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 Roll to Dodge - Fantasy 
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Post Re: Roll to Dodge - Fantasy
>Attempt to formshift into a wave of sound and repeatedly echo within myself within the confines of my prison, using Energy II to pull power from the void and build up into a high-pitched shockwave of the kind that would shatter glass.


Last edited by TheKebbit on Mon Mar 10, 2014 4:04 am, edited 2 times in total.



Sat Mar 08, 2014 7:22 pm
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Post Re: Roll to Dodge - Fantasy
Map is up, just saying to refresh the thread.


Sun Mar 09, 2014 12:50 am
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Post Re: Roll to Dodge - Fantasy
Amelia Oaks wrote:
"Rescue team? You could say that."

> Check room for guards and see if my abilities are still usable.

The man smiles at your answer. He's clearly quite old, his hair has greyed and he is quite wrinkled, definitely in his fifties or so. What makes you wonder is why you have your armour and he doesn't. He only has his tabard and his trousers while you and your comrades still have your full suits of armour. You look around and see no guards inside the prison, though it is likely there are a few outside. You and the others are held within the prison cell aside from the Wraith, who is held in a complex looking shield on the other side of the room, the golem in a much simpler one next to it. All of the weapons are stacked together on the floor and shielded, they seem to be either pulling power from the shield outside your cell.

Otherwise, the room is quite simple. The cell bars look to be made of iron, the floor is masonry made from white rocks and the door lock itself is absurdly simple that you could probably simply smash it apart with a mace. Of course, the shield outside is the main defense. The old paladin says, "They stole my armour and probably sold it to a dwarven scrap merchant by now. I think I've got an idea on how to bust us out, though. They usually come in after new arrivals arrive to take weapons and armour. Last time they came in it was with three goons."

Isariaz walks over and asks, "What's the plan?"

The paladin gives him a funny look and asks, "Hey...Aren't you that guy who was around Warhome?" Isariaz shakes his head, "Nope. That was my cousin." The paladin looks at him suspiciously and nods, glancing at his tabard. "Right...Well, we're all prisoners here anyway. When those three guards come, we might be able to overpower them." Isariaz says, an alternate option, "I've got a better plan. Amras and Amboss can teleport, right?"

He gives a cunning smile and says, "When they come in, get them to follow my lead, we'll take care of the guards."
Orange wrote:
" ..That was worth it... [Rollover, stretch, whatever] Flame, you there? I need you to do two things: What the hell is channeling, and can I redeploy you outside of the cell. "
Look towards Amelia, and sheepishly flush recalling how we got in here. Lord knows how much you practiced how to escort as a dancer, but you never really realised your strength in restraining people.
" I must admit, I was a bit distracted learning about hell, but it seems we can go about infiltration with less notice. "


You smile as you climb in up off the floor and you speak to the voices in your head only to notice that the decoy has vanished and that the Shadow is there, too, though Fire remains silent, perhaps still thinking about what it said earlier. The Shadow speaks as though it is wounded, First dice they threw was a knockout bomb. Second was an anti-magic one. I'll be alright, just got blown back into your mind is all.

Looks like we've got ourselves into a hell of a mess.
You look over to Amelia and she frowns at you. I'm pretty sure if we weren't holding her arms over our shoulders and ours on her's she probably could've chopped that guy down...

Anyway, channeling lets you fiddle with magic that already exists in the area around you. It's pretty chaotic stuff most of the time and you can't add more magic to a place where there is none. See that shield out there? Maybe if you practiced a bit earlier you might've been able to warp the shield.
Shadow groans and says, The good news is, we're past the defenses and I don't see any guards out there. They are assuming we're helpless.
Bitter Pill wrote:
>Attempt to formshift into a wave of sound and repeatedly echo within myself within the confines of my prison, using Energy II to pull power from the void and build up into a high-pitched shockwave of the kind that would shatter glass.

You switch your form into that of a soundwave. It is an extraordinary experience, your entire form made up of vibrations. Your connection to the ethereal plane is being dampened by the shield, but it's enough to allow you to power the form shift without risk. Or so you hope, anyway.

You throw yourself into the shield while drawing power to intensify the form. The shield is strong, six runes powering it in contrast to the two keeping the golem inert. When you hit the shield, it siphons off some of your intensified power and you find yourself back to square one, except the shield is stronger. Hmmm. The energy has to go somewhere, surely?

