Actions that are affected by rolls are action priority, accuracy of attacks, and evasion.
Actions consume AP (action points). You can perform as many actions as you have AP, so having 2/2 AP allows you to perform 2 actions that roll. AP replenishes by 1 AT THE END of every roll.
Stamina and Mana are manually consumed to boost physical and magic actions, respectively. Stamina can be specified to boost Strength and Evasion. The amount of stamina expended per action is capped by your maximum Stamina. The amount of Mana expended to boost Arcane is capped by your maximum Mana. Stamina and Mana replenish by 1 AT THE END of every roll.
Conditions, both positive and negative, lower in effectiveness AT THE END of every roll (unless if the condition is being maintained by another condition/ability).
Passives are stat and roll boosters (or reducers). The passives that all characters have are: Strength - Base effectiveness of physical actions Arcane - Base effectiveness of magic actions Aim - Base accuracy of attacks Evasion - Base effectiveness of evasion Will - Base resistance to negative condition modifiers Speed - Base action priority
[-Accuracy, Evasion, Blocking-]
You can specify your character to evade when stating your action. Evasion on the ground is dependent on the condition of your legs (each leg representing 50% of your evasion capability). Evasion using magic relies on your magic potency. Evasion in the air is impossible unless if the character is winged, in which case evasion is relies on the condition of the wings. Blocking can be performed in place of Evasion, and reduces the effectiveness of the attack with your own attack. Evasion consumes 1 AP.
You can specify your character to block instead of evading. Blocking puts your Accuracy vs the attacker's Accuracy, and the block is successful if your Strength is equal or higher than the attacker's, and your roll for accuracy is equal or higher than the attacker's roll for accuracy. A block that succeeds in Accuracy but fails in Strength reduces the attack power by the defender's Strength. Blocking consumes 1 AP.
When targeting specific parts of the body, the torso has normal Evasion values, while limbs and the head get a +50% to Evasion.
[-Turn-posting format-]
> Walk to John and punch him. "Take that!"
Note how actions are bold and underlined, while speech is in quotes and not underlined. The "punch" action will be affected by the roll, while 'Take that!' and "Walk to John" will not.
Thoughts and telepathic messages are italicized and bold without quotes like this: This is a thought
When you want to consume Stamina/Mana to boost an action:
> Consume 3 Stamina and hit the enemy with my sword.
> Use 5 Mana to launch a Fireball.
You can specify to use an action in reaction to an expected action, such as:
> If the enemy swordsman attacks, deplete 3 Stamina to evade.
> If the enemy mage casts, cast Nullify with 4 Mana on the spell.
[-Waiting and reaction actions-]
Actions that make a character wait for a turn will give doubled total speed for the next turn. This cannot be stacked (no waiting for 2 turns to get 4x Speed).
If a character is directed to react to a particular move, speed is still used to determine whether or not said character acts before its target. However, if the character takes no action (as the appropriate event to trigger the reaction does not take place) AND the character is not stumbled, then the action will turn into a waiting action.
[-Stumbling-]
If a character receives a Trauma value (see Conditions) that exceeds the character’s Will, then the character is stumbled for the turn. Stumbling reduces Evasion to 0 for the rest of the turn and cancels all of the character’s following actions.
[-Action flow-]
Characters with a higher (Speed + d6) take action before ones with a lower (Speed + d6). If the results are equal, another dice roll determines who goes before the other.
When a character attempts to attack, the attacker rolls for accuracy (Accuracy + d6) and the target rolls for evasion (Evasion + d6). Accuracy must be higher than evasion for the attack to land.
[-Armor-] Armor has three stats: Durability, Armor Resilience, and Defense. If armor is attacked and the strength of the attack exceeds Armor Resilience, then the difference is subtracted from Durability. Defense subtracts damage received to the wearer, but Defense is lowered based on the percentage of missing Durability.
[-Equipment Weight-]
If the weight of equipped weapons and armor exceed your strength, your Evasion is lowered by the difference. If the weight of a weapon exceeds your strength, your Aim is lowered by the difference.
