Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 289) - Elder Pact
TorrentHKU wrote:
> Retract helmet, re-store book. "I think he ran into the disabled dorm when it started raining pods. And yeah, we had a hell of a time.
...Huh, I guess Kark and Byrnolf solved the landing problem, considering I don't see any dead passengers."
Linna: "All of the pods have crush zones that lower the amount of deceleration that the occupants feel, and each pod has a kinetic decelerator too. Can still break bones, but a lot safer."
P'orihc, the other Vranhal mages, and Vandolf soon join you.
CrazyMLC wrote:
> Go back over to where John and the others are.
"Hey there John, Lucida. And... Elizabeth's assistant?"
Asklar wrote:
> Head where everyone is.
Linna: "Now that we're all here, I'll explain.
A leviathan appeared to the east, between Teleiat and Magusalto. Vranhal and the Second and Esthen have agreed to a ceasefire and are in a temporary alliance.
In an effort to hasten progress on the plan to extract the spirit from Ultima, the Second have been given several details, primarily the importance of recovering Emiel and Project Heartstone. The Second's eagerness to dispense justice, as well as Vranhal's desire to keep information under the table, has led the Second's decision to play the role of the offender in the attack on this facility. With Vranhal's agreement, of course.
With the appearance of the leviathan and the sudden alliance with the Second, operations are shifting to be more aggressive. Your party will return to Vranhal after the facility grounds have been secured to bring back information and to be assigned your next tasks - Efforts to stall and either drive away or defeat the leviathan, or an investigation on the new whereabouts of Emiel and an assault on whatever facility may be holding him.
For now, we need to round up all hostiles in one of the functional antimagic buildings and collect information."
____________________
Amazigh wrote:
>Draw hammer, take a defensive stance, Agility Flow. >When dodging see if I can parry the sword blows to lower their force. (or something) "Let's get started then."
Tuhota takes careful, deliberate swings at you. Strong enough to be deadly if landed on an unprotected target, but intentionally timed so you have more than enough time to evade or block.
The practice starts with her taking slow swings, you moving out of the way, and she attacking again once she's confident you can follow up on another evade. You mix it up by trying to parry as you dodge, working on deflecting the attacks rather than outright blocking them. It seems to work out after a few goes - the combination of moving away or to the side and your own weapon intercepting hers gives you a much better chance of escaping harm.
Learned Delay and Evade
Sun Mar 20, 2016 8:19 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 289) - Elder Pact
"I watched them evacuate the prisoners from Teleiat. They were led into wagons that went north.
However, they may have returned him to Teleiat, since the battle moved away from near there. Someone walking there and asking where the prisoners are, saying they wanted to speak with one of them, might be a good way to find a lead either way."
Sun Mar 20, 2016 9:14 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 289) - Elder Pact
"Linna, do you know anything about a force of Witches fighting the Leviathan?"
Sun Mar 20, 2016 3:24 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 289) - Elder Pact
CrazyMLC wrote:
"I watched them evacuate the prisoners from Teleiat. They were led into wagons that went north.
However, they may have returned him to Teleiat, since the battle moved away from near there. Someone walking there and asking where the prisoners are, saying they wanted to speak with one of them, might be a good way to find a lead either way."
Linna: "We have a few places to start looking, then."
TorrentHKU wrote:
"Linna, do you know anything about a force of Witches fighting the Leviathan?"
Linna: "Oh, yes. There's a giant construct, a witch queen and her witchlings, and a large dragon all fighting."
Mon Mar 21, 2016 6:30 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 289) - Elder Pact
"This is all well and good, but it looks like John and I would both appreciate seeing a proper healer. Is there someone who can help us back at Vranhal, before we see any more action?"
Mon Mar 21, 2016 6:40 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 289) - Elder Pact
"A giant construct too? Lord, it must be a real war zone.
Oh, the Western dorm was already evacuated, the girls all fled to the west when the cancellation got disabled, so we'll need to search for them. And, uh, be careful with the burned east dorm. There was at least one... unstable subject in there.
Vandolf, try this first." > Load 20 mana into the lamp, hand it over to him.
Mon Mar 21, 2016 6:46 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 289) - Elder Pact
"... What is this? A lamp?" > Try to activate it, using my vast expertise in lamps.
Mon Mar 21, 2016 6:51 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 289) - Elder Pact
"Healing construct. Not sure how advanced it is."
