Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 291) - Elder Pact
"Wow, yeah, I had no chance there. Calmed down a bit though. Do we know how many took refuge in here?"
Sun Mar 27, 2016 5:32 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 291) - Elder Pact
"Sounds like havin' grant heal her could've been pretty bad then."
*By the way grant, can you just do healin' or got any other light magic tricks?*
Sun Mar 27, 2016 5:37 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 291) - Elder Pact
CrazyMLC wrote:
"Thank you. Perhaps Liam can teach me a thing or two some time.
Would it be alright if I visit the armory again? Maybe I could pay for anything fancy using these new coins."
Elizabeth: "That's fine, yes. The guards there will determine costs of equipment."
____________________
TorrentHKU wrote:
"Wow, yeah, I had no chance there. Calmed down a bit though. Do we know how many took refuge in here?"
Caelum Blue Mage: "No idea, the antimagic field's still up. Blocking telepathy."
____________________
Amazigh wrote:
"Sounds like havin' grant heal her could've been pretty bad then."
*By the way grant, can you just do healin' or got any other light magic tricks?*
I can make some illumination, bit of heat. Basic light stuff, nothing major other than my Accelerated Repair.
Sun Mar 27, 2016 6:32 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 291) - Elder Pact
"Mmm... Thanks again."
> Head to the whitehawk first. Somewhere south, he said?
Sun Mar 27, 2016 6:39 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 291) - Elder Pact
"Then theoretically, they can't do much to fight. Unless they saved the fancy field for this area, and it only blocks intruders. Let's move carefully, no idea what they could have down here, hopefully just a bunch of terrified magicists. Linna and I will take point, along with anyone else armored. Null, keep close by, shut down mages at will, but watch yourself before that. Don't want you dying again.
Give me a moment to recover after that door knocking, then we go."
Sun Mar 27, 2016 6:48 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 291) - Elder Pact
CrazyMLC wrote:
"Mmm... Thanks again."
> Head to the whitehawk first. Somewhere south, he said?
You head south, reaching the point where the city buildings end and the fields and farms begin. Just outside of the city region is a village of white tents, with white-robed people walking about, all with the same emblem on their backs.
____________________
TorrentHKU wrote:
"Then theoretically, they can't do much to fight. Unless they saved the fancy field for this area, and it only blocks intruders. Let's move carefully, no idea what they could have down here, hopefully just a bunch of terrified magicists. Linna and I will take point, along with anyone else armored. Null, keep close by, shut down mages at will, but watch yourself before that. Don't want you dying again.
Give me a moment to recover after that door knocking, then we go."
Linna: "I'll lead point. Take some time to rest up, John."
Linna rushes down the dark hall while the Caelum mages follow her, spaced out a bit.
Their voices echo back as they enter rooms and check out the area.
"Dead here."
"Here too."
"They're... All dead?"
Sun Mar 27, 2016 7:28 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 291) - Elder Pact
"W-WHAT?!" > Run in. No way. They didn't off themselves. No ♥♥♥♥ way.
Sun Mar 27, 2016 7:32 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 291) - Elder Pact
> Approach one of the robed figures.
"Excuse me, this is the Whitehawk camp, right? I'm not quite sure where to go, but can anything be done about my scars?"
Sun Mar 27, 2016 7:42 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 291) - Elder Pact
TorrentHKU wrote:
"W-WHAT?!" > Run in. No way. They didn't off themselves. No ♥♥♥♥ way.
You run in, into the first room in the hall. The lights have been flipped on by one of the mages, and what greets you on the floor are several chirop bodies in white labcoats, all with their heads reduced to a pulp.
Lucida: No way we're Accelerated Repairing that.
Room after room in the hallway, chirop killed in the same manner, every machine destroyed, piles of papers burned.
At the end of the hall is a large set of double doors with a button next to it, labeled with a southward arrow.
A few feet to the side of the double doors is a regular door, leading to a stairwell.
Linna: "Wonder how deep this place goes."
____________________
CrazyMLC wrote:
> Approach one of the robed figures.
"Excuse me, this is the Whitehawk camp, right? I'm not quite sure where to go, but can anything be done about my scars?"