[-Zone Battles-]
Movement is a free action - it costs no AP to move your set amount of Movement. To move additional spaces, you can consume standard AP. You can also move one space, perform an action, and move the remaining amount, as long as the total is within your Movement stat.
It takes 1 Movement 'point' to move to an adjacent zone. It takes 1.4 Movement points to move to a diagonal zone.
Melee attacks can only hit targets in the same zone (grid tile).
When performing a ranged attack (bow, magic, etc.) that is capable of missing, the attack receives a -1d6 penalty to Aim for each tile away. An attack on an adjacent cell receives -1d6, 2 cells over receive -2d6, and so on. For unusual angles, the distance to the target will be based on the "Movement" distance - how many steps it would take to reach that target.
Ranged weapons and abilities have a Range stat. This makes it so the attack will only have a range reduction once it is past the Range stat. So if Fireball had a range of 5, it wouldn't receive any range penalty up to 5 tiles away. At 6 tiles away, it will receive a -1d6 penalty, 7 tiles would be -2d6, and so on.
Some abilities have an (AoE) tag. This means that they will hit all units in the zone, friendly or not. (AoE) abilities can only be dodged by moving out of the zone before the attack hits. Some abilities may cover more than 1 zone.
If an AoE ability is targeted on your zone and you attempt to evade, you will still roll for evasion vs aim. However, your character will move to a different zone instead of evading while remaining in the same place IF you have not used all of your Movement yet. You are able to specify what zone/direction you wish to move to if an attack occurs, as well as specifying to simply move to any safe zone.
___Abilities___
Abilities allow your character to do more things than simply attack, with mages relying mostly on abilities for actions. Abilities can be learned from books and other characters, or made up with a bit of creativity.
Magic abilities are grouped into branches, and one must learn the basic magic branch before using magic abilities in the group.
___Conditions___ Conditions affect the status of your character.
Stamina -Manually consumed to increase the effectiveness of physical actions. Regenerates by 1 at the end of every turn.
Mana -Manually consumed to increase the effectiveness of magic actions. Regenerates by 1 at the end of every turn.
AP -Action points, these are consumed to perform actions (including dodging). Regenerates by 1 at the end of every turn.
Health -All negative conditions degrade the Health condition. When Health reaches zero, the character will die.
Negative conditions and buffs/debuffs will lessen in effectiveness by 1 at the end of every turn, excluding the turn that they were applied. These are referred to as Degrading Conditions.
Trauma -Trauma is caused from blunt impacts, and can be applied to various parts of the body (head, body, limbs). When applied to the torso it lowers Evasion, and Trauma to the head lowers Arcane and Aim (stat reduction is equal to half of the Trauma value). If a Trauma value higher than the target's Will is inflicted in a single blow, the target is staggered and has its action interrupted.
Cut -Cuts are caused by edged attacks, and can be applied to various parts of the body (head, body, limbs). Causes Strength loss. At the end of every turn if Cut is not bandaged, Blood Loss condition is received with a value of half of the value of the Cut condition
Blood Loss -Caused by the Cut condition. Blood loss lowers Strength, Arcane, Aim, and Evasion by half of the Blood Loss condition.
On Fire -Inflicts Burn equal to half of the On Fire condition at the end of every roll by the X value. Lowers Aim by the X value.
Burn -Half of the burn value lowers Strength, Arcane, Aim, and Evasion.
Frozen -Lowers Speed by half of the Frozen value.
Electrocution -Lowers Evasion by half of the Frozen value.