Mon Mar 21, 2016 7:04 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 289) - Elder Pact
CrazyMLC wrote:
"This is all well and good, but it looks like John and I would both appreciate seeing a proper healer. Is there someone who can help us back at Vranhal, before we see any more action?"
TorrentHKU wrote:
"A giant construct too? Lord, it must be a real war zone.
Oh, the Western dorm was already evacuated, the girls all fled to the west when the cancellation got disabled, so we'll need to search for them. And, uh, be careful with the burned east dorm. There was at least one... unstable subject in there.
Vandolf, try this first." > Load 20 mana into the lamp, hand it over to him.
CrazyMLC wrote:
"... What is this? A lamp?" > Try to activate it, using my vast expertise in lamps.
TorrentHKU wrote:
"Healing construct. Not sure how advanced it is."
Vandolf tries to use the lamp, but it doesn't seem to do anything for his scars.
Linna: "Oh, I forgot to mention. There's a healer guild back at Vranhal, they can properly fix you up. They also seem enthusiastic about meeting you, John.
Noted on the eastern dorm."
She waves to a nearby Caelum mage who was listening, who snaps a salute before heading to the east of the facility.
Linna: "So, are you guys ready to check out the place?"
Mon Mar 21, 2016 9:26 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 289) - Elder Pact
"I'm eager to head back to Vranhal, but might as well. Where do we start?"
> Hand the lamp back over to John.
Mon Mar 21, 2016 12:45 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 289) - Elder Pact
>Materialize tank, piping and cooling jacket for the heat engine.
"The farmer will have to draw up her own water and chop her own firewood, but the rest of the work on this machine should be nearly complete."
Last edited by TheKebbit on Tue Mar 22, 2016 4:28 pm, edited 1 time in total.
Mon Mar 21, 2016 4:44 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 289) - Elder Pact
"Yeah, I bet they are... Not looking forward to that. Looking around on the other hand, yes, yes I am. Very interested in the Heartstone creation process particularly."
Mon Mar 21, 2016 5:18 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 290) - Elder Pact
Roll 290
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: Afternoon
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
TorrentHKU wrote:
Was ready to have Monk grab you and run. Thank god Noel can cheat. ♥♥♥♥. 4 Products dead, no mana left in you. ♥♥♥♥ would be putting it kindly. "Oi, girly. The medallion on your belt, it what makes your armor?" > See if the two Products that Null quaked have their medallions intact.
"Oi, girly. The medallion on your belt, it what makes your armor?"
Product 6: "Yes."
A few seconds later, something crashes down on the facility grounds. Another follows in a different area, and then another, until a good thirty or so long, metal boxes are planted in and around the facility.
A side panel on each box bursts open, revealing a mage or armored soldier stepping out, quickly assessing the situation. Each bearing the emblem of a sun with seven flames.
Andrew: Caelum!
TorrentHKU wrote:
"Alright, I'll bite. What the hell is going on here." Anyone see what direction those came down from?
The Caelum forces storm into the buildings, assuring the test subjects that everything will be okay or shouting at facility staff to put their hands up and stand against a wall. Product 6 seems to be getting the Enemy treatment, with a handful of mages taking her gear and moving her to another part of the facility grounds.
One soldier, a bit shorter than the others and wearing decorated armor seems to be directing everything. Female, from the sound of her voice. And... pretty darn familiar.
All of the Caelum units seem to ignore you save for the woman, who strides towards you while letting her helm deconstruct itself.
Linna: "Good to see you're safe, you guys look like you were in a bit of a fight. Try to hold off on the telepathy until we've secured communications in the area."
TorrentHKU wrote:
"Okay. Can I ask why you're commanding Caelum troops? Or here at all, but I can guess at that."
Linna: "Let's get everyone in one place first. Where's Vandolf?"
Andrew and Aucupe are close to you now, and it looks like Null is back on her feet.
TorrentHKU wrote:
> Retract helmet, re-store book. "I think he ran into the disabled dorm when it started raining pods. And yeah, we had a hell of a time.
...Huh, I guess Kark and Byrnolf solved the landing problem, considering I don't see any dead passengers."
Linna: "All of the pods have crush zones that lower the amount of deceleration that the occupants feel, and each pod has a kinetic decelerator too. Can still break bones, but a lot safer."