Healer: "Yeah, this is the Whitehawk camp. Let's get you in a tent real quick."
You follow the man into one of the nearby tents. It's pretty roomy, large enough to stand up and walk around in. There's a tall bed in the middle of the room, but it isn't really needed.
The healer walks around several times, looking carefully at your scars.
Healer: "This might tickle a bit."
You feel your skin crawl, and in a few seconds your scars vanish, regular skin back in place complete with fur.
Healer: "All done. Scar removal's pretty common, easy to do."
Sun Mar 27, 2016 11:25 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 291) - Elder Pact
"Thank you, I had no idea it would be so quick. You're true professionals. I suppose I'll be on my way."
> Head to the armory.
Sun Mar 27, 2016 11:28 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 291) - Elder Pact
>North. We must go North.
Sun Mar 27, 2016 4:24 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 291) - Elder Pact
"God, every room I walk in there's something new to hate about this place." > Can I look down the center of the stairwell, see how far it goes? Check a body or two, look for and identification. Maybe these were just grunts that got in the way, and not the heads.
Sun Mar 27, 2016 4:41 pm
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 291) - Elder Pact
*Good t' know that, could be useful sometime.*
>How's horoma coming along?
Mon Mar 28, 2016 12:00 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 292) - Elder Pact
Roll 292
The world as the players know it:
1. Kyeltziv, Vandolf 2. Kleigg 3. P’orihc, John
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:
> 10 points to Mana. 5 points to Arcane, 2 points to Aim, 3 points to Will. "I see... That's good to hear. I think I've exhausted my questions for you. Which means it's time to go pay a visit to the other building. Magicist... What's your name?"
Magicist: "Kaniiria Juuken."
TorrentHKU wrote:
"Well then Kaniiria, I hope our paths cross again with less unfortunate circumstances." > Head out and to the southern building, where apparently all the real answers and problems are.
You leave the cloning building and walk into the one just south of it.
The building doesn't look very large on the outside. Entering through the main doorway, you see a desk, several chairs, a coffee table, a restroom, and some stairs leading down. Talking is coming from below, along with a sharp striking sound.
Heading down, you find yourself standing in a much larger room. Offices are to the sides, and ahead is a beefy metal door that looks like it's supposed to open by rising up. The surface is smooth, along with the metal wall it sits in save for a small panel on the wall nearby. Several Caelum mages are trying to chip away at the door's edges with pickaxes and swords, without much success.
Turning your attention back to the offices, it looks like there are eight rooms total. All of them are a bit hazy inside, smoke, with piles of ash on their floors. One of them has various newspapers pinned on the wall, still intact.
TorrentHKU wrote:
"The hell happened in these offices?"
Caelum Red Mage: "They burned files, paperwork. All that's left are those newspaper clippings and a few personal notes. Door here is made of some tough AM, and an antimagic field extends a few feet out in front of it."
The mages continue chipping away at the door, slowly scratching the seam between the door and the wall.
TorrentHKU wrote:
"You tried kinetic projectiles?" > Go check out the newspapers.
Caelum Red Mage: "Yeah. Ricochet hazard, almost took someone's leg off."
You head over to the office with the newspaper clippings and take a look.
Teleiat ITF Uncovers Another Breeder Hideout The Investigative Task Force uncovered another breeder hideout yesterday, hidden in the forests to the south-west. "There were 54 of them, human girls kidnapped or bought off the blackmarket," said Iikua Konai, ITF Rank Leader. "It's saddening that there are still organizations that treat anyone not of their species as livestock. The Lupus trade still exists, human and chirop trafficking are well-established and have for centuries resisted efforts to shut them down, but that doesn't mean we're giving up." The children are being cared for in a government-run orphanage until a proper home can be found. In the mean time
That's all on this clipping. There are others that are the same - reports of breeding hideouts or organizations being busted, the girls being taken in by the Teleiat government.
One clipping, however, stands out from the others.