Races:
Human: The hairless monkey creatures. Balanced capabilities with good aim. -Base stats- Health: 50/50 Stamina: 4/4 Mana: 4/4 AP: 3/3 Strength: 4 Arcane: 4 Aim: 8 Evasion: 4 Will: 4 Speed: 1 -Bonuses- Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
Chirop: Bat-like bipedal creatures with almost bird-like legs. Adept at magic, but physically weak. -Base stats- Health: 40/40 Stamina: 2/2 Mana: 8/8 AP: 2/2 Strength: 1 Arcane: 8 Aim: 4 Evasion: 6 Will: 2 Speed: 1 -Bonuses- 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)
Lupus: Large wolf-like beasts. Physically strong, but weak at magic. -Base stats- Health: 80/80 Stamina: 8/8 Mana: 2/2 AP: 2/2 Strength: 8 Arcane: 1 Aim: 4 Evasion: 4 Will: 6 Speed: 1 -Bonuses- Sixth Sense (Passive) (+3 Magic Evasion)
Abilities:
(Magic)
Note: Some ability damage descriptions read like the following: (Burn + On Fire = Arcane + Mana). This means that the total of Burn + On Fire is equal to the total of Arcane + Mana. The ratio of Burn and On Fire is decided by the user, if not specification is given then it will be evenly distributed.
There are several different types of ability types. (Instant) - The majority of abilities are in this category. These abilities are usually not labeled as "Instant." They are manually specified to be used, and consume AP unless otherwise stated. (Single Turn Condition) - Abilities that provide an effect for a single turn (Degrading Condition) - The ability applies a buff to the character, with the ability strength decrementing by 1 at the end of every turn except the turn it was applied. While effects can stack, the maximum amount is usually capped by either Strength or Arcane, depending on the ability, but can be raised higher with Stamina/Mana. (Modifier) - These do not consume AP on their own, and are used in conjunction with a compatible (Passive) - The effects of this ability are applied all the time automatically, without the usage of AP (Evasion) - Abilities that can trigger when being attacked where the character can respond, regardless of speed, to mitigate or avoid damage. Every character has the Evade evasion ability by default. (Counter) - Abilities that can trigger after being attacked or in response to another action. The Counter-user must have higher action priority in the roll to be able to counter.
General ~~~~~~~~~~ -Counterspell (Detect a spell being cast and cancel it by casting its inverse) (Requires knowing the inverse spell) (Specify max Mana to use)
Fire -Abilities inflict Burn and/or On Fire ~~~~~~~~~~ -Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) (Range = Arcane * 0.25) -Fireball (Launch an orb that unleashes an explosion of heat on impact) (Inflicts Burn = Arcane + Mana) (Range = 6) -Flash Point (Launch an orb that sets a target on fire) (Inflicts On Fire = Arcane + Mana) (Range = 6) -Flare (Linear AoE) (Unleash a torrent of flame that burns and sets targets on fire) (Burn + On Fire = Arcane + Mana) (Range = [Arcane + Mana] * 0.1) -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) -Mirage (Heat the air to cause distortions, lowering Aim and increasing Evasion on the target) (-Aim = Arcane + Mana, +Evasion = Arcane + Mana) -Cauterize (Use heat to seal a wound) (Inflicts Burn = [Arcane + Mana] * 0.1 , Removes Cut, Frozen = Arcane + Mana) (Range = Arcane) Pyromania (Passive) (+5% Fire magic effectiveness [can be increased up to +50%]) (No damage taken from Cauterize) (No Aim reduction taken from Mirage)
Ice -Abilities inflict Freeze ~~~~~~~~~~ -Freeze (Direct Magic) (Cool down a target, freezing it with enough energy) (Inflicts Freeze = Arcane + Mana) (Range = Arcane * 0.25) -Frost bolt (Range = 5) (Launch an orb that unleashes cold energy on impact) (Inflicts Freeze = Arcane + Mana) (Range = 6) -Glacial Guard (Degrading Condition) (Cover a target with ice, protecting it from damage) (Inflicts Freeze = [Arcane + Mana] * 0.5 , +Physical/Fire Damage Resistance = Arcane + Mana) -Ice Pack (Treat a target's bruises with cold) (Inflicts Freeze = [Arcane + Mana] * 0.1 , Removes Trauma, Burn, On Fire = Arcane + Mana) (Range = Arcane * 0.25)
