility, but that's fine as long as there's a strong soldier at the end of the day? One that won't even see battle or lift a finger, but act as a political deterrent, a warning sign that says to not cross Teleiat instead of a shield that protects the people?
You say you want to protect, that it's your entire purpose. Well, on the course you're on now that won't happen. You'll be sequestered away and used as a threat against other authorities once Heartstone determines you're strong and scary enough. Meanwhile, everything outside Teleiat will suffer all the same while you stand by, able and unwilling to protect them. You want to protect people? Then do it. There's a whole bunch right in front of you in need, and you can help them."
??? 1: "You make wild assumptions about the goal of this project and you haven't ever spoken to any of the directors, after you slaughtered a number of guards without so much as giving them the chance to surrender and then claim you're here to save people, and then say that the greater good is a poor justification.
At least the directors are honest in what they are doing, they know, they admit they are doing wrong to create a right. You, are a hypocrite that will burn anyone in your path for the sake of your own definition of good and then act like some paragon of morality."
She readies her weapon, and the other girls do the same.
??? 1: "You are the face of evil."
Lucida: Good job playing diplomat, they hate your guts.
You snap your helmet closed and dump 1370 mana into Lucida armor.
That could've gone a lot better. Kinda ♥♥♥♥ that right up. Hold on for a bit more, we need to take these hits before we can counter.
___Speed Roll___ John: 15 Speed + 3 Roll = 18 ??? 1: 6 Speed + 3 Roll + 75 Haste = 84 ??? 2: 6 Speed + 3 Roll = 9 ??? 3: 6 Speed + 2 Roll = 8
??? 1 attacks John John does not attempt to evade Attack lands, inflicting 138 damage to armor
??? 1 attacks John John does not attempt to evade Attack lands, inflicting 138 damage to armor
??? 1 attacks John John does not attempt to evade Attack lands, inflicting 138 damage to armor
??? 1 attacks John John does not attempt to evade Attack lands, inflicting 138 damage to armor
??? 1 attacks John John does not attempt to evade Attack lands, inflicting 138 damage to armor
??? 1 attacks John John does not attempt to evade Attack lands, inflicting 138 damage to armor
??? 1 attacks John John does not attempt to evade Attack lands, inflicting 138 damage to armor
??? 1 attacks John John does not attempt to evade Attack lands, inflicting 138 damage to armor
John moves 104 Mana into Lucida Armor
??? 1 attacks John John does not attempt to evade Attack lands, inflicting 138 damage to armor
John moves 138 Mana into Lucida Armor
??? 1 attacks John John does not attempt to evade Attack lands, inflicting 138 damage to armor
John moves 138 Mana into Lucida Armor
??? 1 attacks John John does not attempt to evade Attack lands, inflicting 138 damage to armor
John moves 138 Mana into Lucida Armor
??? 2 casts Fast Forward (100 Mana) +10 AP
??? 2 casts Power Flow on self +50 Strength
??? 2 attacks John John does not attempt to evade Attack lands, inflicting 72 damage to armor
John moves 72 Mana into Lucida Armor
??? 2 attacks John John does not attempt to evade Attack lands, inflicting 72 damage to armor
John moves 72 Mana into Lucida Armor
??? 2 attacks John John does not attempt to evade Attack lands, inflicting 72 damage to armor
John moves 72 Mana into Lucida Armor
??? 2 attacks John John does not attempt to evade Attack lands, inflicting 72 damage to armor
John moves 72 Mana into Lucida Armor
??? 2 attacks John John does not attempt to evade Attack lands, inflicting 72 damage to armor
John moves 72 Mana into Lucida Armor
??? 2 attacks John John does not attempt to evade Attack lands, inflicting 72 damage to armor
John moves 72 Mana into Lucida Armor
??? 2 attacks John John does not attempt to evade Attack lands, inflicting 72 damage to armor
John moves 72 Mana into Lucida Armor
??? 2 attacks John John does not attempt to evade Attack lands, inflicting 72 damage to armor
John moves 72 Mana into Lucida Armor
??? 2 attacks John John does not attempt to evade Attack lands, inflicting 72 damage to armor
John moves 72 Mana into Lucida Armor
??? 2 attacks John John does not attempt to evade Attack lands, inflicting 72 damage to armor
John moves 72 Mana into Lucida Armor
??? 3 casts Fast Forward (100 Mana)
??? 3 casts Power Flow +50 Strength
??? 3 attacks John John does not attempt to evade Attack lands, inflicting 72 damage to armor
John moves 72 Mana into Lucida Armor
??? 3 attacks John John does not attempt to evade Attack lands, inflicting 72 damage to armor
John moves 72 Mana into Lucida Armor
??? 3 attacks John John does not attempt to evade Attack lands, inflicting 72 damage to armor
John moves 72 Mana into Lucida Armor
??? 3 attacks John John does not attempt to evade Attack lands, inflicting 72 damage to armor
John moves 72 Mana into Lucida Armor
??? 3 attacks John John does not attempt to evade Attack lands, inflicting 72 damage to armor
John moves 72 Mana into Lucida Armor
??? 3 attacks John John does not attempt to evade Attack lands, inflicting 72 damage to armor
John moves 72 Mana into Lucida Armor
??? 3 attacks John John does not attempt to evade Attack lands, inflicting 72 damage to armor
John moves 72 Mana into Lucida Armor
??? 3 attacks John John does not attempt to evade Attack lands, inflicting 72 damage to armor
John moves 72 Mana into Lucida Armor
??? 3 attacks John John does not attempt to evade Attack lands, inflicting 72 damage to armor
John moves 33.3 Mana into Lucida Armor
John moves 3N
The girls unleash a massive barrage of kinetic-backed strikes, and you pour mana into Lucida armor to keep it up. Then, Lucida’s reserves run dry, and you quickly shift to your own mana stones, and then your own mana, before they stop.
Lucida: Better be some AMAZING counter. ____________________
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, 476.3/1500 Durability) (+50 Strength, +30 Evasion, +10 Speed) (Immune to Telepathy)
Artifact (0/1):
Inventory: -Mana Stone (Mana: 0/15.3) -Mage Stone (Mana: 0/10) -Mage Stone (Mana: 0/10) -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: 100/3000) (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:
"Would you prefer we go further, Tabi? I don't know much about what is west of here. Turning back toward Teleiat seems out of the question. We could go south, but it is a long road.
If you think it's safe enough, we can get your family out of the core."
Tabi: "I think this is far enough. We should check up on them at the very least."
"Stahlnacht? Can you retrieve Tabi's family? Thank you for all your help."
Tabi: ”Wait, maybe we should go somewhere a bit more private.”
One of the trees beside the path explode backwards in a spray of shrapnel as a fissure appears in space, opening up into a door-sized portal.
Beyond it you see the inside of a building. The windows are open, letting in red sunlight. A creature a head taller you is in front of the portal, holding a crate. It’s wearing a black-metal suit of armor, segmented pieces like that of an exoskeleton. The conical helm has a pair of bulging spheres of metal where the eyes should be, with an x-shaped hole in each that glow red. An ornate white cloak hangs from its shoulders, and a black longsword at its hip.
Ommel: ”Bring that one over here.”
The armored figure moves out of view, and a few seconds later Ommel appears.
Ommel: ”Oh, you guys are safe!” ____________________
-Stahlnacht Armor (Absorbs all damage) (20 Armor Resilience, 240/500 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)
While the sounds of metal striking metal continue to ring out, your group moves towards the building in front of you.
Keeping low to avoid being seen by the guards grouping up near the center of the facility grounds, your party creeps towards the building. It looks like windows and doors are barred and locked with metal bars.
Blue Mage: ”Aucupe says that the buildings that hold the children have anti-magic systems in place. Our magic will be useless when we’re inside.” ____________________
-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)
While the sounds of metal striking metal continue to ring out, your group moves towards the building in front of you.
Keeping low to avoid being seen by the guards grouping up near the center of the facility grounds, your party creeps towards the building. It looks like windows and doors are barred and locked with metal bars.
Blue Mage: ”Aucupe says that the buildings that hold the children have anti-magic systems in place. Our magic will be useless when we’re inside.” ____________________
-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: 155/205) ---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) -Combat Boots (+1 Evasion)
-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)
"Uniof? I've never heard of such a place. What's it like?"
Kura: "It's a city to the west, on the coast. The area there was originally under possession of a country across the sea. Fought for independence in the last war, now they're their own state. Their council is equal parts chirop, human, and lupus, and make a lot of laws and building specifications to support all three races equally. Nice place, I've heard."
"Hm... That's a bit far out from where I have to be. I have friends counting on me to be near Luttiim. Perhaps I'll visit some time in Uniof! Stay safe, Kura and Rauha."
You wave farewell, and they wave back as you head back to Luttiim and then towards the North.
The large field in the middle of the forest comes into view, with the cluster of buildings in the distance. Moving towards it quickly, you can see that something’s going on. A large number of what you assume are guards are grouped around the central eastern part of the facility grounds, while a handful of armored people fight in the north-east area. ____________________
-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 Feb 05, 2016 7:56 am, edited 1 time in total.
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