Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 147)
"I'd say that was a catastrophe on all fronts, but nobody's dead, Byrnolf included. So hey, he decided to go easy on us." > Stand up with help of halberd. Fill up my mana stones, 3 Intermissions.
"May as well check the street vendors on our way through"
Thu Jul 02, 2015 12:22 am
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 147)
"Sorry I didn't get to meet you and the others at Vranhal, John. Something came up; we should all talk about it later. But at least I got here in time to help scare Lucida off."
> Sheath my swords and Metabolize to recover my Stamina.
Thu Jul 02, 2015 5:02 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 147)
"Better late than never. Just wish it didn't have to end with Lucida getting hammered by sword strikes. Or us. Who're your friends? The ma'am with the sword especially, you don't seem... Average."
Thu Jul 02, 2015 5:55 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
"I'd say that was a catastrophe on all fronts, but nobody's dead, Byrnolf included. So hey, he decided to go easy on us."
You stand back up with the help of your halberd and rest up with three Intermissions while Wolf and his gang get back up as well, stretching their battered bodies.
Byrnolf: ”He would’nt’ve killed me. At least not until he got the information out of me.”
Vandolf sheaths his swords.
Vandolf: "Sorry I didn't get to meet you and the others at Vranhal, John. Something came up; we should all talk about it later. But at least I got here in time to help scare Lucida off."
"Better late than never. Just wish it didn't have to end with Lucida getting hammered by sword strikes. Or us. Who're your friends? The ma'am with the sword especially, you don't seem... Average."
Mailman: ”Kark Hopkins is my name! I’m the guy in charge of the delivery systems which also conveniently work on people.”
The woman sheathes her sword and conceals her arms under the cloak.
Woman: ”Tara Daeli, temporary matriarch of the Daeli. I’m here to assist with the situation with Lucida.”
Kark: ”So old-bones, what info did Lucida beat you around for?”
Byrnolf: ”Wanted to know where to find Ultima. I said ‘no,’ of course.”
Kark: ”That sounds bad. What does Atra have to say about this?”
Tara: ”She doesn’t.”
Kark: ”Uh, kay.”
Tara: ”What do we know about Lucida so far?” ____________________
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) ---Form Memory Stone (Create a memory stone) (Efficiency: Low) ---Form Mana Stone (Create a mana stone) (Efficiency: 1 Capacity = 8 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) -(Kinetic) --(Impulse) (Offensive skills lower target’s Will by 50% for Stagger check) ---Kinetic Bolt (Launch an orb of kinetic energy that explodes upon impact) (Inflicts Trauma = Arcane + Mana) ---Levitation (pick up and levitate small objects) ---Blast Wave (Lets out a powerful but short-ranged concussive wave) (Inflicts Trauma = [Arcane + Mana] * 1.5) ---Counter Force (Single Turn Condition) (Applies counteracting forces to a target, lowering strength and evasion) (-Strength, -Evasion = Arcane + Mana) ---Impulse Evasion (Evasion) (Cannot use Evasion AP) (Launch yourself with kinetics to evade an attack) (Substitutes your basic evasion) (Stumbles you after use, can be used when Stumbled) (Evasion = Arcane + MP) --(Fortification) (If cast with Mana, Mana is only drained when abilities are disturbed/buffed attacks land) ---Stabilize (Direct Magic) (Single Turn Condition) (Lock an object’s movement relative to a target) (+Trauma Resistance = Arcane + MP) ---Lockdown (Single Turn Condition) (Lock your bones in place and petrify your skin, resisting damage) (+Physical Damage Resistance = Arcane + Mana , affected parts are unable to move [affects evasion]) ---Power Flow (Single Turn Condition) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (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)
-Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn) Passives: Strength: 6 Arcane: 10 Aim: 8 Evasion: 5 +2 Will: 5 Speed: 1
-Fortified Resolve (Grants a separate pool of AP for Fortification magic) -Acrobat (Grants a separate pool of AP for evasion)
Name: Kleigg (TheKebbit) Race: Human ____________________
P’orihc: "Do we stop here or continue on our way to Teleiat?"