Impulse -Offensive skills lower target’s Will by 50% for Stagger check -Abilities inflict Trauma ~~~~~~~~~~ -Blast Wave (Linear AoE) (Lets out a powerful but short-ranged concussive wave) (Inflicts Trauma = [Arcane + Mana] * 1.5) (Range = [Arcane + Mana] * 0.1) -Kinetic Bolt (Launch an orb of kinetic energy that explodes upon impact) (Inflicts Trauma = Arcane + Mana) (Range = 6) -Razor Wave (Send out a wave of kinetic energy that can cut) (Range = 5) (Inflicts Cut = Arcane + Mana) -Micro Meteor (Launch an object with kinetic force) (+ to Projectile = Arcane + Mana) (Range = [Arcane + Mana] * 0.25) -Amplify (Single Turn Condition) (Increases physical damage dealt to a target) (+Damage = Arcane + Mana) -Counter Force (Single Turn Condition) (Applies counteracting forces to a target, lowering strength and evasion) (-Strength, -Evasion = Arcane + Mana) -Accelerator (Passive) (+10% Damage and Aim to Micro Meteor)
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 * 0.25) -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 * 0.25) -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) -Fortified Resolve (Passive) (Grants a separate pool of AP for Fortification magic)
Lightning -Aim of skills is increased 50% -Abilities inflict Electrocution ~~~~~~~~~~ -Shocking Touch (Electrify a target within arm’s reach) (Inflicts Electrocution = [Arcane + Mana] * 1.5) -Lightning Bolt (Strike a ranged target with a lightning bolt) (Inflicts Electrocution = Arcane + Mana) (Range = 5 + [Arcane + Mana] * 0.25) -Forked Lightning (Hit multiple targets with damage evenly distributed) (Inflicts Total Electrocution = Arcane + Mana) (Range = 5 + [Arcane + Mana] * 0.25) -Conduction (Degrading Condition) (Apply a buff that electrocutes anyone who melee attacks the target, or when the target melee attacks someone) (Buff = Arcane + Mana) (Range = Arcane * 0.25) -Jolt (Single-Turn Condition) (Cast at beginning of turn) (Jolt your muscles with electricity, increasing Speed) (Buff = Arcane + Mana) (Range = Arcane) -Defibrillate (Revive a dead person if their Health is over 0) (Range = Arcane) -Electromaster (+5% Lightning Magic [can be increased up to +50%])
Telepathy -Skills ignore Evasion and do not consume Mana. All ability range equal to Arcane. All ability base Hard Range = (Arcane * 0.25) ~~~~~~~~~~ -Message (Does not consume AP) (Sends a telepathic message to a target/multiple targets) -Receive (Does not consume AP) (Picks up on thoughts if people are thinking hard enough) -Share (Does not consume AP) (Share telepathic buffs on self with a target) -Analyze (Degrading Condition) (Probe the target's thoughts to discover its behavior and stats) (+Evasion +Aim against target = Arcane - target_Will) -Phantom Strike (Send the target an illusion of being attacked, possibly triggering the target to evade) -Hypochondria (Degrading Condition) (Inflict a negative condition [injury] to a target without causing real damage) (Inflicts Condition = Arcane) -Mind Control (Force the target to perform an action) (Arcane must be higher than target's Will) -Multiprocessing (Passive) (Grants a separate pool of AP for Telepathic magic) -Extend (+1 Range to Direct Magic) (Can be leveled up)
Light -NOT A STARTING ABILITY SET ~~~~~~~~~~ -Illuminate (AoE) (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana) (Hard Range = [Arcane + Mana] * 0.1) -Radiance (Create a powerful light, blinding everyone around you) (Inflicts Blind = Arcane + Mana) (Hard Range = [Arcane + Mana] * 0.1) -Megaflare (Linear AoE) (Unleash a white torrent of flame that incinerates) (Inflicts Burn + On Fire = Arcane + Mana, Blind = [Arcane + Mana] * 0.5) (Range = [Arcane + Mana] * 0.1) -Haste (Single Turn Condition) (Cast at beginning of turn) (Speed up a target, increasing its Speed) (+Speed = Arcane + Mana) (Hard Range = Arcane * 0.25) -Accelerated Repair (Speed up the body’s natural healing process on a target, clearing conditions) (Turns given = Arcane + Mana) (Hard Range = Arcane * 0.25) -Fast Forward (Speed up a target, granting it additional AP) (Cannot use AP gained from FF to cast FF) (0.1 AP = Mana) (Hard Range = Arcane * 0.25)