P'orihc, the other Vranhal mages, and Vandolf soon join you.
CrazyMLC wrote:
> Go back over to where John and the others are.
"Hey there John, Lucida. And... Elizabeth's assistant?"
Asklar wrote:
> Head where everyone is.
Linna: "Now that we're all here, I'll explain.
A leviathan appeared to the east, between Teleiat and Magusalto. Vranhal and the Second and Esthen have agreed to a ceasefire and are in a temporary alliance.
In an effort to hasten progress on the plan to extract the spirit from Ultima, the Second have been given several details, primarily the importance of recovering Emiel and Project Heartstone. The Second's eagerness to dispense justice, as well as Vranhal's desire to keep information under the table, has led the Second's decision to play the role of the offender in the attack on this facility. With Vranhal's agreement, of course.
With the appearance of the leviathan and the sudden alliance with the Second, operations are shifting to be more aggressive. Your party will return to Vranhal after the facility grounds have been secured to bring back information and to be assigned your next tasks - Efforts to stall and either drive away or defeat the leviathan, or an investigation on the new whereabouts of Emiel and an assault on whatever facility may be holding him.
For now, we need to round up all hostiles in one of the functional antimagic buildings and collect information."
CrazyMLC wrote:
"I watched them evacuate the prisoners from Teleiat. They were led into wagons that went north.
However, they may have returned him to Teleiat, since the battle moved away from near there. Someone walking there and asking where the prisoners are, saying they wanted to speak with one of them, might be a good way to find a lead either way."
Linna: "We have a few places to start looking, then."
TorrentHKU wrote:
"Linna, do you know anything about a force of Witches fighting the Leviathan?"
Linna: "Oh, yes. There's a giant construct, a witch queen and her witchlings, and a large dragon all fighting."
CrazyMLC wrote:
"This is all well and good, but it looks like John and I would both appreciate seeing a proper healer. Is there someone who can help us back at Vranhal, before we see any more action?"
TorrentHKU wrote:
"A giant construct too? Lord, it must be a real war zone.
Oh, the Western dorm was already evacuated, the girls all fled to the west when the cancellation got disabled, so we'll need to search for them. And, uh, be careful with the burned east dorm. There was at least one... unstable subject in there.
Vandolf, try this first." > Load 20 mana into the lamp, hand it over to him.
CrazyMLC wrote:
"... What is this? A lamp?" > Try to activate it, using my vast expertise in lamps.
TorrentHKU wrote:
"Healing construct. Not sure how advanced it is."
Vandolf tries to use the lamp, but it doesn't seem to do anything for his scars.
Linna: "Oh, I forgot to mention. There's a healer guild back at Vranhal, they can properly fix you up. They also seem enthusiastic about meeting you, John.
Noted on the eastern dorm."
She waves to a nearby Caelum mage who was listening, who snaps a salute before heading to the east of the facility.
Linna: "So, are you guys ready to check out the place?"
Vandolf: "I'm eager to head back to Vranhal, but might as well. Where do we start?"
Vandolf hands the lamp back to you.
"Yeah, I bet they are... Not looking forward to that. Looking around on the other hand, yes, yes I am. Very interested in the Heartstone creation process particularly."
Linna: ”Let’s go.”
After someone heals up Monk, the majority of your party heads towards the building where the Products first appeared. It looks plain on the outside, and on the inside simply has several padded chairs, a desk, and a stone staircase leading down.
Descending into the ground, you enter a hallway, and then walk through one of the many doors and reach a much larger room, brightly-lit and with a series of large identical machines against the walls. Each one consists of a large glass tube filled with a translucent red fluid with numerous large components sitting on the side, feeding into the tube with pipes and flexible hoses.
Ten of the tube machines, each with what looks like an infant inside, suspended in the liquid.
”Incubators.”
A chirop in a large white coat is standing in the middle of the room, with four Caelum mages standing around her.
Magicist: ”We originally planned to give the Products a non-organic body, but the first few that were put into the exosuits didn’t take it very well. Flesh bodies are more fragile, but can be grown cheaper than manufacturing AM. The incubators take care of growing the Products and binding them to the Heartstone embedded in their body, as well as writing memories.”
All of the incubators have piping or wiring that runs up the wall and all the way to the back of the room, where they connect to an even larger Incubator.
This one has a fully-grown young woman wearing something like a medical gown.