Ki’stha: "May as well check the street vendors on our way through."
Seems like a plan, so the three of you enter the city of Magusalto.
It seems similar to Vranhal in overall design, except instead of a wall it’s a giant artificial chasm that circles the city, with short structures on the outer edges of the city and the towers making up the large inner section. Similar to Imum, there are vendors selling numerous religious artifacts as well as other various doodads and foodstuffs. The majority of the denizens are chirop, soaring through the air or perched on the spiderweb of catwalks that link the giant towers together.
You notice the patrols as well - chirop in dark green robes on the ground, aerial units in the skies sporting leather equipment vests and blue clothing.
The strangest ones are the occasional chirop in full plate armor with purple clothing showing in the metal gaps sporting greatswords or warhammers, stuff that a chirop shouldn’t be capable of wielding. ____________________
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 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) -Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
"Do we stop here or continue on our way to Teleiat?"
Ki’stha: "May as well check the street vendors on our way through."
Seems like a plan, so the three of you enter the city of Magusalto.
It seems similar to Vranhal in overall design, except instead of a wall it’s a giant artificial chasm that circles the city, with short structures on the outer edges of the city and the towers making up the large inner section. Similar to Imum, there are vendors selling numerous religious artifacts as well as other various doodads and foodstuffs. The majority of the denizens are chirop, soaring through the air or perched on the spiderweb of catwalks that link the giant towers together.
You notice the patrols as well - chirop in dark green robes on the ground, aerial units in the skies sporting leather equipment vests and blue clothing.
The strangest ones are the occasional chirop in full plate armor with purple clothing showing in the metal gaps sporting greatswords or warhammers, stuff that a chirop shouldn’t be capable of wielding. ____________________
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) -(Electric) --(Telepathy) (Skills ignore Evasion and do not consume Mana) ---Message (Sends a telepathic message to a target/multiple targets) (does not consume AP) ---Receive (Picks up on thoughts if people are thinking hard enough) (does not consume AP) ---Trace (Find the source of a tendril from an active spell that uses one) ---Proxy (Create a fake mind at a specified location that you can direct to use telepathy) ---Mental Security (Strengthen your defense against Telepathy) (Inflicts Mind Guard = Arcane) ---Analyze (Degrading Condition) (Probe the target's thoughts to discover its behavior and stats) (+Evasion +Aim against target = Arcane - target_Will) ---Mind Control (Force the target to perform an action) (Arcane must be higher than target's Will) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) --(Ice) ---Freeze (Cool down a target, freezing it with enough energy) (Consumes 2x AP) (Inflicts Freeze = Arcane + Mana) -(Pure) --(Light) ---Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana)
-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) Passives: Strength: 1 Arcane: 12 Aim: 6 Evasion: 7 +7 Will: 4 Speed: 2
-Mind Guard (+1 Telepathy Resistance) -Multiprocessing (Grants a separate pool of AP for Telepathic magic)
P’orihc: "Do we stop here or continue on our way to Teleiat?"
"May as well check the street vendors on our way through."
Seems like a plan, so the three of you enter the city of Magusalto.
It seems similar to Vranhal in overall design, except instead of a wall it’s a giant artificial chasm that circles the city, with short structures on the outer edges of the city and the towers making up the large inner section. Similar to Imum, there are vendors selling numerous religious artifacts as well as other various doodads and foodstuffs. The majority of the denizens are chirop, soaring through the air or perched on the spiderweb of catwalks that link the giant towers together.
You notice the patrols as well - chirop in dark green robes on the ground, aerial units in the skies sporting leather equipment vests and blue clothing.