Mana -Manipulate Mana and create artificial matter ~~~~~~~~~~ -Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP) (Hard Range = Arcane * 0.25) -Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP) (Hard Range = Arcane * 0.25) -Form Artificial Matter (Create magic’d solids) (Durability: Iron) -Form Memory Stone (Create a memory stone) (Efficiency: Low) -Form Mana Stone (Create a mana stone) (Efficiency: 1 Capacity = 10 Mana) -Form Conduit (Create mana conduits) -Form Release (Create a release crystal) (Efficiency: 1 Capacity = 10 Mana) -Form Focus (Create a focus crystal) (Efficiency: 1 Ability = 10 Mana , Ability Strength (per ability): 100% = 10 Mana [cannot exceed 100%]) -Form Sparker (Create a Mana Sparker) (Efficiency: 1 Impulse = 0.01) -Security Sequence (Level: Basic) (Load a memory crystal with a magic sequence that protects the construct from deconstruction)
Negation -NO LONGER A STARTING ABILITY SET. All range equal to Arcane. ~~~~~~~~~~ -Nullify (Reduce the effectiveness of a magic instance, cancelling it with enough effort) (Cancel Effect = Arcane + Mana) -Zero Field (Degrading Condition) (Create a persistent nullification effect on a target or area) (Inflicts Null Body = Arcane + MP) -Capture (Grab an instance of a spell being cast, storing it while nullifying any remaining) (Nullify = Arcane + Mana) -Release (Cast a spell that was stored with Capture [removes spell from storage]) -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) Zen (Single Turn Condition) (Calm yourself down, lowering Evasion and increasing Aim) (Double total Aim and halve total Evasion) Stabilize (Spend the extra energy to hold still, increasing Aim for the next attack) (+Aim = Stamina) Steady Aim (Consume AP to increase Aim by its base value) Critical Shot (Passive) (Increases damage by extra Aim if initial damage to target is greater than 0)
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) 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 ) 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) Berserker (Passive) (Grants a separate pool of AP for melee attacks)
Hyperactive (Single Turn Condition) (Pump yourself with adrenaline, increasing Evasion but lowering Aim) (Double total Evasion and halve total Aim) Power Dodge (Single Turn Condition) (Spend the extra energy to escape harm, increasing Evasion for the next evade) (+Evasion = Stamina) Efficient Evasion (Passive) (Evasions will only consume AP if successful) Optimal Position (Increase damage by the difference between your and the enemy’s Evasion if your Evasion is higher) Acrobat (Passive) (Grants a separate pool of AP for evasion)
Spring to Action (Double Speed for a turn, halve speed for the following one) (Does not consume AP) Setup Time (Increase damage by the difference between your and the enemy’s Speed roll if your Speed roll is higher)
Heavy Swing (Strike with a melee attack that has half your total aim, but doubles total damage) Shoulder Charge (Ram into the enemy, dealing Trauma damage) (If you miss, you are stumbled) (Trauma = Evasion + Strength + Stamina) Brace for Impact (Passive) (Lower incoming Trauma damage by your Strength)
Full Body Motion (Modifier, Melee) (Strike out from a stance, driving your attack or block with your body but lowering your Evasion) (+Strength = Evasion, Evasion is 0 for the next incoming attack)
Counter Strike (Counter) (Instantly attack following an enemy’s attack if your Speed Roll is higher)
Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP) Block (Evasion) (Intercept an attack to defend yourself) (Block connects if your Aim >= Attack Aim) (-Damage = 2*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) 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)
Cover Up (Passive) (If you fail an evasion, your equipped shield will act as your first layer of armor) Justified (Passive) (Melee damage is increased by the percentage of missing Health)
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 (Passive) (+5% Maximum Base HP) (Can be raised up to +50%)
(Human Only) Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
Brave (Passive) (If standard AP is greater than 0, standard AP can be consumed to the max AP value below zero)
