Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 306) - Preparations
Roll 306
The world as the players know it:
1. Kyeltziv, Vandolf, John, Sei 2. Kleigg
Notes:
(HK’s notes) 1. Try not to die (Everyone) 2. Break out Emiel. (John, Vandolf, Kyeltziv) 2a. Get strong so you don't die when we go break out Emiel. (John, Vandolf, Kyeltziv) 3. Protect BatWife. (Kleigg) 3a. Get back to Vranhal (Still Kleigg) 4. Figure out a way to kill an invincible god-demon Witch. (Everyone)
(Amazigh’s notes) John: don't ♥♥♥♥ it up. Kleigg: Don't let tabi ♥♥♥♥ it up. Kyeltziv+Vandolf: Don't ♥♥♥♥ it up again
Time: Night
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
"Mana is mana, you can use it all universally. Do you know mana transferring actually? Just taking it out, putting it into stones and constructs?"
Miimas: ”Yeah. That’s how I’ve been charging this rifle, using my own mana. Doesn’t regenerate on its own.”
The lord looks at a clock on the wall before turning to face you all.
Elizabeth: ”Alright, let’s get to it.
The sole objective of this mission is retrieve Matis Emiel and bring him back to Vranhal, alive and intact. According to scouts, he is currently held in a prison facility in the forests approximately two miles North of Teleiat. The facility itself is heavily guarded, the majority of them are Hastae mages, with the rest being prison guards using construct armor. Antimagic and Light-Dark magic users are present, as well as a very small number of armored human forces. It’s suspected that these human forces are connected to the previous operation.
Your team will be deployed using specialized containers launched from the ballista delivery system, landing between Magusalto and where the watch tower used to be. You will then continue on foot towards Teleiat, enter the forest before reaching the city, and move towards the prison facility at a North-West angle.
We’ll be preparing a group of reinforcements, the secondary team, after your launch, they should be slightly behind. Upon reaching the facility, take out high-priority guards and leave the secondary team to distract the rest, then find a way into the facility and retrieve Emiel. Signal to the secondary team once you’re a safe distance away from the facility and return to Vranhal.
As you return, the secondary team will split, one group lagging behind to slow down any pursuers, and one that will travel with you.
Forces around the Leviathan-witch combat zone will attempt to provide cover from hostiles while you’re in the area.
Avoid entering Magusalto, there is a high chance of the unknown hostiles in the city. We currently have one scout in the area, another two are on their way.
Inventory: -Witch's Mana Stone (340/340) (Regenerates 20 Mana per turn) -Regenerating Mana Stone (Mana: 25/25) (Regenerates 5 Mana per turn) -Mana Stone (Mana: 50/50) -Mana Stone (Mana: 50/50) -Mana Stone (Mana: 0/15.3) -Mage Stone (Mana: 0/10) -Mage Stone (Mana: 0/10) -Mage Stone (Mana: 0/31) -Mage Stone (Mana: 50/50) -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
Skills: (Magic) -(???) --Captivate (Send out a swarm of tendrils that carry a spell, casting when specific parameters are met) (Total Magic Strength = Arcane + Mana) -(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 ____________________
"Then perhaps I will have to stop my friend. Her lust for revenge has gone too far. This was supposed to target the administration."
The creature cocks her head at you the other way.
???: ”This is the administration? They have this area to themselves.”
-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)
-Leather Carrying Bag --Wooden Protection Totem (Mana: 199/205) ---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)
-Mage Stone (Mana: 10/10) -Mage Stone (Mana: 20/20) -Mage Stone (Mana: 20/20)
-Bag --Memory Stone (Drake) --Memory Stone (Drake) --Release Stone (Release: 27) --Release Stone (Release: 30)
--Mana Stone (Mana: 22/22) --Mana Stone (Mana: 22/22)
--Mana Stone (Mana: 21/21) --Mana Stone (Mana: 21/21)
--Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20) --Mana Stone (Mana: 20/20)
--Mana Stone (Mana: 19/19) --Mana Stone (Mana: 19/19)
--Drake Magic Organ (Remains) --Drake Magic Organ (Remains) --Drake Magic Organ (Remains)
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 (Degrading Condition) (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)
A quick walk around the building reveals that he’s not here! It might take some more time to find him.
You return to the room.
The lord looks at a clock on the wall before turning to face you all.
Elizabeth: ”Alright, let’s get to it.