You draw more power and once again hit the shield. It takes the power again, once more strengthening the shield. You wonder if that happens every time? You draw more power from the infinite energy source that is the ethereal plane, and repeat the process three times. The shield grows in intensity and brightness. Reverting to your normal form, you notice that the shield runes are buzzing and vibrating slightly, overcharged by your collision. An idea to break your prison comes to mind. If you kept ramming the shield and drawing power, you could potentially overwhelm the shield's ability to store energy and possibly cause it to fail.

The party hears the tap of footsteps outside the door...


Mon Mar 10, 2014 4:49 am
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Post Re: Roll to Dodge - Fantasy
> Look out the cell at approaching person. Also look for tiny golem.
"Ah don' think this fully conforms to proper treatment of guests."

I'mma name the tiny one Snapper, cause tin is Sn.


Mon Mar 10, 2014 5:01 am
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Post Re: Roll to Dodge - Fantasy
It seems Caek doesn't know that you can hold someone's arm by simply locking elbows, or let alone holding them.

" Who is to say I can't practice now? Our weapons seem to be bound to the floor. I'm sorry about that, but I must inform you, my doppelganger apparently was a paladin, circumstance has told me some interesting details. We can speak about this later. "
It should go with saying, but I feel particularly interested in this channeling nonsense. The map shows that there are some magically binded weapons in our cell, lets see what a complete novice can do about that.

" They seem to have anti-magic, but I'm not sure they see us as a threat, yet. Also, you can tell that I don't know what, pray tell, is channel-able. Between the outpost, dragons, and this, I'm not sure I can learn the basics as is. "


Mon Mar 10, 2014 5:03 am
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Foa wrote:
It seems Caek doesn't know that you can hold someone's arm by simply locking elbows, or let alone holding them.

I thought you wanted your character to hold Amelia's arms over your shoulders, crime boss style, not pulling her by the arms and running down the damn stairs or something. If I might make a suggestion, it'd help to be clearer on those kind of things next time.

So yeah, sorry about that.
Foa wrote:
" Who is to say I can't practice now? Our weapons seem to be bound to the floor. I'm sorry about that, but I must inform you, my doppelganger apparently was a paladin, circumstance has told me some interesting details. We can speak about this later. "
It should go with saying, but I feel particularly interested in this channeling nonsense. The map shows that there are some magically binded weapons in our cell, lets see what a complete novice can do about that.

" They seem to have anti-magic, but I'm not sure they see us as a threat, yet. Also, you can tell that I don't know what, pray tell, is channel-able. Between the outpost, dragons, and this, I'm not sure I can learn the basics as is. "

Action? That just seems like dialog for the most part. I take it you want to talk to the demons and practice channeling. Also, your decoy wasn't a paladin, it was a magical creation. That's why the second bomb took out your decoy. It's the one that pretty much knocked out Bitter Pill, too.

Stuff you can channel? Well, the lighting for one. Notice how white it is? There's no wire so it isn't electric and it's not a fire, either. No, it's magic lighting. You could probably throw it in someone's face.

As for Fire, she's a crusader, not a paladin. Paladin's have holy abilities and all that, crusaders are just regular fighters who are really religious.


Mon Mar 10, 2014 5:59 am
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Post Re: Roll to Dodge - Fantasy
But, escorts simply hold the elbow. I think you are thinking of people holding back someone's arms for a crime boss.

" Thank you, Shadow. Now, do you have something to do to bide the time? I'm not sure if you are suggesting I can't do something about the weapons, or what. "
Play with the lights, or play with the weapons, hmmm.

> Whatever, snag the lights, the weapons are afterwards. Get ready to throw the ceiling light like a flashbang.

" Where's Flame? "


Mon Mar 10, 2014 6:56 am
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Post Re: Roll to Dodge - Fantasy
Watch for the people coming in. Be silent for now, wait until the trio take out the guards.


Mon Mar 10, 2014 1:50 pm
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>Proceed with energy accumulation process but at a marginally slower rate, biding my time to detonate the shield crystals when our jailers are nearby - unless their number includes Urishnipal.

