Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Ad Infidium (Roll 285) - Elder Pact
"Should we lend a hand to John and Lucida or you guys think they can handle themselves?"
Fri Feb 26, 2016 9:29 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 285) - Elder Pact
"Alright then." >Go get miimas. "So, got any ideas on trainin'?"
Fri Feb 26, 2016 9:56 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 285) - Elder Pact
"Alright, I'll take the four between the buildings, and you can take four on the other side of the last building, and get to the last four together. How's that sound?"
> Charge into the group and spend four actions on flurries. Deal my blows evenly between them, instead of just using a flurry on one, then the next, etc. Try to be non-lethal if possible, aiming to disable instead of kill. If I'm attacked, only use AP to dodge impact weapons.
Last edited by CrazyMLC on Sun Feb 28, 2016 6:44 am, edited 3 times in total.
Sat Feb 27, 2016 1:28 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 285) - Elder Pact
"Do you think we'll be able to negotiate for some of the farms' produce, or are we going to have to make some emergency appropriations? We'll need to secure a crossbow if we hunt, unless you think you have sufficient runes to bring down enough game."
Sat Feb 27, 2016 4:10 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 285) - Elder Pact
Next roll is probably a full roll. Probably.
TorrentHKU wrote:
Tricks for days probably. I know they can do speedy cheater light magic and kinetic flows. Bet they can explode when you punch em too, or something like that. We're... gonna need Null, but I'll bring em a little closer anyway when I smash this other wing open.
Monk: Aight, maybe I can just carry her or somethin'. Hang in there fer a bit, we'll be there soon.
____________________
Asklar wrote:
"Should we lend a hand to John and Lucida or you guys think they can handle themselves?"
Black Mage: "Best to give 'em a hand, no telling how tough these heartstone things are."
____________________
Amazigh wrote:
"Alright then." >Go get miimas. "So, got any ideas on trainin'?"
You head upstairs and knock on Miimas's room door before asking her.
Miimas: "Huh? Uuuh."
The door opens and you her missing the western-soldier clothing, just a sand chirop in a thick short-sleeved green shirt and some tan pants.
Miimas: "I wanted to get some shooting practice in, maybe bit of the sword, too. Horo probably wants to shoot fire at us while we try to dodge."
____________________
CrazyMLC wrote:
"Alright, I'll take the four between the buildings, and you can take four on the other side of the last building, and get to the last four together. How's that sound?"
Aucupe: "Sounds good, let's go!"
(Action in full roll)
____________________
TheKebbit wrote:
"Do you think we'll be able to negotiate for some of the farms' produce, or are we going to have to make some emergency appropriations? We'll need to secure a crossbow if we hunt, unless you think you have sufficient runes to bring down enough game."
Tabi: "I have plenty to hunt with, but could try talking to some farmers before we resort to that."
Sat Feb 27, 2016 7:18 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 285) - Elder Pact
"I hope we can make it in time."
>Move 3 spaces north, 2 spaces east.
Sat Feb 27, 2016 6:52 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 285) - Elder Pact
"Think she might have a few new tricks." >Can I sense horomas spirit from here?
Sat Feb 27, 2016 11:02 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 285) - Elder Pact
You got any tricks, Monk? > 20 mana Haste, 140 mana Fast Forward, Evasion Flow. Move 3W, 1 NW. Punch the section of wall I cut to weaken before and smash it down, then move 1 SW. Full On Fire Megaflare at the two grouped products. If they chase me and try to attack with melee, for the first one give a Falling Star counter, and be ready to dodge some kind of magic counter with an Impulse Evasion. Any melee after that get as much distance from them as I can with the dodge, entirely out of melee range if possible. If they switch to ranged attacks, go 1 SE behind the corner of that building for cover. If I've still got AP after the products have stopped moving, pop out of cover (if needed) and fire off 2 2-projectile Meteor Showers with regular bolts, then any remaining AP on Blast Waves. Dodge any counters from those, too.
Sun Feb 28, 2016 4:48 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 285) - Elder Pact
>Depart for the near countryside in the hope of finding farmers whose crops have not yet been taken or sold.
Sun Feb 28, 2016 7:11 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 285) - Elder Pact
COMBAT ROLLS TAKE A LONG TIME
Gonna finish up roll tomorrow.