The strangest ones are the occasional chirop in full plate armor with purple clothing showing in the metal gaps sporting greatswords or warhammers, stuff that a chirop shouldn’t be capable of wielding. ____________________
Skills: (Magic) -(Electric) --(Lightning) (Aim of skills is increased 50%) ---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) ---Chain Lightning (Hit multiple targets with damage evenly distributed) (Inflicts Total Electrocution = Arcane + Mana)
-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)
You head over to the still-hot pile of bones and ashes and dig through as Miimas reloads her rifle.
Hmm, just looks like bones and ashes. There aren’t any remnants of the gauntlet other than some bits of metal that might’ve been rivets or buckles maybe, but they’ve been melted into solid blobs of blackened brass. A few small crystalline shards here and there, probably from a mage stone, but the heat seems to have destroyed its magic-storing properties.
Miimas: ”So, he’s part of some group that doesn’t like shamans. Looks like you’re in for a fun time if they’ve got assassins roaming the roads shanking travelling shamans.”
Horoma: Best to get somewhere with more people, they probably wouldn’t attack a crowd. ____________________
Skills: (Magic) -(Spirit) --(Entity) ---Meditation (Relaxes and strengthens your soul, resisting outside spirits) (Inflicts Inner Peace = Arcane + Mana) ---Spirit Channel (Let a spirit use your body to perform an action) (Consumes AP for spirit actions) -(Kinetic) --(Fortification) (Mana is only drained when abilities are disturbed) ---Power Flow (Single Turn Condition) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana)
-Sixth Sense (Passive) (+3 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 Resistance)
John: "I'd say that was a catastrophe on all fronts, but nobody's dead, Byrnolf included. So hey, he decided to go easy on us."
John stands back up with the help of his halberd while Wolf and his gang get back up as well, stretching their battered bodies.
Byrnolf: ”He would’nt’ve killed me. At least not until he got the information out of me.”
You sheath your swords and refill your Stamina with Metabolize.
"Sorry I didn't get to meet you and the others at Vranhal, John. Something came up; we should all talk about it later. But at least I got here in time to help scare Lucida off."
John: "Better late than never. Just wish it didn't have to end with Lucida getting hammered by sword strikes. Or us. Who're your friends? The ma'am with the sword especially, you don't seem... Average."
Mailman: ”Kark Hopkins is my name! I’m the guy in charge of the delivery systems which also conveniently work on people.”
The woman sheathes her sword and conceals her arms under the cloak.
Woman: ”Tara Daeli, temporary matriarch of the Daeli. I’m here to assist with the situation with Lucida.”
Kark: ”So old-bones, what info did Lucida beat you around for?”
Byrnolf: ”Wanted to know where to find Ultima. I said ‘no,’ of course.”
Kark: ”That sounds bad. What does Atra have to say about this?”
Tara: ”She doesn’t.”
Kark: ”Uh, kay.”
Tara: ”What do we know about Lucida so far?” ____________________
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)
-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)
-Sixth Sense (Passive) (+3 Magic Evasion) -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)
Skills: -Stabilize (Spend the extra energy to hold still, increasing Aim for the next attack) (+Aim = Stamina) -Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
Skills: (Magic) -(Pure) --(Light) ---Accelerated Repair (Speed up the body’s natural healing process on a target, clearing conditions) (Turns given = Arcane + Mana)
Last edited by CaveCricket48 on Thu Jul 02, 2015 7:21 pm, edited 1 time in total.
Thu Jul 02, 2015 8:06 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 148)
Roll still wrong, didn't regenerate my mana from the interventioning.
"The whole magic sword bit, but you probably know that better than I do. Quick summary, he got let loose from the Second's cancellation holding cell, bashed around Esthen looking for anyone with info on Ultima, found nothing. Travelled west around the lake to Vranhal, my group was in Esthen at the time and took the ferry straight to Vranhal, warned them in time. He clashed with Lord Elizabeth and Torrent, after calling the latter a traitor, and teleported off. We met with her after the fight, then got some assignments and headed off to them. One group off to find a construct expert in a Chirop jail, another to find spirit advice from the Lupus, and I came south to find Lucida and try to talk to him. Found him here with Byrnolf, tried to get him to try diplomacy, and I guess maybe that sunk in a bit, since he used the flat of his blade. Anyway, that's the gist of it. Hm. One thing, the Second had no idea there was a spirit in Lucida, and just now he said that he was fighting alongside whoever was using, or maybe is in, Ultima way back in the day, which is why he's searching for them so hard. I don't think he remembers much else aside from that either, so probably just going off the strongest memory he has.