I'm assuming the shield bubble contains sound.


Mon Mar 10, 2014 7:40 pm
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I would like to touch the shield, but you seem to got it.
I'd like to touch the shields on the weapons though.


Mon Mar 10, 2014 8:27 pm
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Post Re: Roll to Dodge - Fantasy
I'm going with Isariaz's plan. Sounds like a good one. Also sounds like whatever I was planning in the first place.


Tue Mar 11, 2014 12:05 am
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Post Re: Roll to Dodge - Fantasy
Save the light, or safety bang?


Tue Mar 11, 2014 1:05 am
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Post Re: Roll to Dodge - Fantasy
> Wait for the trio to take out the guards. If the shield goes down, grab my mace and smash the prison cell lock and help disable any remaining guards.


Thu Mar 13, 2014 1:55 am
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Post Re: Roll to Dodge - Fantasy
And we are rolling! Good numbers, too.

Pre-Roll Events!
Isariaz turns to Amras and Amboss and says with a cunning smile, "Stand by the sides of the door, not leaning on the bars but close enough that you can grab someone if they step through. Then just watch me and do what I do, alright?"

They both nod in acknowledgement and stand by the edge of the door, facing each other as though they were having a conversation. Paladin Autumn leans on the wall to watch. "This is going to be good."

In the main prison hall, three people step through. One is wearing a robe and has a bag of die, wearing a mask with three dots in a diagonal on the forehead. The second is a woman, wearing leather armour and carrying an iron spear in one hand and a shield in the other, the third being that swordsman from earlier. They walk towards the prison cell in single file, the dice wizard in the front. He picks up and moves one of the shield runes, shutting down and turning off the exterior shield completely. Then he opens the door after looking over the party for a while. The two guards step through behind him, taking up positions besides the door. Then he turns and closes the door. The swordsman grins at Isariaz as though he had won a bet.

The mage looked as though they were about to say something, but they realize something is very, very wrong.

Isariaz smiles at the mage in the centre. Then things get hectic.

Maart3n/Amras Culnámo
[5] You stand at the side watching as they enter the room. You had a rough idea of what Isariaz wants you to do, though you make sure to follow what he is doing. He smiles at the mage in the middle and for a brief moment, there is a flash of light. You, Isariaz and Amboss jump into action. He shouts, "Grab them and teleport next to the wall!"

Isariaz kicks the leader, the mage, between the legs with a blood chilling crunch. The mage screams in agony, keeling over to the ground. Isariaz grabs the fallen mage by the shoulders and teleports away, the man still screaming.

Oh, that's just mean. You grab the swordsman and say, "Not so tough now.", he groans senselessly in response seconds before you teleport away.

Continued in Roll Events!

Race : Elf
Factions
Sikhari Elves,
Inventory
Clothes - Equipped.
2 bags of health potions.
Leather Armour - Equipped, blocks 4 to 6 damage.
Dagger - Equipped, 1 to 4 damage.
Traits
Polearm I - Polearms are a special type of weapon in that they allow you to hit enemies from a further distance than regular ones, thanks to the benefit of a long shaft. Polearm I means that you are capable of wielding the weapon properly and thus take no penalties to weapon usage. In addition, using a polearm to thrust with will reduce the armour rating of a foe wearing heavy armour by the damage of the weapon. This applies only to your attacks.
Blade Dancing I - Ignore an enemy's shield when attacking. This ability is toggled on and off. Excessive use in long bursts can result in fatigue. With time, you'll get used to the excessive demands required of it and the fatigue penalty will lessen.
Conjuration Magic II - You can summon an assortment of items. They'll remain stable for a few minutes tops, but are still as powerful as their predecessors.
Conjuration Rebind - An item you have conjured can be passed safely to someone else without the item dematerializing.
Abilities
Summon Weapon II - You can summon a weapon at any time you need. They won't be too deadly, but they'll get the job done. They'll last a minute or two.
Summon Armour II - If needed, you can summon weak armour which'll last only a few minutes. This can make a good pre-combat action to ready yourself for a fight.
Summon NPC II - Sometimes you just need a distraction. You can conjure a weak creature to fight at your side for a little while. In the heat of battle, having someone else for an enemy to focus on could be a life saver.
Conjure Duplicate I - You can conjure a simple copy of yourself. They have a fairly bad facial structure, a poor copy, but they can pass for you in low light or in the midst of a fight. They can't do much, more like a mannequin than a person.
Conjure Barricade I - If you need to, you can summon a physical barricade in front of you to stop enemies from passing a path. The barricade is weak but'll last for a minute or two, enough time to make a getaway or to prepare for a fight.
Teleportation I - Allows the player to to teleport across the battlefield. Range is limited by the individuals own skill in teleportation. Causes teleportation fatigue after excessive use.
Stats
Health : Good

