Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 296) - Elder Pact - New Players Welcomed
CrazyMLC wrote:
"A Fifth, a fifth level spirit, came from the other world into ours. We're normally Thirds, so this Fifth was very powerful, and manifested itself as a new law of reality. I don't know how often this happens, but one of the times this occurred it resulted in Kaasiala's law. This is the law that created rune magic.
Eventually, as far as I understand it, the Ruhe destroyed Kaasiala in the other world. This broke the law in ours, and rune magic was destroyed. Recently the magic was revived, but I don't know how. It may or may not be safe to assume it's just another spirit that took the same form as Kaasiala, or Kaasiala returning, or something else entirely."
Miimas: "Uhhh, huuuuuh.
Aaanyways, we were doing some training. Getting ready for big stuff. Wanna join? Maybe Kyeltziv can practice poking your spirit."
____________________
TorrentHKU wrote:
"As in ones that didn't, well, lose their bodies? Or were they just fine with a non-casting doll?"
Madenuuk: "They were fine not being able to use their abilities, or they went to search for a way to cast on their own."
____________________
TheKebbit wrote:
"Shall we see what the situation is like there before making a final decision?"
Tabi: "Yeah."
Thu Apr 21, 2016 2:57 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 296) - Elder Pact - New Players Welcomed
"Well, since you don't know any more about Heartstone than I do, I'll leave you to the dolls. Thank you for... being upfront about your condition. It would've been very simple to just say 16 girls." > Get up, find Cupe.
Thu Apr 21, 2016 5:14 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 296) - Elder Pact - New Players Welcomed
TorrentHKU wrote:
"Well, since you don't know any more about Heartstone than I do, I'll leave you to the dolls. Thank you for... being upfront about your condition. It would've been very simple to just say 16 girls." > Get up, find Cupe.
You get up and walk around the house a bit, looking for Aucupe. She turns out to be in one of the bedrooms on the upper floor, critiquing dresses with two others.
Aucupe: "Hey John! Which one should I wear, this or this?"
Thu Apr 21, 2016 5:21 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 296) - Elder Pact - New Players Welcomed
"Uh. I like the white one, but I think the birds one is more 'you'. So, Left."
Thu Apr 21, 2016 5:36 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 296) - Elder Pact - New Players Welcomed
"Sure, why not."
> Get my spirit chopped off my Kyeltziv, or something.
Thu Apr 21, 2016 7:19 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 296) - Elder Pact - New Players Welcomed
"Well, let's give it a go then."
>Keep an eye on Vandolfs spirit throughout. >Hit him with a Spirit Lance.
"So 'ow's that feel."
Thu Apr 21, 2016 9:30 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 296) - Elder Pact - New Players Welcomed
"Tabi, you know I've never killed anybody, right? I don't know about this. I don't want to let my morality stop me from doing what is right, but I don't want to lose my backbone. To become a creature of ends twisted to justify any means.
I trust you absolutely. But I have peace in my heart."
>Round up Frosty and get moving again.
Sun Apr 24, 2016 1:56 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 297) - Elder Pact - New Players Welcomed
1. Try not to die (Everyone) 2. Finish up with Heartstone and return to Vranhal (John, Kleigg, P'orihc) 2a. Break out Emiel? 3. Figure out Horoma and Tuhota, mostly Horoma (Kyeltziv) 4. Plan for Leviathan elimination (Vandolf)
Time: Afternoon
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
"Uh. I like the white one, but I think the birds one is more 'you'. So, Left."
Aucupe: ”Okay! Lemme put it on real quick.”
She takes the dresses and jumps into a wardrobe, popping out a few seconds later wearing the bird-print dress.
Aucupe: ”Where’s Monk? She needs to change out of her clothes!”
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: 880/3000) (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) ---Weak 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] * 0.12) (First use: +Speed = [Arcane + Mana] * 0.5) --(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 ____________________
"Tabi, you know I've never killed anybody, right? I don't know about this. I don't want to let my morality stop me from doing what is right, but I don't want to lose my backbone. To become a creature of ends twisted to justify any means.
I trust you absolutely. But I have peace in my heart."
Tabi: ”... I know.”
You go collect Frosty, who has made a snowman by now.
Frosty: ”Hey, where’d the chirop go?”
Looking around, you notice that Tabi slipped away.