The sole objective of this mission is retrieve Matis Emiel and bring him back to Vranhal, alive and intact. According to scouts, he is currently held in a prison facility in the forests approximately two miles North of Teleiat. The facility itself is heavily guarded, the majority of them are Hastae mages, with the rest being prison guards using construct armor. Antimagic and Light-Dark magic users are present, as well as a very small number of armored human forces. It’s suspected that these human forces are connected to the previous operation.
Your team will be deployed using specialized containers launched from the ballista delivery system, landing between Magusalto and where the watch tower used to be. You will then continue on foot towards Teleiat, enter the forest before reaching the city, and move towards the prison facility at a North-West angle.
We’ll be preparing a group of reinforcements, the secondary team, after your launch, they should be slightly behind. Upon reaching the facility, take out high-priority guards and leave the secondary team to distract the rest, then find a way into the facility and retrieve Emiel. Signal to the secondary team once you’re a safe distance away from the facility and return to Vranhal.
As you return, the secondary team will split, one group lagging behind to slow down any pursuers, and one that will travel with you.
Forces around the Leviathan-witch combat zone will attempt to provide cover from hostiles while you’re in the area.
Avoid entering Magusalto, there is a high chance of the unknown hostiles in the city. We currently have one scout in the area, another two are on their way.
-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]) -Focused Strike (Strike with a melee attack that deals exponentially more damage with more stamina consumed) (Ignores maximum Stamina usage cap) (+Damage = Stamina ^ 1.5 ) -Metabolize (Exert your will over your body, forcing it to produce energy faster than normal) (+Stamina = Will) -Mountain Stance (Modifier) (-50% Evasion, +50% Strength for attacking, +100% Strength for blocking, +50% Aim, +100% Will during Stagger check) (Consumes AP to change stances, first stance does not use AP) -River Stance (Modifier) (+100% Strength, Momentum effect doubled) (Consumes AP to change stances, first stance does not use AP) -Tornado Stance (Modifier) (+100% Evasion, +50% Speed, -50% Strength) (Consumes AP to change stances, first stance does not use AP)
-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 (+30% 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, +6 Combat Movement)
-Constitution (+20% Maximum Base HP)
Name: Sei (Areku) Race: Human ____________________
You nod, and then realize they can’t see you nodding. You write “Nod” on the paper and show the message in the direction of Vranhal, and you receive a flash of light in response.
Signaling to the witch to hop back into your backpack, it obeys. Once she’s safely inside, you shoulder the pack and head down the mountain, looking out for any tunnels to avoid, and walk directly towards the city.
The city is in complete darkness, with the massive towers block out any moonlight that might escape the clouds and illuminate a road.
Once you head in, you might not be able to find your way out until it’s day.
(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)
-Focused Strike (Strike with a melee attack that deals exponentially more damage with more stamina consumed) (Ignores maximum Stamina usage cap) (+Damage = Stamina ^ 1.5 ) -Heavy Swing (Strike with a melee attack that has half your total aim, but doubles total damage)
-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) -Justified (Passive) (Melee damage is increased by the percentage of missing Health)
-Constitution (+50% Maximum Base HP)
Mon Sep 05, 2016 4:02 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 306) - Preparations
"Do we have any numbers for opposing forces?"
Mon Sep 05, 2016 4:07 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 306) - Preparations
TorrentHKU wrote:
"Do we have any numbers for opposing forces?"
Elizabeth: "Anywhere ranging from a hundred to five hundred. The exact size of the enemy force is unknown, outward forces are roughly a hundred, but it's not known how many they have inside the facility."
Mon Sep 05, 2016 4:11 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Ad Infidium (Roll 306) - Preparations
WELL GOOD THING THEY JUST AIRDROPPED ME A LANTERN.
>Hang lantern on belt, head in. Try to make sense of the towers. Are they tall enough that vranhal could see it if I were to send a message from the top of one?"
>Look for anyone alive, or any reason the messages might have stopped.
Mon Sep 05, 2016 4:12 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 306) - Preparations
"What about the secondary team and the covering forces?"
Mon Sep 05, 2016 4:26 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 306) - Preparations
TorrentHKU wrote:
"What about the secondary team and the covering forces?"
Elizabeth: "Forty among the secondary team. Covering forces, we have roughly eighty Vranhal units scattered around the zone. Twenty or so will be providing cover.
Crow-pattern witches are friendlies, we've made minor success communicating with them, and the dragon and leviathan have shown no interest in human, lupus, or chirop actions."
________________________________________
Areku wrote:
WELL GOOD THING THEY JUST AIRDROPPED ME A LANTERN.
>Hang lantern on belt, head in. Try to make sense of the towers. Are they tall enough that vranhal could see it if I were to send a message from the top of one?"