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)
Three-Quarters Pitch (Passive) (Strength and Aim is doubled for throwing actions)
(Chirop Only) 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)
Mana Drive (Passive) (Mana usage is twice as effective)
Aerial Evasion (Passive) (Can use Flight right after an enemy attack is successfully evaded on the ground)
Dive Attack (Dive down from the air, attacking before you land) (+Damage = Altitude)
Echolocation (Passive) (Aim cannot be lower than 30%)
(Lupus Only) Sixth Sense (Passive) (+3 Magic Evasion)
Adrenaline Rush (Passive) (Stamina usage is twice as effective)
Panic Howl (Passive) (When stumbled after consuming AP to attempt to evade, let out a howl that can flinch enemies) (Enemies are staggered if your Will is higher than enemies’ Will)
Chilling Howl (Degrading Condition) (Strike fear into enemies, lowering their Aim and Arcane) (-Aim , -Arcane = Will)
Character building:
To create a character, make a name, and choose a race. For your starting ability, you can make up any physical ability (with DM approval), choose one of the existing physical abilities, or choose one magic ability in the "Magic" section.
Additionally, you get 5 points that you can allocate to passive base stats (Strength, Arcane, Aim, Evasion, Will, Speed).
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 1)
First roll. You can change your abilities/stat distributions if you want. Check your stats in case I'm blind and messed something up.
Roll 1
Name: John Freemaneth Race: Human ____________________
You start by opening your eyes, letting the sunlight temporarily blind you as you pull yourself up from the grass and get to your feet. You and two other fellows, one a human like you, the other one of those hefty lupus, appear to be in a vast, grassy plain, the emerald blades stretching as far as the eye can see. From your hilltop vantage point, you spot a dirt road closeby, with two signs planted in the earth.
North Mead
South Hopluit
A painful tingle lances through your right arm, and you shake the limb to get blood flowing. Seems you’ve been sleeping on it. A quick check of your magic, conjuring an orb of contained kinetic energy, confirms everything in working order and that nothing needs to be amputated. ____________________
Conditions: Stamina: 4/4 Mana: 4/4 AP: 3/3
Inventory:
Equipped:
Skills: (Magic) -(Kinetic) --(Impulse) ---Kinetic Bolt: Launch an orb of kinetic energy that explodes upon impact.
You feel cold. Even when you wake and find yourself in a green, sunny plain that should be warm to everyone else, you feel cold. You’ve always felt cold, thanks to your rare magical “gift,” one that has a knack for blotting out every other type of magic.
But, at least you’re not alone. Two others happen to be with you, a human and a lupus, and are waking up as well. Eying your surroundings, it seems to be an endless stretch of grassy plains. Nearby is a dirt road with two helpful signs pointing in opposite directions.
North Mead
South Hopluit ____________________
Conditions: Stamina: 4/4 Mana: 4/4 AP: 3/3
Inventory:
Equipped:
Skills: (Magic) -(Negation) --Nullify: Reduce the effectiveness of a magic instance, cancelling it with enough effort.
Null Body (-1 Non-Negation Magic, +1 Magic Resistance)
Name: Wolf Race: Lupus ____________________
You let out a yawn and stretch your back, shaking off the sleepiness before taking a look at your surroundings. Looks like you’re with one other… Er, two others, both humans, in a large grassy plain. You’re not really sure what you’re doing here, but seems nice and warm.
Nearby is a dirt road with two signs pointing in opposite directions.
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 1)
"Hey gents. You two alright?"
Tue Jan 27, 2015 5:58 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 1)
"Where... when? How did we get here?
Who are you all?
Whatever the answer to that question - I think we need to go. Perhaps to Hopluit?"
Did Areku take a physical ability which is still being decided on?
Last edited by TheKebbit on Tue Jan 27, 2015 11:04 pm, edited 1 time in total.