-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)
Keeping an eye on Vandolf’s spirit, you hit him with a Spirit Lance.
He physically flinches and his spirit seems to take the the hit painfully. Unlike Miimas’s that just recoiled, Vandolf’s looks minorly damaged by the attack.
-Leather Carrying Bag --Wooden Protection Totem (Mana: 180/205) ---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 + Will + 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[for Magic], -Will = Arcane + Will + Mana) (If target takes a final spirit damage value greater than their Will, they are stumbled) ---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 Arcane + Will is greater than Spirit’s [Arcane + 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)
-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 -Paper (Light-Guided Object) searches for a pair of white lights. Turn the object the compass is on towards the point between the dots steadily. If the distance between the two dots starts shrinking (going farther away), then put all available mana into changing the trajectory to the point between the two lights.
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)
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)
-Critical Shot (Increases damage by extra Aim if initial damage to target is greater than 0) -Resilience (+27 resistance to Spirit Magic/Corruption/Alteration)
Name: Grant Race: Human Spirit ____________________
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: 7/19) -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)
Sun Apr 24, 2016 6:01 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 297) - Elder Pact - New Players Welcomed
"Well, that's a new kind of pain..."
Sun Apr 24, 2016 6:08 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 297) - Elder Pact - New Players Welcomed
"Ok.. Yeah, that worked."
*Grant, think you'd be able t'.. "heal?" ..what i just did t' him? or that not somethin' your magic can do?*
Sun Apr 24, 2016 10:24 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 297) - Elder Pact - New Players Welcomed
"Oh no.
We had a disagreement. I think she's gone her own way, for now. Come on, Frosty - let's get you to Vranhal."
>Proceed further east on the road to Magusalto.
Sun Apr 24, 2016 11:36 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 297) - Elder Pact - New Players Welcomed
"Mm, yeah. Cupe, did Madenuuk tell you about his, or uh their, spirit... Thing?"
Mon Apr 25, 2016 12:35 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 297) - Elder Pact - New Players Welcomed
CrazyMLC wrote:
"Well, that's a new kind of pain..."
Amazigh wrote:
"Ok.. Yeah, that worked."
*Grant, think you'd be able t'.. "heal?" ..what i just did t' him? or that not somethin' your magic can do?*
Grant: My magic only works on physical things, unfortunately. I don't suppose you'd be able to figure something out with your spirit magic? Or maybe he'll get better with some time.
Faren: His spirit should be able to recover on its own. Spirits are quite resilient when they are bound to things, and still so when not.
________________
TheKebbit wrote:
"Oh no.
We had a disagreement. I think she's gone her own way, for now. Come on, Frosty - let's get you to Vranhal."
>Proceed further east on the road to Magusalto.
You're already at the western edge of Magusalto, so you cross around and continue heading east, reaching the bank of the Anri river.
Vranhal is visible on the other side, and it looks like a ferry is moving from the city port over to your location.
It reaches your side of the river soon enough. A large floating platform, connected to the east and west sides with a rope. An older man is operating the vehicle.
Ferry Operator: "Need t'get across?"
________________
TorrentHKU wrote:
"Mm, yeah. Cupe, did Madenuuk tell you about his, or uh their, spirit... Thing?"
Aucupe: "Uuuummmmm, I think so? It was a while ago, I kinda forgot."
Monk returns, in her new outfit.
Monk: "Alright. Madenuuk has Heartstones for the girls, I have new clothes, what now?"
Tue Apr 26, 2016 8:11 am
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 297) - Elder Pact - New Players Welcomed
"Yes, sir. Need to take this young lady to see a mage.
>Blanch at a sudden, unpleasant realization.
...Frosty? Can you go across and wait for me?
I think Tabi is about to get herself killed in Magusalto. I don't want to put you at risk too - it is dark business. Unless you insist on accompanying me into the city, where I think we would both see things we will wish we hadn't."
Last edited by TheKebbit on Wed Apr 27, 2016 1:26 am, edited 2 times in total.
Tue Apr 26, 2016 1:54 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 297) - Elder Pact - New Players Welcomed
"Just like last time I was here, I need to talk to Aandern about Lauffeuer. Her and all her witchlings are off fighting that Leviathan for a reason, I'd like to know why. I feel a pattern emerging."
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