>Look for anyone alive, or any reason the messages might have stopped.
Hanging the lantern on your belt and turning it on, you head into the city.
The layout of the city seems to have the largest towers in the center and the shorter ones at the edges, and without much between the city and Vranhal, you should be able to send them a message from the top of any towers on the east side of the city (this was observed prior to entering the city).
From inside, it's difficult to navigate even with your lamp.
Dark roads, the occasional body of a chirop mage or soldier here and there, and you even come across groups of bodies.
None of them appear burned, they've ever been cut in half, torn apart, or splattered against a wall or the ground.
You think you're in the outer area of the city right now. Maybe you'll find something else if you head deeper in?
Mon Sep 05, 2016 5:00 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Ad Infidium (Roll 306) - Preparations
>Only soldiers, or civilians too?
>Go deeper. As deep as I can.
Mon Sep 05, 2016 5:01 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 306) - Preparations
>Head out on a jog/run to mead. >Can I use power flow/agility flow or such to boost movement speed? Or even derive such an ability from them?
Mon Sep 05, 2016 5:08 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 306) - Preparations
Areku wrote:
>Only soldiers, or civilians too?
>Go deeper. As deep as I can.
Looks like only soldiers so far. You continue on, heading deeper in.
Several minutes of uneventful walking pass by, until you stop from the sight of something ahead of you.
A figure slightly taller than you that looks vaguely human. It wears a dark blue hoop dress, and some large object affixed to its back that looks like a large, burnt wooden greatsword with an extremely wide guard.
The creature's limbs are dainty, and its neck looks a little too long for a human. Deathly pale skin and hair that looks like it's made of a mass of long black-metal horns.
It greets you with a wide smile, staring with bright amber eyes.
Something softly pecks the back of your head.
Kazooie: "Danger. Small Ensi."
________________________________________
Amazigh wrote:
>Head out on a jog/run to mead. >Can I use power flow/agility flow or such to boost movement speed? Or even derive such an ability from them?
You leave the city and jog/run to Mead.
Using our Power/Agility flow, you're able to modify it so you can cover larger distances. Bigger steps/leaps, that sort of thing.
Not really increasing your ability to react, though.
Mon Sep 05, 2016 5:30 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 306) - Preparations
> Start adding exceptions to some of the people in the room, but leave them toggled off for now.
Last edited by CrazyMLC on Mon Sep 05, 2016 5:47 am, edited 2 times in total.
Mon Sep 05, 2016 5:36 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 306) - Preparations
"What about the prison itself and its inmates, aside from Emiel. I assume leave intact, so as to not release magic criminals everywhere?"
Mon Sep 05, 2016 5:36 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 306) - Preparations
>Get a feel for how I cast the two, can I combine them into a single spell? or something?
Mon Sep 05, 2016 5:40 am
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Ad Infidium (Roll 306) - Preparations
>Try to remain calm. No sudden movements. Stay ready for if it attacks me, but act casual.
"Hail there! Good to see someone else alive in here. I'm Sei, a traveler. You?"
Mon Sep 05, 2016 5:43 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 306) - Preparations
CrazyMLC wrote:
> Start adding exceptions to some of the people in the room, but leave them toggled off for now.
You add the three black mages, two blues, Torrent, Miimas, John, Monk, and the red-eyed woman as exceptions, but leaving them toggled off for now.
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TorrentHKU wrote:
"What about the prison itself and its inmates, aside from Emiel. I assume leave intact, so as to not release magic criminals everywhere?"
Elizabeth: "If it can be avoided, then yes, refrain from doing major damage to the facility or to cells that are not Emiel's, unless you are out of options.."
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Amazigh wrote:
>Get a feel for how I cast the two, can I combine them into a single spell? or something?
Combining both into a single spell, hmm. It requires effort into overcoming brute strength as well as forcing your limbs to move faster, still resulting in double the casting.
You think you might be able to figure out how to use speed to strengthen your attacks, but it wouldn't be the same as using actual brute strength.
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Areku wrote:
>Try to remain calm. No sudden movements. Stay ready for if it attacks me, but act casual.
"Hail there! Good to see someone else alive in here. I'm Sei, a traveler. You?"
The creature points its palm at you, speaking in a friendly, feminine voice.
???: "Who sent you?"
Mon Sep 05, 2016 11:11 pm
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Ad Infidium (Roll 306) - Preparations
>Shrug. Don't think lying is a good idea now.
"Vranhal paid me to scout the city, but going this deep was my own idea."
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