Magicist: ”That one is Base 2, ‘Alku’. Her spirit turned out to be extremely efficient at taking in new magic forms and takes binding well. She is used as the template, so to speak, for the Products.
The other major facilities in this building are the machines that force a spirit to create child spirits, and a machine that extracts spirits. The living quarters for fully-grown Products, as well as a cafe and offices, are also here.”
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, 31/1500 Durability) (+50 Strength, +30 Evasion, +10 Speed) (Immune to Telepathy) --Biological Magic Book
Scarred Right Arm: 10 Right Arm Strength: -5 => -0 Right Arm Aim: -5 => -0 Right Arm Evasion: -5 => -0
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: 180/3000) (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:
"Stahlnacht? Let's do this!"
>Begin the long process of constructing a steam-powered physic engine.
With Stahlnacht's help, you begin materializing witch-metal components that make up the engine.
It takes a while to materialize the material, because apparently Stalhnacht herself is expending a fair amount of energy trying to set up agriculture, but all the parts are eventually formed.
You and Tabi work together to put it all together, and soon enough you have a steam engine slightly shorter than you.
Tabi: "Alright, now we need a tank where the water is stored and heated, and some piping that connects to the exhaust and runs through a separate thing surrounded by cool water. That way the steam will cool, lower the pressure, and the high-pressure steam can do its pushing thing."
You have Stahlnacht materialize the tank, piping, and cooling jacket for the heat engine. And might as well throw on some wheels to make it easier to move around. Looks like it’s just about done.
"The farmer will have to draw up her own water and chop her own firewood, but the rest of the work on this machine should be nearly complete."
Tabi: ”Shouldn’t be too hard to hook things up to the drive shaft. Let’s go show the farmer!”
Farmer: ”Hmm. Impressive.”
Looks like she was watching the two of you while you worked.
Farmer: ”I’ve got a mill that you push a spoked wheel by hand to work it, could rig this to it. Mind if we give it a test run?” ____________________
-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)
"How did her armor disintegrate, did you do that?"
Blue Mage: "No. I think one of us had antimagic or something."
John: "Oi, girly. The medallion on your belt, it what makes your armor?"
Product 6: "Yes."
A few seconds later, something crashes down on the facility grounds. Another follows in a different area, and then another, until a good thirty or so long, metal boxes are planted in and around the facility.
A side panel on each box bursts open, revealing a mage or armored soldier stepping out, quickly assessing the situation. Each bearing the emblem of a sun with seven flames.
Andrew: Caelum!
Asklar wrote:
> Look around in deep confusion.
"Okay."
> Talk with my spirits. Ask them if they paid attention to details I could have missed in these past events.
Uh, I wasn't paying attention. I think John fought some Products and stuff happened.
Isn't Caelum like, bad or something.
Maybe we should run.
The Caelum forces storm into the buildings, assuring the test subjects that everything will be okay or shouting at facility staff to put their hands up and stand against a wall. Product 6 seems to be getting the Enemy treatment, with a handful of mages taking her gear and moving her to another part of the facility grounds.
One soldier, a bit shorter than the others and wearing decorated armor seems to be directing everything. Female, from the sound of her voice. And somewhat familiar.
All of the Caelum units seem to ignore your team save for the woman, who strides towards John while letting her helm deconstruct itself.
Linna: "Good to see you're safe, you guys look like you were in a bit of a fight. Try to hold off on the telepathy until we've secured communications in the area."
TorrentHKU wrote:
> Retract helmet, re-store book. "I think he ran into the disabled dorm when it started raining pods. And yeah, we had a hell of a time.
...Huh, I guess Kark and Byrnolf solved the landing problem, considering I don't see any dead passengers."
Linna: "All of the pods have crush zones that lower the amount of deceleration that the occupants feel, and each pod has a kinetic decelerator too. Can still break bones, but a lot safer."
P'orihc, the other Vranhal mages, and Vandolf soon join you.
CrazyMLC wrote:
> Go back over to where John and the others are.
"Hey there John, Lucida. And... Elizabeth's assistant?"
Asklar wrote:
> Head where everyone is.
Linna: "Now that we're all here, I'll explain.
A leviathan appeared to the east, between Teleiat and Magusalto. Vranhal and the Second and Esthen have agreed to a ceasefire and are in a temporary alliance.