I should be writing this down, third or so time I've told someone all this." > Use my remaining mana, then my mana stones to repair my armor.
Name: John Freemaneth (TorrentHKU) Race: Human ____________________
You use your remaining mana, and then your mana stones, to repair your armor, strengthening it in the process.
John: "The whole magic sword bit, but you probably know that better than I do. Quick summary, he got let loose from the Second's cancellation holding cell, bashed around Esthen looking for anyone with info on Ultima, found nothing. Travelled west around the lake to Vranhal, my group was in Esthen at the time and took the ferry straight to Vranhal, warned them in time. He clashed with Lord Elizabeth and Torrent, after calling the latter a traitor, and teleported off. We met with her after the fight, then got some assignments and headed off to them. One group off to find a construct expert in a Chirop jail, another to find spirit advice from the Lupus, and I came south to find Lucida and try to talk to him. Found him here with Byrnolf, tried to get him to try diplomacy, and I guess maybe that sunk in a bit, since he used the flat of his blade. Anyway, that's the gist of it. Hm. One thing, the Second had no idea there was a spirit in Lucida, and just now he said that he was fighting alongside whoever was using, or maybe is in, Ultima way back in the day, which is why he's searching for them so hard. I don't think he remembers much else aside from that either, so probably just going off the strongest memory he has.
I should be writing this down, third or so time I've told someone all this."
Tara listens quietly, taking in the information.
Vandolf: "Hmm... Well, I think my course of action will be to head to Vranhal and meet this Lord Elizabeth. And probably to get something to eat as well..."
Tara: ”The lord is the one who sent for me, so I’ll be paying her a visit.”
Byrnolf: ”Oh, that reminds me. Now that you’re here John, I got in trouble for covering you and your friends’ rear-ends the other day. Apparently you guys got involved with Caelum after I said you weren’t, so that didn’t make me look good, but I guess that’s to be expected for trying to help out some total strangers, and from the looks of it, you’re deeply involved in the Lucida situation, so what’s going on with you and the others exactly?”
You get suspicious looks from both Tara and Kark, while Wolf seems to be interested in what’s going on as well. ____________________
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) ---Form Memory Stone (Create a memory stone) (Efficiency: Low) ---Form Mana Stone (Create a mana stone) (Efficiency: 1 Capacity = 8 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) -(Kinetic) --(Impulse) (Offensive skills lower target’s Will by 50% for Stagger check) ---Kinetic Bolt (Launch an orb of kinetic energy that explodes upon impact) (Inflicts Trauma = Arcane + Mana) ---Levitation (pick up and levitate small objects) ---Blast Wave (Lets out a powerful but short-ranged concussive wave) (Inflicts Trauma = [Arcane + Mana] * 1.5) ---Counter Force (Single Turn Condition) (Applies counteracting forces to a target, lowering strength and evasion) (-Strength, -Evasion = Arcane + Mana) ---Impulse Evasion (Evasion) (Cannot use Evasion AP) (Launch yourself with kinetics to evade an attack) (Substitutes your basic evasion) (Stumbles you after use, can be used when Stumbled) (Evasion = Arcane + MP) --(Fortification) (If cast with Mana, Mana is only drained when abilities are disturbed/buffed attacks land) ---Stabilize (Direct Magic) (Single Turn Condition) (Lock an object’s movement relative to a target) (+Trauma Resistance = Arcane + MP) ---Lockdown (Single Turn Condition) (Lock your bones in place and petrify your skin, resisting damage) (+Physical Damage Resistance = Arcane + Mana , affected parts are unable to move [affects evasion]) ---Power Flow (Single Turn Condition) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (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)
-Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn) Passives: Strength: 6 Arcane: 10 Aim: 8 Evasion: 5 +2 Will: 5 Speed: 1
-Fortified Resolve (Grants a separate pool of AP for Fortification magic) -Acrobat (Grants a separate pool of AP for evasion)
Name: Kleigg (TheKebbit) Race: Human ____________________
Ki’stha: "That's a lot of different uniforms for one city guard, I wonder what the hierarchy is here."