Kebbit/Bitter Pill the Observing
[4] You watch as the three guards enter the room. You don't see any dwarves, but the mage might be an elf by the look of it. No matter. You build up a tremendous charge of energy in your core and watch as the Axin, Orange, channels the magical lighting to flood their eyes, blinding them completely. Amras, Amboss and the Untested grab a separate person and teleport away as you throw all the energy into the shield, a thin beam of pure energy from the Ethereal realm. With no where left to store the energy in the runes, the shield starts arcing, the energy jumping to the nearest runes and overcharging them, too. But it can't reach across the room.

What happens when they are all overcharged?

Your answer comes swiftly as a rolling cascade. The first rune blows, most of it disintegrating into a formless dust but the larger fragments hurtle towards the shielded prison cell, punching through the one way shield and stopping dead in the bars. But the energy stored in the destroyed rune jumps to the others. The overload spreads, blowing out each and every rune around you before jumping to the one's stopping the golem. There is a flash as your rune prison collapses followed by another as the shield around the golem fails, too. You float freely, your connection to the Ethereal plane fully restored. You hope never again to be shackled, for there is no greater torture to one who must explore.

Observer II gained!
Observer Projection II gained!
Observer Mindbreak II gained!
Intangibility gained!

Race : Wraith
Factions
Observers,
Knowledge
Sound II - The knowledge of what sound is. At Sound II, you are now capable of rough communication. You are no poet, but you can talk and understand what the others are trying to say if they speak simply.
Energy II - The entire world is comprised of energy. Some theorize even matter is energy. By tapping into the non-corporeal plane, you have infinite energy at your beck and call. You simply have to bring it into existence by using your body as a mobile fissure. By studying the transformation of energies and how energy can be generated, you have gained a more intimate knowledge of what energy is. You can now shape the bolts of energy accordingly, allowing you to project other known things.
Chemistry I - Chemistry is simply the knowledge of what the world is made out of. You can create elements that you know of and project them in a way you desire. Temperatures can be controlled via your other knowledge, otherwise they'll materialize at the temperature of the area around you.
Biological I - The biologicals around you appear to be powered by chemical reactions. They are "alive", whatever that means, but you know that they appear to be capable of thought. They are comprised of chemical components, just like everything else, very different from yourself. You have a basic understanding that they are alive, now being able to differentiate a tree from a rock, or a person from a table. Additional knowledge will allow you to apply your knowledge properly on biologicals, such as healing them.
Physics I - The understanding of the physical world that everything else is inside. The laws of physics come under this. While you are not capable of breaking or even bending the laws themselves, you can manipulate the local physical space around you thanks to your non corporeal nature. You can now teleport short distances.
Traits
Observer II - You are an Observer, a Wraith in the physical plane. You are noncorporeal and lack a physical form in the traditional sense. But you can still be harmed. You gain power and size by learning of new things. Explore the world, read books and more to gain more power. You can create the things you learn, but some things can only be learned by a greater Observer. You have grown wiser and with that knowledge, larger. Because you are now larger, you can put more energy down when attacking or using your abilities.
Form Shifting I - Whereas conjurers create items, you become them. Your power is not increased by the transition, it is just represented differently. You can hold the shifted form indefinitely, but the quality of your transition will increase as you gain power, as well as by practice.
Abilities
Become Weapon I - If desired, you can become a weapon that other people can use. At your current strength, you are quite weak but it would still be better than fighting bare handed. As your size and skill increases, so will the power of your weapon form.
Become Armour I - When you become armour, the armour is truly alive. Do not fear, though, if the armour is struck you won't take damage, instead, the stability of your armour form will decrease. For now, your armour is weak, but you can cover the entire body of a person by spreading out.
Formshift I - Whenever you want, you can turn into anything you have learnt. The power of that form is linked to your own power. Only with practice and growth will you become truly great.
Observer Projection II - Once you have learnt something, you can create it as needed. The quantity and quality of these projections have increased, though they are still rather weak they are more effective. Your creation has
Observer Mindbreak II - By forcing yourself onto the senses of a sentient being, you can show them flashes of the true forms of things you have learnt. As you learn more things, your ability to break minds will only improve.
Intangibility - As a Wraith, already you cannot be harmed by a normal weapon. You are slightly out of phase with the regular universe, thanks to not being of it. Of course, when you attack you phase shift towards it allowing your projectiles to hit a physical object. But a clever mage can hit you and destabilize your core, pushing you out of the physical realm. It wouldn't take much to do so, sadly, but you can, if you know an attack is coming, push yourself even more out of phase, sinking between the Material and Ethereal planes and rendering you invulnerable. There is no cooldown on this ability, as it is easy and simple to use, but you cannot take other people or objects with you.
Stats
Integrity - Good