Teleportation Experiment Ends in Disaster Earlier this morning, the entire block of Quillion Street was devastated by a failed teleportation experiment, officials reported. The area has been known for a while for its plunges into advanced magic experimentation, but the public was not aware until the accident that teleportation was an active project. Everything within a fifty meter radius was obliterated, and the shockwave of the "teleportation ripple" heavily damaged the surrounding area. There were no survivors in the fifty meter zone, and up to 20 casualties and 140 injuries further out. The man taking the blame is Matis Emiel, a well-known constructor among magic researchers. Playing a large role in the
The clipping ends there.
Lucida: Why is this article here?
TorrentHKU wrote:
Probably talent scouting. They see a big famous Constructor go to jail, they can snatch him up there where nobody will miss hi- ... No. No way. No ♥♥♥♥ way. They wouldn't. They ♥♥♥♥ WOULDN'T be that bad. > The red mage said there were a few personal notes. Find those.
You go look for the personal notes.
Owe Til coffee
Reset Procedure - power off for at least 15 seconds, power back on
################ Stop writing passwords on sticky notes you ♥♥♥♥♥♥♥
Tuesday 9-8 Wednesday 12-8
Kaal owes me coffee
A director is dropping by on the 15th, tidy things up
TorrentHKU wrote:
"Trash." > Head back out. "Linna, do we have telepathy up?"
Linna is watching the other mages slowly pick away at the door seam, building up an impressive, focused collection of scratches.
Linna: "Telepathy is up, yes."
TorrentHKU wrote:
Andrew, get Null down here in the southern building. Tell someone around her to get her down here.
Andrew: Done. She should be there shortly.
A minute later, you see Null walking down the stairs, in a fresh set of clothes.
Null: "Did someone need me?"
TorrentHKU wrote:
"Yeah. We've got a real tough AM door, with a cancellation field around it and a bunch of higher ups behind it. Gonna try me, then if that fails you're up to bat. ...Might want to back up, there might be some shrapnel." > Let her get back, then give the door a strong slash.
Everyone backs up, giving you space while you approach the door.
Holding Lucida with two hands, you give yourself a Power Flow and swing at the door, the white blade cutting into the metal and digging through until it gets stuck, the force of the material gripping the sides of the sword.
Wrenching Lucida out of the door, you inspect your work - looks like you got about half an inch deep, foot long gash.
Null: "My turn?"
TorrentHKU wrote:
"...Oh? That worked more than it should've. ...OH~!" > Bang fist on door. "Hey you in there! If you can hear me, this is your last chance! Come on out quietly, and I promise nobody'll get hurt! Otherwise, we're coming in ourselves!" > If no response, Agility Flow and Falling Star for all the rest of my AP, focused on the one spot.
There's no response, so after popping an Agility Flow, you begin going ham on the door with consecutive Falling Stars focused on one spot, Lucida and the door ringing loudly after each impact.
After you deplete your AP, you inspect your handiwork - a hole in the shape of a line in the door, wide enough to fit your hand through. The door also seems to be a half-foot thick and solid, probably would've taken the other guys ages to chip through.
Null: "So, you gonna squeeze through that crack?"
Null closes an eye, and you feel a twist in your gut. A loud screech of metal screams out from the door and it shoots up into the slot where it's supposed to rest when opened, and the edges of the metal entrance way wraps under the base of it, holding the heavy door up.
Linna: "Good job, Noel. And John."
TorrentHKU wrote:
"Wow, yeah, I had no chance there. Calmed down a bit though. Do we know how many took refuge in here?"
Caelum Blue Mage: "No idea, the antimagic field's still up. Blocking telepathy."
TorrentHKU wrote:
"Then theoretically, they can't do much to fight. Unless they saved the fancy field for this area, and it only blocks intruders. Let's move carefully, no idea what they could have down here, hopefully just a bunch of terrified magicists. Linna and I will take point, along with anyone else armored. Null, keep close by, shut down mages at will, but watch yourself before that. Don't want you dying again.
Give me a moment to recover after that door knocking, then we go."
Linna: "I'll lead point. Take some time to rest up, John."
Linna rushes down the dark hall while the Caelum mages follow her, spaced out a bit.
Their voices echo back as they enter rooms and check out the area.
"Dead here."
"Here too."
"They're... All dead?"
TorrentHKU wrote:
"W-WHAT?!" > Run in. No way. They didn't off themselves. No ♥♥♥♥ way.
You run in, into the first room in the hall. The lights have been flipped on by one of the mages, and what greets you on the floor are several chirop bodies in white labcoats, all with their heads reduced to a pulp.
Lucida: No way we're Accelerated Repairing that.
Room after room in the hallway, chirop killed in the same manner, every machine destroyed, piles of papers burned.
At the end of the hall is a large set of double doors with a button next to it, labeled with a southward arrow.
A few feet to the side of the double doors is a regular door, leading to a stairwell.
Linna: "Wonder how deep this place goes."
Points have been distributed!
"God, every room I walk in there's something new to hate about this place."
Caelum Red Mage: ”Yeah, no kiddin’. These Teleiat chirop are just twisted.”
One of the Caelum mages have already entered the stairwell, holding the door as you walk in and look down.
It goes pretty damn deep, and it doesn’t look like there are any doors on the way down.
Going back out to check the bodies for identification, you find that they all have a badge on a lanyard around their necks.
Directors, Spirit Magicists, Constructors, Technicians. People who’d actually know how all this stuff works.
Caelum Blue Mage: ”Seems like the antimagic field was just around the door. Makes sense, else it’d interfere with all their machines. Not that their machines are in working condition anymore.” ____________________
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: 380/3000) (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:
>Start moving towards Nullam again. "At this point, would you say the road has become a second home?"
Tabi: "It's been that way for a while, ever since I joined the Spiral. Always on the move."
The two of you cross the farms and fields towards Nullam.
Tabi: "Kleigg.
You've... Done a lot, for my family. And for me. I just want to tell you, that... I... I'm grateful, and... I..."
She starts to go blush here, looking down while balling her fists.
Tabi: "Think highly of you!
Um.
Thank you."
The two of you soon reach Nullam, the city alive with activity as people continue to scramble for supplies or run about the streets looking for friends and family.
Tabi has joined the party
TheKebbit wrote:
"Why, Tabi - you're welcome. I owed you a great deal myself. I have this suspicion - a dream, you could call it - that we will go far together. United we could bring hope to the hopeless, create fantastic machines, travel under western stars until there is nothing left in the world to see. That will be never."
>Offer her my arm as we walk north.
"Shall we?"
She hesitates for a moment, hand slightly raised, before slowly reaching out to take yours.
A twitch in her lip forms, quickly spreading into an uncontrollable shy smile.
The two of you walk north east towards Luttiim, the forest path bright with the afternoon light.
Tabi: "I want to do more than travel. I want to spread technology and magic to places that lack them.
Do you know why the Spiral, originally intended to take down the Ruhe, is so heavily invested in capturing Magusalto?"
TheKebbit wrote:
"The industrial base of Magusalto? Its academics? Securing their loyalty and the productive capacity of the city would certainly be a boon to our cause."
>Move onward toward Luttiim.
Tabi: "It wasn't for resources.
You know about gunpowder, right? Explosive. Necessary for guns. People have known about it since the cataclysm, but it's only been recently produced on a large scale.
The manufacturing of gunpowder has been outlawed for thousands of years, because it somewhat levels the playing field between mages and non-mages. Magic users can be screened at a young age and then indoctrinated into whatever religion or government that wants to stockpile them. Knowledge and production of gunpowder is suppressed as much as possible. The strong stay strong, the weak stay weak.
It's no different with rune magic. Even constructs, only a few skilled individuals are capable of producing anything noteworthy, and they're quickly taken in by those who want to stay on top. Magusalto, any construct that is to be sold has to be approved. It can't be strong enough that it would allow someone to resist the government."
She's holding one of her interface bricks in hand, staring at the blocky device with a half smile.
Tabi: "That's why the admins took interest in me. My dream of giving the power of magic to everyone, through these telepathy bricks, it was dangerous to them. That's why the Spiral was there. Magusalto is no different than the Ruhe."
TheKebbit wrote:
"If working to give power to the downtrodden makes you enemies among the administration, then the administration must be removed."
Tabi: "Yes."
The two of you reach Luttiim, busy with the panic of chirop.
Heading North, the two of you exit the town and reach a large clearing in the forest. To the east of the clearing is a small village, to the north a collection of large buildings.