P’orihc: "We could ask, and maybe inquire more about the prison."
The sun seems to be starting to set, looks like you won’t be breaking into any prisons in Teleiat tonight. ____________________
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 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) -Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
Skills: (Magic) -(Spirit) --(Mana) ---Deposit (Discharge a select amount of mana into a source that is in contact) -(Electric) --(Telepathy) (Skills ignore Evasion and do not consume Mana) ---Message (Sends a telepathic message to a target/multiple targets) (does not consume AP) ---Receive (Picks up on thoughts if people are thinking hard enough) (does not consume AP) ---Trace (Find the source of a tendril from an active spell that uses one) ---Proxy (Create a fake mind at a specified location that you can direct to use telepathy) ---Mental Security (Strengthen your defense against Telepathy) (Inflicts Mind Guard = Arcane) ---Analyze (Degrading Condition) (Probe the target's thoughts to discover its behavior and stats) (+Evasion +Aim against target = Arcane - target_Will) ---Mind Control (Force the target to perform an action) (Arcane must be higher than target's Will) -(Thermic) --(Fire) ---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana) --(Ice) ---Freeze (Cool down a target, freezing it with enough energy) (Consumes 2x AP) (Inflicts Freeze = Arcane + Mana) -(Pure) --(Light) ---Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana)
-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) Passives: Strength: 1 Arcane: 12 Aim: 6 Evasion: 7 +7 Will: 4 Speed: 2
-Mind Guard (+1 Telepathy Resistance) -Multiprocessing (Grants a separate pool of AP for Telepathic magic)
Skills: (Magic) -(Electric) --(Lightning) (Aim of skills is increased 50%) ---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) ---Chain Lightning (Hit multiple targets with damage evenly distributed) (Inflicts Total Electrocution = Arcane + Mana)
-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)
Miimas: ”Maybe they’ll all set themselves on fire after a shot to the chest.”
The sun starts to set by the time you reach Venari. The city has a large network of stone canals running throughout it, with the water supply coming from the Anri river. The structures are short compared to human ones, two stories high at most, with a small handful of exceptions. Lupus walk the streets, some in armor, others in cotton or animal fur clothing. It doesn’t look like there any shamans around, not in plain sight anyways.
Horoma: Nightfall is soon, might not be the best idea to traverse the roads until day. Or maybe that’s what the assassins are thinking as well, and aren’t prowling the highways for shamans to attack.
Grant: The one back there did attack us in broad daylight, so maybe.
Miimas: ”So, where’re we staying the night? I’m hungry too, think they have fruits or is it just all meat?” ____________________
Skills: (Magic) -(Spirit) --(Entity) ---Meditation (Relaxes and strengthens your soul, resisting outside spirits) (Inflicts Inner Peace = Arcane + Mana) ---Spirit Channel (Let a spirit use your body to perform an action) (Consumes AP for spirit actions) -(Kinetic) --(Fortification) (Mana is only drained when abilities are disturbed) ---Power Flow (Single Turn Condition) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana) ---Agility Flow (Single Turn Condition) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana)
-Sixth Sense (Passive) (+3 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 Resistance)
John: "The whole magic sword bit, but you probably know that better than I do. Quick summary, he got let loose from the Second's cancellation holding cell, bashed around Esthen looking for anyone with info on Ultima, found nothing. Travelled west around the lake to Vranhal, my group was in Esthen at the time and took the ferry straight to Vranhal, warned them in time. He clashed with Lord Elizabeth and Torrent, after calling the latter a traitor, and teleported off. We met with her after the fight, then got some assignments and headed off to them. One group off to find a construct expert in a Chirop jail, another to find spirit advice from the Lupus, and I came south to find Lucida and try to talk to him. Found him here with Byrnolf, tried to get him to try diplomacy, and I guess maybe that sunk in a bit, since he used the flat of his blade. Anyway, that's the gist of it. Hm. One thing, the Second had no idea there was a spirit in Lucida, and just now he said that he was fighting alongside whoever was using, or maybe is in, Ultima way back in the day, which is why he's searching for them so hard. I don't think he remembers much else aside from that either, so probably just going off the strongest memory he has.
I should be writing this down, third or so time I've told someone all this."
Tara listens quietly, taking in the information.
"Hmm... Well, I think my course of action will be to head to Vranhal and meet this Lord Elizabeth. And probably to get something to eat as well..."
You feel hungry, probably because you haven’t eaten day or so and you made your metabolism work harder.
Tara: ”The lord is the one who sent for me, so I’ll be paying her a visit.”
Byrnolf: ”Oh, that reminds me. Now that you’re here John, I got in trouble for covering you and your friends’ rear-ends the other day. Apparently you guys got involved with Caelum after I said you weren’t, so that didn’t make me look good, but I guess that’s to be expected for trying to help out some total strangers, and from the looks of it, you’re deeply involved in the Lucida situation, so what’s going on with you and the others exactly?”
John gets suspicious looks from both Tara and Kark, while the lupus who seemed to have been involved in the fight with Lucida seems to be interested in what’s going on as well. ____________________
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)
-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)
-Sixth Sense (Passive) (+3 Magic Evasion) -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)
Skills: -Stabilize (Spend the extra energy to hold still, increasing Aim for the next attack) (+Aim = Stamina) -Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)
Skills: (Magic) -(Pure) --(Light) ---Accelerated Repair (Speed up the body’s natural healing process on a target, clearing conditions) (Turns given = Arcane + Mana)
Last edited by CaveCricket48 on Mon Feb 01, 2016 6:32 am, edited 1 time in total.
Sat Jul 04, 2015 8:30 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Ad Infidium (Roll 149)
"Ah, yes yes. So, when I said that it escaped the Second's containment, my friends may have been the ones behind that. I was at Algus learning some magic from a Dark Mage at the time, so most of this is second hand, but... They apparently heard that someone was looking for a Nullifier while in Imum, and being a bunch of good natured people they decided to help, not really knowing what a "Caelum" is. This memory loss nonsense really is a pain. Anyway, not sure if you knew, but the one that group you called off was going to haul away, he was a Nullifier, lucky him. So, they all go to Esthen, Kleigg introduced himself, and they give him a few hours of training then say "You're ready to handle Lucida". He was not ready to handle Lucida. After that it picks up with what I told you before. Apparently the one behind the whole idiocy was acting against Caelum's leadership, and ended up in some serious hot water for it. I truly am sorry we got you in trouble for it. For what it's worth, we'd barely heard of Caelum before we left Mead, so your assistance was not misplaced. The group just tends to help whoever asks until they prove themselves undeserving of help, which seems like what we're doing now in assisting with the Lucida situation."
Sat Jul 04, 2015 3:10 pm
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Ad Infidium (Roll 149)
> Walk inside, look for a tavern of sorts.
Sat Jul 04, 2015 10:10 pm
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Ad Infidium (Roll 149)
> Travel to Vranhal. If I see a strange creature in a Gazebo, have a meal with him.
Sun Jul 05, 2015 12:57 am
Amazigh
Data Realms Elite
Joined: Sun Feb 24, 2008 2:10 am Posts: 1531 Location: Ye Olde England
Re: Ad Infidium (Roll 149)
"Dunno, guess we'll have t' find out." >Look around for a place to get food, see if fruit/etc is available.
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