TorrentHKU/Amboss Symphonian
[6] You wait by the side of the door, whistling a cheery tune while waiting, looking out to see if the little golem is around. You can't see him, no doubt they are probably using the poor thing as a boss in some dungeon crawler. You shudder at the thought. What if they are melting him down? Or worse?

You promise to get some payback for taking your Snapper away from you. Isariaz shouts at the top of his voice, "Grab them and teleport next to the wall!", then he kicked the mage in the goolies with a horrific crunch. You smile as the mage lets out a terrible scream before Isariaz teleports away. You turn to face your target so you can do your part in the prison break. The woman is disorientated, confused and completely defenseless, the perfect time to strike. You grab her knees and pull, dragging her to the ground with a thud and then you teleport away, holding her as you do so.

Continued in Roll Events!

Race : Dwarf
Factions
The Deeplands,
Inventory
Clothes, - Equipped
300 year old Skori Spiced Wine. It's instructions say to shake well after opening, then to heat it to a comfortable level to give the spice more kick. It's not opened.
Axe - Equipped. 6 to 8 damage.
Leather Armour - Equipped. Blocks 4 to 6 damage.
Golems
Pubber the Lead Golem - Status : Intact, Quality : Average, Attack power - 6 to 12.
Micro-Lead Golem I - Status : Intact, Quality : Good, Attack power - 1 to 3, capable of lock picking and other small tool tasks.
Traits
Affinity for Machinery II - All dwarves have the ability to glance at a machine and guess how it works. But some are more gifted at it than others. Your natural affinity for machinery means that you can dismantle and recreate objects that you have seen. You now have the ability to dismantle fairly complex machines, like catapults or crossbows and learn how they work. In addition, more spare parts will be yielded from dismantling an object.
Golemworks II - Creating a golem, a living machine, is a difficult task. Only few are capable, and fewer still are truly great at it. You can produce golems of a variety of sizes, from as big as a man to as small as a cup and they'll be generally better. In addition, you can create items suitable for their usage.
Abilities
Create Golem II - With the proper resources at hand as well as the proper tools and with your expertise, you can create a golem. All you need is the materials and a half decent forge. They are starting to become more detailed. While they can look around and move quite well, if rigidly, they are still fairly weak by golem standards.
Create/Dismantle machine II - When glancing at an object, it can be quite clear how that object came into existence. A few screw holes here, a weld there all tell the story of how an object came to be. It also says how an object can be taken apart. You can now create copies of machines from what you know and they are less likely to have any technical faults.
Knowledge Sharing I - Sometimes you can just describe a machine to someone and they'll understand how it works. If you know what a machine does, you can describe how it works to anyone at the same knowledge level as you and they'll be able to create one. You can craft an item at the same time, and the other person can learn and craft at the same time as well.
Create Golem Item I - Golems have different needs when it comes to equipment than normal people. They are far stronger and thus can carry more weight, but are typically less dextrous, so things that require fine movement typically fall flat when used by a regular Golem, in addition to ergonomic issues brought about by metallic appendages.
Teleportation I - Allows the player to to teleport across the battlefield. Range is limited by the individuals own skill in teleportation. Causes teleportation fatigue after excessive use.
Stats
Health : Good,
Teleport Fatigue I : Attack and Defence down 10%