In an effort to hasten progress on the plan to extract the spirit from Ultima, the Second have been given several details, primarily the importance of recovering Emiel and Project Heartstone. The Second's eagerness to dispense justice, as well as Vranhal's desire to keep information under the table, has led the Second's decision to play the role of the offender in the attack on this facility. With Vranhal's agreement, of course.
With the appearance of the leviathan and the sudden alliance with the Second, operations are shifting to be more aggressive. Your party will return to Vranhal after the facility grounds have been secured to bring back information and to be assigned your next tasks - Efforts to stall and either drive away or defeat the leviathan, or an investigation on the new whereabouts of Emiel and an assault on whatever facility may be holding him.
For now, we need to round up all hostiles in one of the functional antimagic buildings and collect information."
CrazyMLC wrote:
"I watched them evacuate the prisoners from Teleiat. They were led into wagons that went north.
However, they may have returned him to Teleiat, since the battle moved away from near there. Someone walking there and asking where the prisoners are, saying they wanted to speak with one of them, might be a good way to find a lead either way."
Linna: "We have a few places to start looking, then."
TorrentHKU wrote:
"Linna, do you know anything about a force of Witches fighting the Leviathan?"
Linna: "Oh, yes. There's a giant construct, a witch queen and her witchlings, and a large dragon all fighting."
CrazyMLC wrote:
"This is all well and good, but it looks like John and I would both appreciate seeing a proper healer. Is there someone who can help us back at Vranhal, before we see any more action?"
TorrentHKU wrote:
"A giant construct too? Lord, it must be a real war zone.
Oh, the Western dorm was already evacuated, the girls all fled to the west when the cancellation got disabled, so we'll need to search for them. And, uh, be careful with the burned east dorm. There was at least one... unstable subject in there.
Vandolf, try this first." > Load 20 mana into the lamp, hand it over to him.
CrazyMLC wrote:
"... What is this? A lamp?" > Try to activate it, using my vast expertise in lamps.
TorrentHKU wrote:
"Healing construct. Not sure how advanced it is."
Vandolf tries to use the lamp, but it doesn't seem to do anything for his scars.
Linna: "Oh, I forgot to mention. There's a healer guild back at Vranhal, they can properly fix you up. They also seem enthusiastic about meeting you, John.
Noted on the eastern dorm."
She waves to a nearby Caelum mage who was listening, who snaps a salute before heading to the east of the facility.
Linna: "So, are you guys ready to check out the place?"
Vandolf: "I'm eager to head back to Vranhal, but might as well. Where do we start?"
John: "Yeah, I bet they are... Not looking forward to that. Looking around on the other hand, yes, yes I am. Very interested in the Heartstone creation process particularly."
Linna: ”Let’s go.”
After someone heals up Monk, the majority of your party heads towards the building where the Products first appeared. It looks plain on the outside, and on the inside simply has several padded chairs, a desk, and a stone staircase leading down.
Descending into the ground, you enter a hallway, and then walk through one of the many doors and reach a much larger room, brightly-lit and with a series of large identical machines against the walls. Each one consists of a large glass tube filled with a translucent red fluid with numerous large components sitting on the side, feeding into the tube with pipes and flexible hoses.
Ten of the tube machines, each with what looks like an infant inside, suspended in the liquid.
”Incubators.”
A chirop in a large white coat is standing in the middle of the room, with four Caelum mages standing around her.
Magicist: ”We originally planned to give the Products a non-organic body, but the first few that were put into the exosuits didn’t take it very well. Flesh bodies are more fragile, but can be grown cheaper than manufacturing AM. The incubators take care of growing the Products and binding them to the Heartstone embedded in their body, as well as writing memories.”
All of the incubators have piping or wiring that runs up the wall and all the way to the back of the room, where they connect to an even larger Incubator.
This one has a fully-grown young woman wearing something like a medical gown.
Magicist: ”That one is Base 2, ‘Alku’. Her spirit turned out to be extremely efficient at taking in new magic forms and takes binding well. She is used as the template, so to speak, for the Products.
The other major facilities in this building are the machines that force a spirit to create child spirits, and a machine that extracts spirits. The living quarters for fully-grown Products, as well as a cafe and offices, are also here.”
-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)
"Alright, what'd you want t' do, bit of sparrin'?"
Tuhota: "That sounds good! I don't have a sword or anything, though."