Tue Jan 27, 2015 8:28 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 1)
Areku has yet to provide a physical ability.
Tue Jan 27, 2015 9:16 pm
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
Re: Ad Infidium (Roll 1)
Areku hereby provides a physical ability:
Code:
Spring to Action: Double Speed for a turn, halve speed for the following one.
Awaiting GM approval and/or refusal.
"Mead. Mead has the correct sound."
Tue Jan 27, 2015 10:48 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Ad Infidium (Roll 1)
"To Mead, then."
>Lurch to my feet and begin stumping up the road to Mead.
Tue Jan 27, 2015 11:05 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 1)
"To Mead then." > Follow.
Wed Jan 28, 2015 12:01 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Ad Infidium (Roll 2)
Areku: ability approved.
Also, bit of rules updated.
Roll 2
Name: John Freemaneth Race: Human ____________________
"Hey gents. You two alright?"
Kleigg: "Where... when? How did we get here?
Who are you all?
Whatever the answer to that question - I think we need to go. Perhaps to Hopluit?"
Wolf: "Mead. Mead has the correct sound."
Kleigg: "To Mead, then."
Your party of three take the dirt road North, towards the unknown but hopefully tasty “Mead.” The trip is fairly unnoteworthy, lots of grass here and there, until a trio of humans spring up from a hill beside the road. Two of them have swords on their belts, the other a bow in hand.
Swordsman 1: ”Lo there travellers! This’ere’s a toll station, t’help maintain the road an’ all.”
Looking at the road, it seems to be just two dirt paths running parallel as if wagons did all the work over time.
Swordsman 1: ”S’just 5 coppers a head, nothin’ too steep.” ____________________
Conditions: Stamina: 4/4 Mana: 4/4 AP: 3/3
Inventory:
Equipped:
Skills: (Magic) -(Kinetic) --(Impulse) ---Kinetic Bolt: Launch an orb of kinetic energy that explodes upon impact.
Whatever the answer to that question - I think we need to go. Perhaps to Hopluit?"
Wolf: "Mead. Mead has the correct sound."
"To Mead, then."
Your party of three take the dirt road North, towards the unknown but hopefully tasty “Mead.” The trip is fairly unnoteworthy, lots of grass here and there, until a trio of humans spring up from a hill beside the road. Two of them have swords on their belts, the other a bow in hand.
Swordsman 1: ”Lo there travellers! This’ere’s a toll station, t’help maintain the road an’ all.”
Looking at the road, it seems to be just two dirt paths running parallel as if wagons did all the work over time.
Swordsman 1: ”S’just 5 coppers a head, nothin’ too steep.” ____________________
Conditions: Stamina: 4/4 Mana: 4/4 AP: 3/3
Inventory:
Equipped:
Skills: (Magic) -(Negation) --Nullify: Reduce the effectiveness of a magic instance, cancelling it with enough effort.
Null Body (-1 Non-Negation Magic, +1 Magic Resistance)
Name: Wolf Race: Lupus ____________________
John: "Hey gents. You two alright?"
Kleigg: "Where... when? How did we get here?
Who are you all?
Whatever the answer to that question - I think we need to go. Perhaps to Hopluit?"
"Mead. Mead has the correct sound."
Kleigg: "To Mead, then."
Your party of three take the dirt road North, towards the unknown but hopefully tasty “Mead.” The trip is fairly unnoteworthy, lots of grass here and there, until a trio of humans spring up from a hill beside the road. Two of them have swords on their belts, the other a bow in hand.
Swordsman 1: ”Lo there travellers! This’ere’s a toll station, t’help maintain the road an’ all.”
Looking at the road, it seems to be just two dirt paths running parallel as if wagons did all the work over time.
Swordsman 1: ”S’just 5 coppers a head, nothin’ too steep.” ____________________
Conditions: Stamina: 8/8 Mana: 2/2 AP: 2/2
Inventory:
Equipped:
Skills: (Physical) -Spring to Action (Double Speed for a turn, halve speed for the following one)
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum