Skills: -Stabilize (Spend the extra energy to hold still, increasing Aim for the next attack) (+Aim = Stamina)
-Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
-Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
Skills: (Magic) -(Pure) --(Light) ---Accelerated Repair (Speed up the body’s natural healing process on a target, clearing conditions) (Turns given = Arcane + Mana)
Inventory: -Mana Stone (Mana: 22/22) -Mana Stone (Mana: 20/20) -Mana Stone (Mana: 19/19) -Mana Stone (Mana: 1/19) -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) -??? (Health regenerates 10 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)
Name: Tabi Konai Race: Chirop ____________________
Inventory: -Mana Stone (30/30) -Mana Stone (20/20) -Mana Stone (20/20) -Regenerating Mana Stone (45/45) (Regenerates 10 Mana per turn) -Regenerating Mana Stone (29/29) (Regenerates 1 Mana per turn) -Regenerating Mana Stone (26/26) (Regenerates 1 Mana per turn)
-TABI --Mana Stone (30/30) --Release Stone (Output: 20) --(Module Slot Empty) --(Modes) ---Input Test ---File Browser ---Text Editor ---Door Opener ---Vision Reader ---Card Dealer (Spend 1 AP to perform up to 20 Trivial tasks) (Requires Kinetic Module) ---Bolt (Launch a magic bolt, consuming a set amount of mana)
-TABI --Mana Stone (20/20) --Release Stone (Output: 20) --(Module Slot Empty) --(Modes) ---Input Test ---File Browser ---Text Editor ---Door Opener ---Vision Reader
-TABI Arm Band -TABI Kinetic Module -TABI Fire Module -Conduit Wire Spool -Runic Journal -Ink Pen -Ink Pot -Blank Paper (Qty. 67) -Kiwi Shampoo Bottle -Folding Peasant’s Knife (+3 Edge)
-Runic Assassin Gauntlet (Mana: ?) --(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)
(Physical) -Stabilize (Spend the extra energy to hold still, increasing Aim for the next attack) (+Aim = Stamina) -Spring to Action (Double Speed for a turn, halve speed for the following one) (Does not consume AP)
-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)
(Hybrid)
(Other) -Counter Strike (Counter) (Instantly attack following an enemy’s attack if your Speed Roll is higher)
-Edge Alignment (+10% Damage and Aim to attacks with edged weapons) -Critical Shot (Passive) (Increases damage by extra Aim if initial damage to target is greater than 0) -Optimal Position (Passive) (Increase damage by the difference between your and the enemy’s Evasion if your Evasion is higher) -Quick Thinking (Passive) (Increase Aim and Evasion against every character by the difference of your Speed Rolls if your Speed Roll is higher)
-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)
-Sleight of Hand (Passive) (Grants a separate pool of AP for activating and reloading items/weapons) (Fully replenishes at end of turn)
-Acrobat (Grants a separate pool of AP for evasion) -Efficient Evasion (Passive) (Evasions will only consume AP if successful)
-Constitution (Passive) (+5% Maximum Base HP)
Last edited by CaveCricket48 on Mon Mar 28, 2016 12:54 am, edited 1 time in total.
Mon Mar 28, 2016 12:14 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 291) - Elder Pact
"Aha, no, I don't think so. I was still learning, thought more equipment would keep me safe. This time, I'll try to pay for whatever I take out, priced at your discretion." > Enter the armory, observe what's available.
Mon Mar 28, 2016 12:24 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Ad Infidium (Roll 292) - Elder Pact
> 6 points to Stamina, 4 to Mana. 4 points to Strength, 2 points to Aim, 2 points to Speed and 2 points to Edge Alignment. Follow John.
"What a huge mess."
Mon Mar 28, 2016 12:53 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 292) - Elder Pact
"Hell's bells. What the HELL were they doing down here that was bad enough for all this. What are we gonna find down there?" > Take the elevator down. Ignore fact that I probably haven't heard of an elevator. I'm too tired for all those stairs.
Mon Mar 28, 2016 1:00 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 291) - Elder Pact
CrazyMLC wrote:
"Aha, no, I don't think so. I was still learning, thought more equipment would keep me safe. This time, I'll try to pay for whatever I take out, priced at your discretion." > Enter the armory, observe what's available.
The guard lets out a grunt and lets you into the armory.
Hmm. It looks a bit emptier than you last remembered, but still has the usual items. Plate armor, brigandines, padded shirts, halberds, swords, mage robes, and mage stones at a cursory glance.
____________________
Asklar wrote:
> 6 points to Stamina, 4 to Mana. 4 points to Strength, 2 points to Aim, 2 points to Speed and 2 points to Edge Alignment. Follow John.
"What a huge mess."
You head for the building just south of the cloning one. Heading in, it looks like it's a reception room. A desk, a few chairs, a rest room, and some stairs going down.
Taking the stairs down, you find yourself in a large room. Eight offices, four on each side of the room, and ahead is a large metal wall, with what looks like a damaged twisted opening leading down a hallway. Caelum Mages are in the hall, looking around.
____________________
TorrentHKU wrote:
"Hell's bells. What the HELL were they doing down here that was bad enough for all this. What are we gonna find down there?" > Take the elevator down. Ignore fact that I probably haven't heard of an elevator. I'm too tired for all those stairs.
Vranhal Black Mage: "Race you down."
Apparently the Black Mage assisting your team when you reached the Heartstone facility was tagging along, and he leaps over the railing, plummeting down the center of the stairwell.
Crazy ♥♥♥♥.
You decided to take the elevator like a sane human, along with Linna and a few other Caelum mages.
Caelum Red Mage: "This is safe, right? What if they rigged it."
Caelum Blue Mage: "On second thought I'm taking the stairs."
The mages all leave the elevator while Linna hits the arrow-down button on an inside panel. The doors silently slide closed and the elevator box descends. You and Linna turn around, gazing out of the clear AM wall that forms the back of the elevator box.
A massive, artificially lit chamber comes into view. Shaped like a dome, you can make out wrecked machinery at the edges and a particularly large wrecked machine in the center. Several ramp-like structures are at the edges as well, with the sloping surface facing towards the center. A door on the backsides indicate that they're some sort of small shelter.
Circular lines painted on the floors mark out distances from the central machine, each ring with their distance numbering in several places.
10 meters, 20 meters, 30 meters, 40 meters, 50 meters. The last ring is 50 meters.
Last edited by CaveCricket48 on Mon Mar 28, 2016 2:13 am, edited 1 time in total.
Mon Mar 28, 2016 1:21 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 292) - Elder Pact
"I think that's our target. Weapons out, we don't know if we'll find friends. The place seems quiet, though..."
>Keep an ear out for the signs of normal speech. Activity. The presence of soldiers or mages. Keep walking.
Mon Mar 28, 2016 1:26 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 292) - Elder Pact
"Oh this doesn't look like a bomb testing facility at all." > Head over cautiously. Just because they slagged the machine doesn't mean it's safe.
Mon Mar 28, 2016 1:28 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 292) - Elder Pact
> New Steel Cuirass, try to find combat boots and running pants.
Mon Mar 28, 2016 2:17 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 292) - Elder Pact
TheKebbit wrote:
"I think that's our target. Weapons out, we don't know if we'll find friends. The place seems quiet, though..."
>Keep an ear out for the signs of normal speech. Activity. The presence of soldiers or mages. Keep walking.
The two of you head over to the facility grounds. It seems to be busy with human mages moving to and fro, the emblem of a sun with seven flames on the back of their robes. Caelum.
Tabi: "Getting a telepathic message. A Blue from Vranhal, Andrew Gosic. Vranhal and the Second are collaborating to take down this facility that does human experimentation. John and Zeigel are in the south-east central building.
John says he'd like you to come down with him in the building he's in." ____________________
TorrentHKU wrote:
"Oh this doesn't look like a bomb testing facility at all." > Head over cautiously. Just because they slagged the machine doesn't mean it's safe.
The elevator reaches the bottom and the doors open, and you cautiously head out towards the central machine, inspecting the other machines on the way. Complicated wrecked AM machinery, out of your league.
Reaching the large central machine, it looks roughly circular with some sort of emission point at the top. On one side of it is a coffin-like box.
Andrew: Just letting you know - One of the Caelum mages found a cache of Heartstones in the building you're in, above your level.
Also, Kleigg has approached the facility with a chirop.
____________________
CrazyMLC wrote:
> New Steel Cuirass, try to find combat boots and running pants.
You find a new Steel Cuirass, along with some running pants and combat boots.
A soldier seems to be in the armory that manages its inventory.
Soldier: "5 silvers for those."
Last edited by CaveCricket48 on Mon Mar 28, 2016 2:49 am, edited 1 time in total.
Mon Mar 28, 2016 2:39 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 292) - Elder Pact
"How you feelin' horo?"
Mon Mar 28, 2016 2:43 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 292) - Elder Pact
Well, that's at least some good news. If everything else is boned, we at least have some Heartstones to use. Maybe even study. Have Kleigg come down here, would be good to see that goober. "Hope I can one day actually discern how any of these work..." > Open the coffin. Why does this thing need a person attached to it?
Mon Mar 28, 2016 2:46 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 292) - Elder Pact
Amazigh wrote:
"How you feelin' horo?"
Horoma: "I feel like I'm alive."
She struggles to get to her feet, with Miimas giving her an arm to hold her up.
Horoma: "Going to take some time getting used to this."
Miimas: "Horo, what did you do?"
Horoma: "I'll... explain later."
____________________
TorrentHKU wrote:
Well, that's at least some good news. If everything else is boned, we at least have some Heartstones to use. Maybe even study. Have Kleigg come down here, would be good to see that goober. "Hope I can one day actually discern how any of these work..." > Open the coffin. Why does this thing need a person attached to it?
Grabbing the lid of the coffin, you lift it up.
It's empty, but there are faint scratches on the inside of the lid. Letters.
YOURHEART MYSOUL
Mon Mar 28, 2016 2:53 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 292) - Elder Pact
"...Oh ♥♥♥♥ me. I really hope this thing doesn't work how I think it does. I reeeeeally hope this machine doesn't turn a person's spirit into a Heartstone." > Go check a bunker or two.
Mon Mar 28, 2016 3:01 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 292) - Elder Pact
"Sure." > Hand the soldier 5 silver, leave for Venari.
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