Tabi: ”Huh. What’s that place?” ____________________
-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)
> 10 points to Mana. 5 points to Arcane, 2 points to Aim, 3 points to Will. "I see... That's good to hear. I think I've exhausted my questions for you. Which means it's time to go pay a visit to the other building. Magicist... What's your name?"
Magicist: "Kaniiria Juuken." John: "Well then Kaniiria, I hope our paths cross again with less unfortunate circumstances."
John leaves the building, and you decide that you’ll get out and get some fresh air, too.
The afternoon sun is bright but not too hot, and there’s a nice breeze in the air. Kinda takes your mind off that you’re standing on the grounds of some bizarre human-spirit-experimentation facility.
You get 10 points to distribute among your Stamina/Mana
You get 10 points to distribute among your Passive stats, OR distribute to Edge Alignment (5% per point) ____________________
-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)
>Is there a sort of check in tent or something? if not just ask the nearest robed person.
There doesn't seem to be a check-in tent, not one that you can see, anyways, so you just go for the nearest robed person.
Each of them have the same emblem on the back - an abstract rose with a bird in the negative space.
Miimas approaches one of the robed people.
Miimas: "Excuse me, can you help us out?"
Healer: "Yes? What's the-oh dear. Here, bring her into this tent."
The healer walks to a nearby tent, holding the flap open for Miimas to carry Horoma in before the healer heads in himself.
A minute or so passes before the healer exits the tent, calling another healer over, some blonde woman.
Both healers, along with an additional three, enter Horoma's tent.
Tuhota: "Should we see what's happening?"
Amazigh wrote:
"...Might be a good idea." >Go see what's happening.
You and Tuhota enter the tent.
Miimas is standing near the tent's wall, looking away while the healers surround the blood-soaked bed in the middle of the space, where Horoma is lying.
The healers seem to be cutting out wires and chunks of something out of Horoma, things you believe were the internal parts of her doll body, dropping the bloody twisted bits into a bucket.
Miimas: "Hey."
The Westerner is facing you now, face blank of expression.
Amazigh wrote:
"What's?... Is she?... Miimas?"
Miimas: "She's still alive. Very alive. They're removing her old doll parts right now, the parts are interfering with her, uh, organs. Y'know, the ones she just grew."
Healer: "Leave that one, it looks like she's bound to it. Not blocking anything, anyways. Focus on the pieces in her head."
Amazigh wrote:
"Sounds like havin' grant heal her could've been pretty bad then."
*By the way grant, can you just do healin' or got any other light magic tricks?*
I can make some illumination, bit of heat. Basic light stuff, nothing major other than my Accelerated Repair.
Good t' know that, could be useful sometime.
It looks like the healers have just finished removing all the doll parts from Horoma’s head, and are starting to close her up.
A few minutes later, the healers finish up, and you walk a bit closer to Horoma.
She’s… Taller? Before, she was about as tall as a toddler, now she’s just short of average human adult height.
Healer: ”There’s still one more part inside of you, about the size of a chicken egg. Your spirit seems to be bound to it rather than your body, while the part is somehow managing your bodily functions.
Er, can you understand me? I’m not sure how much of your memories may be left, your brain was pretty scrambled.”
Horoma: ”I can understand you. I don’t feel like I’ve forgotten anything.”
Healer: ”You should be good to go. No idea what happened to you, but you seem perfectly healthy now. Might want to take it slow for a bit, though, your muscles are pretty weak.”
-Leather Carrying Bag --Wooden Protection Totem (Mana: 173/205) ---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)
Ettiin: ”I fought in the Uniof independence war - the slow ones get shot up, the fast ones get slightly less shot up.”
> +6 Speed, +4 Will, +10 Stamina. Enter the doorway.
You walk forward and push open the doors, entering Elizabeth's office.
She's waiting for you behind her desk, hands ready to scribble notes down with an ink pen and some paper, while the familiar armored lupus stands beside her desk and Torrent stands in his usual corner.
Elizabeth: "So, what has happened since you've left?"
CrazyMLC wrote:
"Got out of a few hairy situations, and helped unwittingly release something at the tower between Magusalto and Teleiat. Went to go help John and the others at the facility, and got toasty fried. Thankfully the team was able to revive me. Been quite a ride, so I decided to head back as soon as I could."
Elizabeth: "I see. Care to give more details?"
CrazyMLC wrote:
"Details... Well, I don't know if word's gotten back yet, but the raid was a success. Most of the guards and products were killed or incapacitated, and the one surviving product surrendered just before Linna and the Caelum arrived. John and the others are investigating the facility as we speak. It appears they've been growing bodies and attaching spirits to them to create the products, having the spirits themselves bud off of a very peculiar girl named Alku, or Base 2. She has unique attributes that makes her ideal for this role. I don't know or understand the specifics, but John should be able to explain it once he returns.
As for the tower, we found an entire city and palace beneath it after a chain of discoveries. It seemed innocuous enough, but during the investigation the tower... malfunctioned? Or maybe, well, it almost seemed like it was taken over by something below. I can't really say, but the tower began to sink down towards the city, with us inside. We escaped, but some kind of beast rose through after us. I didn't get a good look at it. The only thing I know about the subterranean city is that it once housed a construct capable of killing a leviathan, but I don't know what became of it. If the tower was taken over by something in the city, it could be safe to assume that it can take over other constructs as well. I suppose it's possible that the beast is, in fact, the leviathan killing construct. Additionally, the city was, uh, full of dead bodies, in the rooms and hallways. I found them using a small probe controlled through the tower. The way they were strewn about, it seemed as if there had been some sort of catastrophe that caused all of them to die unexpectedly, around the same time.
Speaking of leviathans, the leviathan and several other creatures seem to be fighting still, roughly south of Magusalto. I opted not to take a closer look, given my current condition. By the way, I don't know if there are already precautions in place, but I have a plan that could make it possible for us to kill or seriously injure the leviathan with no casualties, given some time and preparation. If you're interested, I'd appreciate it if we could talk in the privacy of the meeting room."
She takes a moment to write down your report before replying.
Elizabeth: "What makes your plan require so much secrecy that it cannot be discussed in front of my most loyal accomplices?"
CrazyMLC wrote:
"If you trust them, I have no objections.
While we could send everything we have at the leviathan should it become a threat, the casualties would be unfathomable, if we could even stop it. And the longer it rampages, the more lives there are at risk. So my idea is this. What if we could store the power of all those mages, of Kamilla's weapons, and whatever else we can scrounge up, and release it on the leviathan all at once, from a safe distance? We could avoid the casualties of war, saving countless lives in the process. We could restore life as it was, allowing people to return to their homes in Magusalto, Luttiim, and Teleiat. While I believe this is a lofty goal, to do this, we would have to resort to the taboo of rune magic. Rune magic is capable of storing an unlimited amount of mana, and releasing it all at once. The spell would have to have a very large payload of mana to injure the leviathan, as large as possible. Most likely, it would be delivered using Kark's ballista.
While I am by no means an expert in the craft, I believe I could make a primitive rune spell that could deliver that mana payload. I'd hoped to keep that fact a secret for my own safety, and the safety of all rune magic users."
Elizabeth takes a long sip from one of the many mugs on her desk.
Elizabeth: "We've already experimented with rune magic. It won't work.
Leviathan skin is, first off, extremely durable. They're able to strike fast enough to liquefy rock and metal on contact without any damage to themselves. A direct hit would be required to have any effect.
On top of that, once a leviathan is active, it continuously releases an extremely large amount of heat, which by itself will cause anything within about a hundred meters to incinerate. We used the most temperature-resistant AM we had to test how well runes hold up. They don't make it to the surface of the leviathan's skin.
Attempts to use magic to keep the projectile cool were ineffective - too much mana is required to keep the projectile intact for even a split second once it approached the leviathan's thermal range, and it even seemed to decelerate quickly before vaporizing, and we had one of our best snipers fire it as fast as he could.
Whatever barrier the leviathan has around it, it prevents any projectile we can create from even getting close."
CrazyMLC wrote:
"So, even if we could get a bomb in range, it's doubtful there's any way heat could ever hurt it, given the incredible temperatures it creates. Or, that a blast could hurt it, given its strange ability to slow projectiles. I see.
What about light magic? Can it slow that down before it comes in contact with it, as well? Perhaps a stupendously powerful and directed pulse of light could damage it. Or maybe... cooling it down somehow. Or maybe dark magic has a trick. Has Atra said anything? It's also probably worth seeing what the other creatures near it are doing to try and hurt it. Perhaps there's a way to damage it that they know, and we don't. The witches for example, or perhaps the construct that was supposed to be able to kill leviathans.
Kleigg was at the tower, by the way. He was in a strange suit of armor, witch metal apparently. I don't know how he got it, but maybe he could help us. Maybe witch metal could survive getting close to the leviathan."
Elizabeth: "Our elite snipers use bolts made from AM tougher than witch metal. Vranhal was known for witch hunting before I was in office. As for light magic, we haven't been able to produce anything close to the amount of energy that the leviathan's barrier has, and any light we do shoot into it gets refracted away. Dark magic, The Matriarch has Atra and is with the scouting team right now trying to see what works. Dark magic has been unsuccessful so far.
As for seeing what the other creatures have been doing, none of them have been able to touch the leviathan. The construct that you describe as a 'leviathan killer' has been mostly killing the witches and evading the leviathan."
CrazyMLC wrote:
"Mmm... I see. The reason I call it a leviathan killer is that I spoke with the memory stone of a leviathan named Rauha at the museum in Teleiat. He said the city between Teleiat and Magusalto created the construct that killed him. So, it seems to follow that that's what the construct would be. Unless, it's still down there, and the one we see is a different one. Or, it's no longer at full fighting strength, and can't take the leviathan on. Anyway, I'm sure Rauha would be a useful fellow to talk to, but he and the museum owner retreated to Uniof.
Kleigg might be able to help, if we can locate him. John's team also met up with another nullifier, perhaps she'd be able to help. Aside from that, I'm out of clever ideas."
Elizabeth: "Noted."
Some more scribbling on her papers.
Elizabeth: "Is that all?"
CrazyMLC wrote:
"Yes. I wish I could have been of more help, Lord Elizabeth. Lately I seem more of a liability than an asset.
Unless you have a request, I think I'll get healed and begin training at Venari."
Elizabeth: "Here."
She hands you a small, heavy pouch. Inside there are ten gold coins.
Elizabeth: "Payment for your services. I have no more requests for you, so you may leave. Good luck with your training."
She gestures towards the lupus on her left.
Elizabeth: "Liam trained under them for a few years, looked pretty rough."
CrazyMLC wrote:
"Thank you. Perhaps Liam can teach me a thing or two some time.
Would it be alright if I visit the armory again? Maybe I could pay for anything fancy using these new coins."
Elizabeth: "That's fine, yes. The guards there will determine costs of equipment."
CrazyMLC wrote:
"Mmm... Thanks again."
> Head to the whitehawk first. Somewhere south, he said?
You head south, reaching the point where the city buildings end and the fields and farms begin. Just outside of the city region is a village of white tents, with white-robed people walking about, all with the same emblem on their backs.
CrazyMLC wrote:
> Approach one of the robed figures.
"Excuse me, this is the Whitehawk camp, right? I'm not quite sure where to go, but can anything be done about my scars?"
Healer: "Yeah, this is the Whitehawk camp. Let's get you in a tent real quick."
You follow the man into one of the nearby tents. It's pretty roomy, large enough to stand up and walk around in. There's a tall bed in the middle of the room, but it isn't really needed.
The healer walks around several times, looking carefully at your scars.
Healer: "This might tickle a bit."
You feel your skin crawl, and in a few seconds your scars vanish, regular skin back in place complete with fur.
Healer: "All done. Scar removal's pretty common, easy to do."
Points Distributed!
"Thank you, I had no idea it would be so quick. You're true professionals. I suppose I'll be on my way."
Healer: ”Goodbye, and stay safe.”
You head for the armoy, familiar with its location already.
The guard in front of the door seems to recognize you.
Guard: ”Oi. Back again to take three men’s worth of equipment, eh?” ____________________
-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)
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