CaveCricket48/Paladin Amelia Oaks
[4] You stand back, watching. Isariaz yells, "Grab them and teleport next to the wall!", then he smashed the mage's family jewels with a kick while wearing his steel boots. You run forward towards the shielded pile of weapons on the floor. When the Wraith, Bitter Pill, overloads his rune prison the explosions shakes the ground, destabilizing the runes holding the weapons for just a few seconds. But a few seconds is all you need, and you grab the mace and pull it through the shield before it comes back up. You run towards the door and swing your mace with all your strength, smashing the weak lock. The rune on the other side is out of place and you shove the door open, the way out clear.

Race : Human
Factions
The Kingdom of Terris,
The Order of Paladins,
Inventory
Iron Shield +5 armour protection, - equipped!
Iron Chainmail Armour - 12 to 24 armour protection, - equipped!
Iron Chainmail Coif - 2 to 5 armour protection, - equipped, providing head blow stun protection.
Iron Chainmail Chausses - 3 to 5 - equipped, providing immunity to kneecap strikes.
Iron Chainmail Gloves - 3 to 5 - equipped, providing immunity to hand decapitation.
Clothes - Equipped
Paladin Surcoat - Equipped.
Bag of Health Potions - 3 in the bag. Each potion reduces damage status by four.
Iron Mace - 8 to 18 damage, bonus against chainmail wielders.
Iron Spear - 6 to 22 damage, bonus against heavy armour wielders.
Iron Longsword - 14 to 20 damage.
Traits
Robust I - Humans are famed across the world for their sheer survivability. Blows that would stop other species dead in their tracks will in most cases only cripple a human. All damage taken is down by one, in addition to above average injury healing and partial immunity to instant kill attacks. To improve this trait, you must train your body by being hurt.
Holy Reading II - The Order of the Paladin's has always taught the ancient art of Holy Reading, the ability to see into other people's thoughts so as to find out the truth behind their words. For those without practice, however, the thoughts can be clouded and in some cases, they can resist the reading altogether. You've gotten better at it now and can do two mind reads a turn.
Dragonsgrip I - You can wield a light two-handed weapon and a regular shield. With practice, you can enhance this to the point where you can wield a full tower shield and a heavy two handed weapon without issue. For now, though, you must practice with this to get the strength and coordination to do so.
Abilities
Holy Reading I - Some may question the offensive usage of Holy Reading. After all, how is reading a person's mind useful in a fight? The answer is that it allows you to know what their next action will be before they do it. An early warning you can pass onto your team mates, for instance.

Offendo/Ashurbanipal III DM NOTE : You gave me a bloody minor action so I upgraded it to a full one.
[5] You stand back in the corner, watching. Isariaz shouts, as though he was on a battlefield, "Grab them and teleport next to the wall!" You watch as he swings his leg backwards then forwards, the steel plated foot connecting with the mage's goolies.

Predictably, the mage screams and falls to the ground crying. Isariaz grabs his back and teleports away. The Wraith brings down it's prison shield with what looks to be some kind of electrical storm and the Paladin smashes her way through the door with a Mace. All in all, things look like they are going really, really well. You run over to the pile of shielded weapons.

There's got to be a way in there. You generate a decoy and see if he can't reach inside. He forces his hand through the shield even though you can hear the crackling as it burns away the decoy's arm. It grabs the shield rune and hurls it towards the wall before disintegrating, the damage too much. But the main pile of weapons is reachable for all!

Race : Dwarf
Factions
Glinrock Mountain
Inventory
Clothes - Equipped
Glasses - Equipped
Axe - 6 to 8 damage,
Good Steel Axe, 12 to 20 damage, equipped!
Leather armor - blocks 4 to 6 damage,
Weapons Maintenance Kit - Allows you to repair weapons.
Traits
Affinity for Machinery I - All dwarves have the ability to glance at a machine and guess how it works. But some are more gifted at it than others. Your natural affinity for machinery means that you can dismantle and recreate objects that you have seen. Of course, practice makes perfect and this is no exception.
Smithing Excellence I - You have started on the long path of excellence that is metal working. You can already craft Common gear like a professional and never have to worry about a Poor piece of work. Indeed, you can create strong weapons and armour with suitable material, as well as repairing anything Uncommon or below!
Abilities
Create/Dismantle machine I - When glancing at an object, it can be quite clear how that object came into existence. A few screw holes here, a weld there all tell the story of how an object came to be. It also says how an object can be taken apart. As you practice dismantling objects, you'll get more usable parts from the dismantled ones and the created ones will be better.
Repair item I - With time, things break or wear down. Swords aren't as sharp as they used to be, armor plates become loose or other problems. With some care, it is possible to repair items in the field with simple tools. In the case of a Poor item, it is upgraded back to Normal quality. Other items when repaired will stop any quality decay.
Create Item I - The functional side of Smithing Excellence allows you to create an item if you have the materials and the tools available. As with all other things, practice makes perfect and with time you'll be able to produce truly legendary weapons and armour.
Decoy I - You can create one decoy and keep them stable indefinitely. They are completely incapable of battle, though they can talk and are generally useful for distractions and risky situations.
Stats
Health : Good,

Foa/Orange the Deftdancer
[6] You focus on the light. You realize now you can sense it's magic, a tingling sensation at the back of your head. You can feel the light moving through the air, created not by fire or the sun or any other way, simply generated by magic. You look at the light, staring at it, commanding it to do your bidding as the three come through the door. You stare into the light. There is an orb of magic in it's heart, undifferentiated, disconnected from it's creator and given the sole task of being a light.

Mentally, you reach out and snatch it. The orb flickers for a brief moment. The mage in front seems to realize what you are doing but it is already too late. In an instant you bend the light towards the eyes of not only the mage, his accomplices, too. Their armour doesn't help them as the light shines directly into their eyes as though they held the orb to their face. You force it to flash thousands of different colours, your party members completely unaware of what you are doing.

A scream breaks your concentration, a cold chill spreading across your body as the orb snaps back to it's normal functions.

Race : Axin
Factions
Skaxin
Inventory
Clothes - Equipped,
Leather Armour - Equipped, blocks damage 4 to 6,
12 Javelins - Equipped, damage is 1 to 12 when thrown. 2 to 6 when in melee.
Traits
Mage Caste I - The caste system of the Axin is a key defining feature of their society, and you are a member of the Mage Caste. You have the natural ability to channel magical energies freely. Where as the Warriors and Hunters might be bigger, you are small, but with the ability to cast spells, just as deadly. The Mage caste tend to have small bodies and be lightly armoured, but are well suited to fighting from the rear of the party. The caste system cripples any physical development past the constraints of your caste, but each caste member comes fairly well developed. No one knows how a caste member develops... Except you, a member of that caste.
Channeling I - Whereas the other magical races create new energies, you use what is already there. At the roots of it all, every object is slightly magical. By channeling the existing magic power of an object, you can wield their power to smite your foes. For example, a humble torch on the wall of a castle is magical, but only very faintly. With it's power channeled, it can become a roaring blaze to turn your adversaries to ashes. Practice this ability well and be prepared for changing situations.
Pacts I - Be cautious, for the Pacts are truly dangerous. No one knows how the Axin learnt of them, but a few whisper of demonic sorcery and blood magic. You have the unique ability of creating one of these pacts and reaping the rewards. But remember, each pact comes with a price. Pacts are passive buffs. Accepting the pact means accepting the potential consequences of your actions. The pacts are a ladder, but how deep does the ladder go? All pacts are permanent - once you seal a deal you can not back out.
Acrobatic I - Describing an Axin as acrobatic is something of a mistake, but it's the only word we have in our language for the physical feats that a Axin is capable of. At this level, you can walk on walls and stay on them. Ceilings however, are just out of your reach. You can sprint at a high speed for a long time and can climb steep cliffs.
Abilities
Channeling II - You can take the inherent magical power of the land around you and coerce it into doing your bidding. Simply put, you can get the world to do your bidding. Your power has grown, though only a little. Affecting Rune Magic is difficult, but the other kinds are well within your power. But even then, getting them to listen is hard and requires an immense amount of concentration and the results might not always be fantastic. But still, it is progress!
Form Toggle - You can switch in and out of your humanoid form at any time you want. There is no cool down or other things associated with this ability.
Decoy I - You can create one decoy and keep them stable indefinitely. They are completely incapable of battle, though they can talk and are generally useful for distractions and risky situations.
Pacts
Pact of Blood - By sealing this pact, you gain the ability to take the life force of an enemy and redirect it to your team-mates or yourself whenever you deal damage. The price for this isn't inflicted on you, but on the people you harm who forever lose a part of themselves for all eternity.
Pact of Steel - If you seal this pact, you can with but a touch warp the items of those around you, or direct the curse from a distance. These items are a dark mirror of their normal version. Who knows what might happen when used? Those who wield this dark equipment will themselves start to warp with time, for good or ill. You have sealed this pact.
Pact of War - The Pact of War is the Pact of Steel on a large scale and more powerful. By further warping the items already cursed by the Pact of Steel, you can push their power even further beyond, at the price of the wielders sanity.
Pact of Fire - For but a single drop of blood, you can sign the Pact of Fire. You will receive the ability to hurl dark flames at will, allowing you to destroy enemies. This ability will gain power as you learn how to harness it's demonic might.
Pact of Imbuement - Pact of Steel's counterpart - by giving the soul of someone you have killed over to demons, you gain the permanent ability to imbue items with demonic power. Unlike the Pact of Steel, they won't drive their user insane, but they will take their toll on the ones who they hit. Base level imbuement is Daemonic Fire, which will increase the damage of a weapon by one quarter.
Stats
Health - Good,

Party NPCs!

Herald Isariaz the Untested
[5] You smile at the mage as he starts to panic. In an instant the mage's pupils widen and he seems completely confused. You take the opportunity and exploit the mages stance and pull your left leg back and shout to your new found comrades in arms, "Grab them and teleport next to the wall!" so that they'd know what to do.

You swing your leg forward and feel the bones shake in your feet. If it wasn't for the boots you'd have broken your toes.

The mage didn't have any such protection and drops to the ground, clutching his jewels and screaming in agony. You stand atop of him, grab his arms and jump in the air slightly before teleporting away.

Race : Human
Inventory
Draconic Longsword : A well decorated blade, inscribed with images of Alaris and other dragons on everything below the crossguard. Attacks with this finely crafted weapon can go from 20 to 30.
Steel Shield : Shield provides an additional 10 protection. Damaged, protection reduced to 7 of 10.
Horned Steel Helmet : 3 to 7.
Steel Greaves : 4 to 9, provides immunity to kneecap strikes.
Heavy Chainmail Suit : 16 to 28 - Lightly damaged, protection reduced by 15%! Effective protection : 13 to 23.
Alaris Tabard : No protection given, but allows faction recognition.
Traits
Swordsman V - Damage with swords increased by 50%.
Abilities
Teleportation II - Allows the player to to teleport across the battlefield. Range is limited by the individuals own skill in teleportation. Causes teleportation fatigue after excessive use.
Adrenaline Overdrive - Allows the player to make three actions simultaneously. This ability is tied to a number of circumstances. If the human being is under attack by a large number of enemies, the ability can be triggered. It can also be triggered if the human has been heavily wounded or if they are fighting a powerful enemy.
Stats
Health - Good

Alaris Connection - Normal : All Alaris faction abilities work normally.

Game Events
The three men rematerialize next to the back wall. When the party looks over they see that the remains of the three guards, materialized into the wall, their bodies fused with the masonry. There is the swordsman's face, frozen in agony, the wall beginning at his neck and hands, the woman's legs, all that remains of her.

And of course, the mage. Rather than teleporting him into the wall, Isariaz teleported in such a way as to bury him in the floor, giving the ground a masked head and a pair of arms.

Teleporters gain 3 levels of Teleportation Fatigue from teleporting more than one person.

Game Maps
Coming soon!


Last edited by caekdaemon on Sat Mar 15, 2014 6:24 pm, edited 1 time in total.



Thu Mar 13, 2014 4:07 am
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Post Re: Roll to Dodge - Fantasy
"Phew.
Now where the hell is my Snapper.
Pubber, up and at em, we're going to find yer brother!"
> Take mask from cultist in the floor. Use Pubber if I have to.


Thu Mar 13, 2014 4:24 am
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