Edit: ONE MORE DAY
Mon Feb 29, 2016 8:52 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 286) - Elder Pact
HAHAHA WHAT IS SLEEP
Roll 286
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:
Oi, Monk! Hurry up before I have to beat them all myself! You know any of the tricks these products got?
You feel Andrew relaying communications between you and Monk.
Monk: I'd move faster if my assigned partner wasn't dragging her feet! And no, not really sure what these products can do. Maybe I'll run over there and blondy can catch up later.
TorrentHKU wrote:
Tricks for days probably. I know they can do speedy cheater light magic and kinetic flows. Bet they can explode when you punch em too, or something like that. We're... gonna need Null, but I'll bring em a little closer anyway when I smash this other wing open.
Monk: Aight, maybe I can just carry her or somethin'. Hang in there fer a bit, we'll be there soon.
John uses Meteor Shower (2 bolts) on Product 1 Product 1 does not attempt to evade Attack lands, inflicting 0 damage - Product 1’s Reactive Armor (100 Mana) triggers, deflecting 33.15 damage Attack lands, inflicting 0 damage - Product 1’s Reactive Armor (100 Mana) triggers, deflecting 33.15 damage
John uses Meteor Shower (2 bolts) on Product 1 Product 1 does not attempt to evade Attack lands, inflicting 0 damage - Product 1’s Reactive Armor (100 Mana) triggers, deflecting 33.15 damage Attack lands, inflicting 0 damage - Product 1’s Reactive Armor (100 Mana) triggers, deflecting 33.15 damage
John uses Blast Wave on Product 1 Product 1 does not attempt to evade Attack lands, inflicting 0 damage - Product 1’s Reactive Armor (100 Mana) triggers, deflecting 53 damage
John uses Blast Wave on Product 1 Product 1 does not attempt to evade Attack lands, inflicting 41 damage to armor
John uses Blast Wave on Product 1 Product 1 does not attempt to evade Attack lands, inflicting 41 damage to armor
John uses Blast Wave on Product 1 Product 1 does not attempt to evade Attack lands, inflicting 41 damage to armor
John uses Blast Wave on Product 1 Product 1 does not attempt to evade Attack lands, inflicting 41 damage to armor
John uses Blast Wave on Product 1 Product 1 does not attempt to evade Attack lands, inflicting 41 damage to armor
John uses Blast Wave on Product 1 Product 1 does not attempt to evade Attack lands, inflicting 41 damage to armor
John uses Blast Wave on Product 1 Product 1 does not attempt to evade Attack lands, inflicting 41 damage to armor
John uses Blast Wave on Product 1 Product 1 does not attempt to evade Attack lands, inflicting 13 damage to armor and 28 Trauma to Product 1
Product 1 is stumbled
Giving yourself a mana-boosted Haste, you fly past the two products in the blink of an eye and reach the other end of the dorm wing, punching the wall open before moving a bit further.
Whipping Lucida towards the products, you let loose a giant lance of white-hot luminous flames, incinerating the grass and scorching the far guard tower. The products, on the other hand, leaped out of the way in time, standing on either side of the burnt trail.
A figure soon rushes past you, moving way too fast for someone without light magic, and towards the product that dodged closer to the dorm. Another girl - this one in a white cotton shirt and canvas pants.
In a blink, she’s in the air and landing a tornado kick on an invisible barrier right in front of the product before becoming a blur and vanishing. An explosion appears where the kick impacted, deflecting the attack you suppose. A split second later, the area around the product explodes into a raging whirlwind of kinetics that rips apart the earth and dying down immediately after.
Monk phases back into existence, while the only thing that remains of the product is a large spray of gore on the dorm courtyard and bits of equipment.
The products seem to be moving about, trying to surround you.
Andrew: They’re trying to surround you and get you to burn your mana.
You see Product 1 round the corner of the dorm to the North, and soon takes a flurry of kinetic-accelerated crossbow bolts from an unknown source. Multiple explosions appear, the product unharmed when the air clears.
Andrew: Looks like they’ve got a reactionary defense mechanism. Explosive force deflects attacks.
Shortly after, you hear a burst of flames nearby.
Andrew: Casualty! Vandolf is down!
With Product 1 no longer moving, you fire off four kinetic-launched crossbow bolts at her, followed by a barrage of Blast Waves. The explosive field around her deflects the first few attacks, but soon stops and her armor takes the brunt of the damage, which soon fails. An energetic crack signals the armor disintegrating, and the leftover force of your kinetic blast knocks her into the ground.
Evasion Behavior: Use physical dodge when I have Evasion AP and when the Standard AP wasn't going to be used for other actions.
-Lucida Armor (Absorbs all damage) (17 Armor Resilience, 557.3/1500 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: 393/3000) (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:
>Resist the urge to panic. "Do you think we can hunt something? Run to another town, even further west?"
Tabi: "Hunting might work, just need to get enough until the first harvest. Further west, it's going to be a long journey to the next major settlement.
Hmm. There might still be food around here, just in the farms or storage and such. The markets are probably the worst place to get food."
TheKebbit wrote:
"Do you think we'll be able to negotiate for some of the farms' produce, or are we going to have to make some emergency appropriations? We'll need to secure a crossbow if we hunt, unless you think you have sufficient runes to bring down enough game."
Tabi: "I have plenty to hunt with, but could try talking to some farmers before we resort to that."
The two of you walk around a bit, trying to figure out which direction farmers would be, before heading to the smallish plains to the north of the city. There, you see orchards, fields of wheat, ponds, and farms, all with plenty of food. ____________________
-Stahlnacht Armor (Absorbs all damage) (20 Armor Resilience, 5000/5000 Durability) (Regenerates 100 per turn) (+80 Strength, +20 Evasion)
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)
"Should we lend a hand to John and Lucida or you guys think they can handle themselves?"
Black Mage: "Best to give 'em a hand, no telling how tough these heartstone things are."
"I hope we can make it in time."
You move 3 spaces North and 2 East, the mages following behind. You see Null and John/Lucida ahead, as well as a fully armored person to the north.
Black Mage: ”Ey! There’s one!”
The mage pulls out five crossbow bolts and with an explosive kinetic force, hurls them towards the figure to the north. Explosions appear as the bolts hit, deflecting the projectiles and leaving the armored figure unharmed.
Andrew: Looks like they’ve got a reactionary defense mechanism. Explosive force deflects attacks.
Shortly after, you hear a burst of flames nearby.
Andrew: Casualty! Vandolf is down! ____________________
-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)
-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)
>Is the spirit doing anything? maybe influencing her somehow? "If you're sure 'bout it."
From what you can tell, the central spirit seems to be doing very little, while the outer is a lot more active.
Tuhota: "Yeah, I'm fine. Let's go do that training!"
Amazigh wrote:
"Alright then." >Go get miimas. "So, got any ideas on trainin'?"
You head upstairs and knock on Miimas's room door before asking her.
Miimas: "Huh? Uuuh."
The door opens and you her missing the western-soldier clothing, just a sand chirop in a thick short-sleeved green shirt and some tan pants.
Miimas: "I wanted to get some shooting practice in, maybe bit of the sword, too. Horo probably wants to shoot fire at us while we try to dodge."
"Think she might have a few new tricks."
Miimas: ”Maybe. Anyways, lemme grab my stuff.”
While she walks over to the wall where her rifle and sword are propped against, you see if you can sense Horoma’s spirit.
Well, you can sense it all right. Feels pretty much like what you felt in Madenuuk’s staff, but you’re not doing a very detailed inspection at the moment. ____________________
-Leather Carrying Bag --Wooden Protection Totem (Mana: 158/205) ---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)
-Steel Plated Brown Cloak (14 Armor Resilience , 40/40 Durability) (+16 Physical Defense) -Leather Brigandine (5 Armor Resilience , 30/30 Durability) (+10/10 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)
>Point to Noel "She's right there. She should be able to keep the products from using magic, if they try. You two should go help John, I guess I saw him run away from the products before, to the northeast of here. He's probably gotten himself into some trouble." >Talk to Aucupe. "How do you want to take on those guards over there? Should we work together, or take four each? Not sure how good their armor is."
Monk: "Hey Noel! Hurry your ass up!"
Aucupe: "I dunno, whatever works. Their armor isn't very good, though."
CrazyMLC wrote:
"Alright, I'll take the four between the buildings, and you can take four on the other side of the last building, and get to the last four together. How's that sound?"