Miimas: "Here, you can borrow mine. Just don't hit rocks or somethin'."
Tuhota: "Yay, thanks!"
The westerner hands her saber to Tuhota before walking some distance away to practice marksmanship.
Tuhota: "Alright, so how are we sparring?"
Amazigh wrote:
>Remove cloak. Would be dumb to wreck it while training.(shut up i know i have the totem) "Well, t' start with you could try comin' at me, won't try an' hit back, give you a chance t' work on swordsmanship an me t' get better at the whole, not gettin' hit thing." "Sound good?"
Tuhota: "Yup! Ready when you are."
Amazigh wrote:
>Draw hammer, take a defensive stance, Agility Flow. >When dodging see if I can parry the sword blows to lower their force. (or something) "Let's get started then."
Tuhota takes careful, deliberate swings at you. Strong enough to be deadly if landed on an unprotected target, but intentionally timed so you have more than enough time to evade or block.
The practice starts with her taking slow swings, you moving out of the way, and she attacking again once she's confident you can follow up on another evade. You mix it up by trying to parry as you dodge, working on deflecting the attacks rather than outright blocking them. It seems to work out after a few goes - the combination of moving away or to the side and your own weapon intercepting hers gives you a much better chance of escaping harm.
-Leather Carrying Bag --Wooden Protection Totem (Mana: 171/205) ---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)
-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) -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)
-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)
Ugh... what just happened? >Looks at the scars all over his body. I don't look too good.
Your body has quite a few burn scars, bumpy sections of skin devoid of fur.
The product near you appears to be unarmed, her sword lying on the ground nearby.
John: "Oi, girly. The medallion on your belt, it what makes your armor?"
Product 6: "Yes."
A few seconds later, something crashes down on the facility grounds. Another follows in a different area, and then another, until a good thirty or so long, metal boxes are planted in and around the facility.
A side panel on each box bursts open, revealing a mage or armored soldier stepping out, quickly assessing the situation. Each bearing the emblem of a sun with seven flames.
Andrew: Caelum!
CrazyMLC wrote:
Out of the oven and into the frying pan, so to speak... I think it's best if I get out of here. Tell everyone I'm sorry I couldn't be of more help, Andrew.
> Stay away from any of the Caelum forces. If possible, without running into them (i can't tell bc no map) run into the building to the west through the hole in its wall, and move through it to try and escape from the area.
You head into the building through the hole in the wall, hunkering down in a cell. It sounds like there are Caelum forces all around, better to just lay low.
Footsteps sound in the building, men entering and checking it out. A Caelum mage in a grey cloak stands in the doorway of the cell you're sitting in.
Grey Mage: "Hey, you okay? Vandolf, right? Bit of a complicated situation, try to keep the telepathy off for now. We can explain everything vocally once your party's in one place."
CrazyMLC wrote:
"Ah, so... Alright. A bit on edge at the moment, had a visit to the afterlife.
... Speaking of which, do you know if anything can be done about these scars?"
Grey Mage: "We'll have to get you to a proper healer to fix those. Let's get you over with the others for now, give you all a rundown of the situation."
TorrentHKU wrote:
> Retract helmet, re-store book. "I think he ran into the disabled dorm when it started raining pods. And yeah, we had a hell of a time.
...Huh, I guess Kark and Byrnolf solved the landing problem, considering I don't see any dead passengers."
Linna: "All of the pods have crush zones that lower the amount of deceleration that the occupants feel, and each pod has a kinetic decelerator too. Can still break bones, but a lot safer."
P'orihc, the other Vranhal mages, and Vandolf soon join you.
CrazyMLC wrote:
> Go back over to where John and the others are.
"Hey there John, Lucida. And... Elizabeth's assistant?"
Asklar wrote:
> Head where everyone is.
Linna: "Now that we're all here, I'll explain.
A leviathan appeared to the east, between Teleiat and Magusalto. Vranhal and the Second and Esthen have agreed to a ceasefire and are in a temporary alliance.
In an effort to hasten progress on the plan to extract the spirit from Ultima, the Second have been given several details, primarily the importance of recovering Emiel and Project Heartstone. The Second's eagerness to dispense justice, as well as Vranhal's desire to keep information under the table, has led the Second's decision to play the role of the offender in the attack on this facility. With Vranhal's agreement, of course.
With the appearance of the leviathan and the sudden alliance with the Second, operations are shifting to be more aggressive. Your party will return to Vranhal after the facility grounds have been secured to bring back information and to be assigned your next tasks - Efforts to stall and either drive away or defeat the leviathan, or an investigation on the new whereabouts of Emiel and an assault on whatever facility may be holding him.
For now, we need to round up all hostiles in one of the functional antimagic buildings and collect information."
CrazyMLC wrote:
"I watched them evacuate the prisoners from Teleiat. They were led into wagons that went north.
However, they may have returned him to Teleiat, since the battle moved away from near there. Someone walking there and asking where the prisoners are, saying they wanted to speak with one of them, might be a good way to find a lead either way."
Linna: "We have a few places to start looking, then."
TorrentHKU wrote:
"Linna, do you know anything about a force of Witches fighting the Leviathan?"
Linna: "Oh, yes. There's a giant construct, a witch queen and her witchlings, and a large dragon all fighting."
CrazyMLC wrote:
"This is all well and good, but it looks like John and I would both appreciate seeing a proper healer. Is there someone who can help us back at Vranhal, before we see any more action?"
TorrentHKU wrote:
"A giant construct too? Lord, it must be a real war zone.
Oh, the Western dorm was already evacuated, the girls all fled to the west when the cancellation got disabled, so we'll need to search for them. And, uh, be careful with the burned east dorm. There was at least one... unstable subject in there.
Vandolf, try this first." > Load 20 mana into the lamp, hand it over to him.
CrazyMLC wrote:
"... What is this? A lamp?" > Try to activate it, using my vast expertise in lamps.
TorrentHKU wrote:
"Healing construct. Not sure how advanced it is."
Vandolf tries to use the lamp, but it doesn't seem to do anything for his scars.
Linna: "Oh, I forgot to mention. There's a healer guild back at Vranhal, they can properly fix you up. They also seem enthusiastic about meeting you, John.
Noted on the eastern dorm."
She waves to a nearby Caelum mage who was listening, who snaps a salute before heading to the east of the facility.
Linna: "So, are you guys ready to check out the place?"
"I'm eager to head back to Vranhal, but might as well. Where do we start?"
You hand the lamp back to John.
John: "Yeah, I bet they are... Not looking forward to that. Looking around on the other hand, yes, yes I am. Very interested in the Heartstone creation process particularly."
Linna: ”Let’s go.”
After someone heals up Monk, the majority of your party heads towards the building where the Products first appeared. It looks plain on the outside, and on the inside simply has several padded chairs, a desk, and a stone staircase leading down.
Descending into the ground, you enter a hallway, and then walk through one of the many doors and reach a much larger room, brightly-lit and with a series of large identical machines against the walls. Each one consists of a large glass tube filled with a translucent red fluid with numerous large components sitting on the side, feeding into the tube with pipes and flexible hoses.
Ten of the tube machines, each with what looks like an infant inside, suspended in the liquid.
”Incubators.”
A chirop in a large white coat is standing in the middle of the room, with four Caelum mages standing around her.
Magicist: ”We originally planned to give the Products a non-organic body, but the first few that were put into the exosuits didn’t take it very well. Flesh bodies are more fragile, but can be grown cheaper than manufacturing AM. The incubators take care of growing the Products and binding them to the Heartstone embedded in their body, as well as writing memories.”
All of the incubators have piping or wiring that runs up the wall and all the way to the back of the room, where they connect to an even larger Incubator.
This one has a fully-grown young woman wearing something like a medical gown.
Magicist: ”That one is Base 2, ‘Alku’. Her spirit turned out to be extremely efficient at taking in new magic forms and takes binding well. She is used as the template, so to speak, for the Products.
The other major facilities in this building are the machines that force a spirit to create child spirits, and a machine that extracts spirits. The living quarters for fully-grown Products, as well as a cafe and offices, are also here.”
-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 Tue Mar 22, 2016 8:23 am, edited 1 time in total.
Tue Mar 22, 2016 8:22 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: 18/19) -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)
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) ---Reactive Armor (Persistent Condition) (Grants the Reactive Armor condition that lowers or cancels out damage from a single hit and counters with Burn if targets are within melee range) (Must specify minimum damage value to trigger condition effect) (-Damage = Arcane + Mana, Burn + Trauma = [Leftover damage reduction] * 0.5)
-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)
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