___Events___ Aucupe uses Form Swift Feather +1 Swift Feather
Aucupe moves 3S Aucupe moves 2 SE
Aucupe uses Kinetic Blade on Guard 31 Guard 31 attempts to evade Aucupe: 14 Aim + 1 Roll = 15 vs 10 = 3 Roll + 7 Evasion :Guard 31 Attack lands, inflicting 76 Cut
Guard 31 dies
Aucupe attacks on Guard 32 Guard 32 attempts to evade Aucupe: 14 Aim + 5 Roll = 19 vs 13 = 6 Roll + 7 Evasion :Guard 32 Attack lands, inflicting 75 Cut
Guard 32 dies
Aucupe moves 1S
Aucupe attacks on Guard 33 Guard 33 attempts to evade Aucupe: 14 Aim + 2 Roll = 16 vs 11 = 4 Roll + 7 Evasion :Guard 33 Attack lands, inflicting [Something Lethal] Cut
Guard 33 dies
Aucupe attacks on Guard 34 Guard 34 attempts to evade Aucupe: 14 Aim + 2 Roll = 16 vs 11 = 4 Roll + 7 Evasion :Guard 34 Attack lands, inflicting [Something Lethal] Cut
Guard 34 dies
Aucupe uses Feather Shot (x6) on Guard 26 Guard 26 does not attempt to evade Attack lands, inflicting 52 Cut
Guard 26 dies
Aucupe uses Feather Shot (x6) on Guard 23 Guard 23 does not attempt to evade Attack lands, inflicting 52 Cut
Guard 23 dies
Aucupe uses Feather Shot (x6) on Guard 25 Guard 25 does not attempt to evade Attack lands, inflicting 52 Cut
Guard 25 dies
Aucupe uses Feather Shot (x6) on Guard 24 Guard 24 does not attempt to evade Attack lands, inflicting 52 Cut
Guard 24 dies
Vandolf moves 1S Vandolf moves 1SE
Guard 28 uses Fireball on Vandolf Vandolf does not attempt to evade Attack lands, inflicting 17 damage to armor and 7 Burn to Vandolf
Guard 28 uses Fireball on Vandolf Vandolf does not attempt to evade Attack lands, inflicting 17 damage to armor and 15.5 Burn to Vandolf
Guard 30 uses Fireball on Vandolf Vandolf does not attempt to evade Attack lands, inflicting 6 damage to armor and 24 Burn to Vandolf
Guard 30 uses Fireball on Vandolf Vandolf does not attempt to evade Attack lands, inflicting 27 Burn to Vandolf
Guard 29 uses Fireball on Vandolf Vandolf does not attempt to evade Vandolf (Skin of My Teeth) Guard 29: 9 Aim + 4 Roll = 13 vs 12 = 2 Roll + 6 Will + 4 Evasion :Vandolf Attack lands, inflicting 27 Burn to Vandolf
Vandolf dies
Aucupe surges towards her targets, quickly ripping them apart before they can react. Your targets seem to be waiting, so you rush towards them.
Suddenly, three of them start launching fireballs, and instead of evading, you try to continue towards the mages, taking fireball after fireball. Your armor is quickly heated, warped, and torn open from the heat and pressure, and you feel your fur burn and your flesh roast.
-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 Wed Mar 02, 2016 7:39 am, edited 2 times in total.
Tue Mar 01, 2016 12:23 pm
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: 10/19) -Mana Stone (Mana: 0/19) -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 ____________________
Skills: (Magic) -(Spirit) --(Mana) ---Form Swift Feather (Persistent Condition) (Create an AM feather that improves movement) (+1 Evasion, +1 Speed, +0.2 Movement) (A Swift Feather is lost every time you are struck) ---Form Armor Feather (Persistent Condition) (Create an AM feather that offers protection) (10 Armor Resilience, 10/10 Durability) (+10/10 Physical Defense) (Durability and Physical Defense stacks with more Armor Feathers) -(Kinetic) --(Impulse) ---Kinetic Blade (Single Turn Condition) (Does not consume AP if used with a Melee Attack) (Strike with a blade of cutting kinetic force) (+Edge = Arcane + Mana)
(Physical) -Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
(Hybrid) -Feather Shot (Range = 5) (Does not consume AP) (Launch feathers out like arrows, damaging enemies) (Swift Feather: Cut = Arcane) (Armor Feather: Trauma = Arcane)
(Other)
(Heroic) (Each ability uses 10 Heroic AP) -Grand Feather Duster (Create a total 20 feathers, any type) -Feather Dragon (Let loose the inner beast, becoming stronger and faster) (+Strength = Feathers) (Bonuses from Swift Feathers are doubled) (Feather Dragon lasts for 3 turns [this one and the two after])
-Bird Catcher (Grants a separate AP pool for Feather creation)
-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)
--(Impulse) (Offensive skills lower target’s Will by 50% for Stagger check) ---Blast Wave (Linear AoE) (Lets out a powerful but short-ranged concussive wave) (Inflicts Trauma = [Arcane + Mana] * 1.5) (Range = [Arcane + Mana] * 0.25) ---Kinetic Bolt (Launch an orb of kinetic energy that explodes upon impact) (Inflicts Trauma = Arcane + Mana) (Range = 5) ---Blur (Use kinetics to propel yourself with extreme speed, quickly moving across large ground) (If used directly after attacking, Blur is cast before the target uses any evades, counters, or triggers) (+Movement = [Arcane + Mana] * 0.25) (First use: +Speed = Arcane + Mana)
--(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) (Range = Arcane) ---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]) (Range = Arcane) ---Power Flow (Single Turn Condition) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) (Range = Arcane) ---Agility Flow (Single Turn Condition) (Cast at beginning of turn) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana) (Range = Arcane)
(Physical) -Focused Strike (Modifier) (Strike with a melee attack that deals exponentially more damage with more stamina consumed) (Ignores maximum Stamina usage cap) (+Damage = Stamina ^ 1.5 ) -Jab Barrage (Strike out with a barrage of weak melee attacks, delivering more attacks the faster you are) (Cannot use special [ability] attacks as the attack) (Number of Attacks = Speed - Target_Speed) (Damage is halved of an ordinary melee attack) -Guillotine Hand (Cut your target with a powerful chop) (Cut = Strength) -Tornado Kick (Attack) (Can be used as an Evasion) (Leap into the air while spinning and then deliver a powerful kick) (Trauma = Strength + Evasion + Speed) (Consume unused Movement points to increase damage by 50% per point) (Evasion is 0 after ability until another ability is used)
-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) -Hurricane Kick (Attack) (Can be used as an Evasion) (Consumes 2 AP [Standard, Melee, Evasion]) (Leap into the air while spinning and then deliver a powerful kick, followed by a small hurricane that smashes all other units in the tile, friend or foe) (Kick Trauma = Strength + Arcane + Evasion + Speed) (Hurricane Trauma = Strength + Arcane + Evasion + Speed) (Consume unused Movement points to increase Kick and Hurricane damage by 50% per point) (Evasion is 0 after ability until another ability is used)
(Other)
(Heroic) (Each ability uses 10 Heroic AP) -One Man Army (Gain 10 AP this turn) -Heart of Glory (Empower yourself with your Will for the rest of the turn) (+Strength = Will, +Arcane = Will, +Aim = Will, +Evasion = Will, +Speed = Will)
-Iron Bones (Unarmed damage is increased by 50%) -Critical Shot (Passive) (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) -Justified (Passive) (Melee damage is increased by the percentage of missing Health)
-Brace for Impact (Passive) (Lower incoming Trauma damage by your Strength) -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)
-Hard Counter (Immediately after evading or taking an attack, your Aim and Evasion are increased by their base values for your next AP action if targeting the last attacker)
-Unhindered (Standard AP refills completely at the end of every turn)
-Efficient Attacking (Passive) (Melee attacks will only consume AP if successful) (Cannot queue more attacks than max AP) -Berserker (Passive) (Grants a separate pool of AP for melee attacks)
-Efficient Evasion (Passive) (Evasions will only consume AP if successful) -Acrobat (Passive) (Grants a separate pool of AP for evasion)
-Last Will (Passive) (Your Will keeps you alive, allowing you to survive in negative health as long as the negative amount is not greater than your Will. When in negative health, you are not affected by conditions from injuries and you do not automatically recover from injuries) -Constitution (+50% Maximum Base HP)
Tue Mar 01, 2016 12:24 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 286) - Elder Pact
Jesus Christ, Monk.
Tue Mar 01, 2016 3:39 pm
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Ad Infidium (Roll 286) - Elder Pact
"What the heck are we supposed to do against that!?"
Tue Mar 01, 2016 5:19 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 286) - Elder Pact
rip in pepperonis mlc
--
>Transfer 10 mana to my totem. >How far away can I sense spirits anyways? "Might like t' see just how effective some 'f my spirit magic is, doubt there'd be much in the way of volunteers though." "Guess it'd be more reasonable t' go for some sparrin'."
>Go knock on Horomas door "You ready yet, or should we get goin' without you?"
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum