Update 56:
Squacks the Carrion Bird - (Devastator)
Oh dear, that's a lot of them.
Also.. fire, ice, and lightning. I don't see water. And that's a lot of water down there.
And they're looking for a huge griffin thing, not a bird. So lets see just how tough they are.
Cast spell resistance. Flee.
..That is, feint. Fly below them, at top speed, like I'm running. Then turn around and attack the big one. Use [infighting], to try and stick to its back, and aim for the wing roots. I want this elemental insect in the drink.
Squack casts Spell Resistance (-4MP)Infighting set to OffensiveFeint: [2] -Failure-
[Squack: Diamond Claws (First Strike)]
Squacks STR: 3
> Skill: Aerobatic Flyer (4)
> Other: Diamond Claws (+4 AL)
Trielemental Elemanoptera CON: 1
> Skill: Intermediate Flyer (3)
> Situation: None
> Other: Reactive Chitin (+1AR)
Attack Die: 1d16
Attack Level: 5=1+4
Defence Die: 1d12
Armor Level: 1
Attribute Difference (STR vs CON): 2
Final Attack Level: 6=5+2-1 (2d8)
Attack Roll: 12=[6]+4
Defender Roll: 8=[5]+3
[Successful Attack]
Damage (2d8): [12]
Diamond Claws: [1] -Critical Failure-
Infighter (1d16 vs 1d12): [7] vs [3]
[Medium Disadvantage applied to target]
[Tri: Frost Mandibles (Intermediate Innate / -4MP)]
Tri POW: 3
> Skill: Intermediate Flyer (3)
> Situation: Medium Disadvantage (-2)
> Other: Frost Mandibles (+4 AL)
Squacks RES: 1+2 (from Spell Resistance)
> Skill: Aerobatic Flyer (4)
> Situation: None
> Other: None
Attack Die: 1d16
Attack Level: 5=1+4
Defence Die: 1d16
Armor Level: 0
Attribute Difference (POW vs RES): 0
Final Attack Level: 6=5 (2d6)
Attack Roll: 15=[14]+1
Defender Roll: 14=[10]+4
[Successful Attack]
Damage (2d6): [10]
[Frost applied: medium Disadvantage to target]
Although your feint attempt was unsuccessful, you closed in with such speed the insects couldn't react in time. With a vicious slash, you crippled the giant insect mobility by striking at the roots of its wings, unfortunately shattering your claws on impact.
Energy gathered and crackled in the mandibles of the Tri-Elemental, causing frost to appear. Even with the wound you had inflicted, its mobility was impressive and it managed to snap at your wings with its frost imbued mandibles, the biting cold spreading across your body.
[Bat-Griffin: Claws]
Bat-Griffin STR: 4
> Skill: Decent Flyer (2)
> Situation: Wounded (-2)
> Other: Claws (+2 AL)
Elemanoptera CON: 0
> Skill: Decent Flyer (2)
> Other: Reactive Chitin (+1AR)
Attack Die: 1d18
Attack Level: 5=1+4
Defence Die: 1d10
Armor Level: 1
Attribute Difference (STR vs CON): 2
Final Attack Level: 6=5+2-1 (2d8)
Attack Roll: 4=[4]
Defender Roll: 6=[4]+2
[Failed Attack]
[Open to Counterattack]
[Reactive Chitin activated: Medium Disadvantage imposed on attacker]
[Elemanoptera: Elemental Bolt (-2MP)]
Elemanoptera POW: 2
> Skill: Decent Flyer (2)
> Other: Elemental Bolt (+2 AL)
Bat-Griffin RES: 0
> Skill: Decent Flyer (2)
> Situation: Wounded (-2) Reactive Chitin (-2)
> Other: Tough Skin (+1AR)
Attack Die: 1d14
Attack Level: 3=1+2
Defence Die: 1d10
Armor Level: 1
Attribute Difference (POW vs RES): 2
Final Attack Level: 4=3+2-1 (2d4)
Elemanoptera#1 Attack Roll: 12=[10]+2
Elemanoptera#2 Attack Roll: 16=[14]+2
Elemanoptera#3 Attack Roll: 13=[11]+2
Defender Roll: 7=[9]-2
[Three Successful Attacks]
Damage total (6d4): [18]
[Frost applied: medium Disadvantage to target]
[Burn applied: damage over time]
[Shock applied: medium Disadvantage to target]
The Bat-Griffin tried to use the minor distraction you had caused by suddenly attacking, targeting one of the three remaining elemental insects. His surprise attack failed miserably as the Fire Insect dodged out of the way, its carapace emiting a burst of energy sending a crippling shock to the Bat-Griffin. Then at once, the three insects fired coordinated bolts of elemental energy on the Bat-Griffin. All three landed squarely leaving your temporarily ally in a terribly state, on the verge of death.
Nearby monsters:
- The Bat-Griffin
Gravely Wounded /
Temporary Ally[HP?-18 MP? STR? CON? POW? RES? INT? IND?]
[Some great winged beast the size of a griffin. Body of a panther, and wings of a bat]
- Elemanoptera Hunting Squad
[Overgrown winged insects with serrated mandibles and countless eyes, whose spiky chitinous body crackled with elemental energy.]
Tri-Elemental Elemanoptera [HP?-12 MP?-4 STR? CON1 POW3 RES? INT? IND?] [Med Dis]
Fire Elemanoptera [HP? MP? STR? CON? POW? RES? INT? IND?]
Ice Elemanoptera [HP? MP? STR? CON? POW? RES? INT? IND?]
Lightning Elemanoptera [HP? MP? STR? CON? POW? RES? INT? IND?]
Your allies:
- Carrion Birds
> Kra, Cinder Vulture
> Dozen of Carrions Birds
- Weak Slimes
HP: 9/17
MP: 13/17
Essence: 10/10
Attributes: [Final] (Base+Training+[Bonus])
STR 3
CON 0
POW -1
RES [3] (1+[2])
INT [ 0] (-1+1)
IND 0
Status:
- Spell Resistance (+2RES)
- Frost (Medium Disadvantage -2)
Traits:
Aerobatic Flyer [Intermediate Skill/Combat]
Diamond Claws [Natural Weapon AL2 vs CON / AL4 First Strike]
Carrion Eater [Innate]
Skills:
Squack [None vs INT]
Infighter [STR vs CON]
Hit and Run [Combat Passive]
Lesser Spell Resistance [Basic Innate Magic]
Spell Resistance+ [Intermediate Innate Magic / 3MP]
Location:
-Delta Chasms - Seaside (South to Anvarde Hills and Savarde Jungle)
Notes:
-Settlement at Exile Island
Caar, the Large Raven - (Crystalizedmire)
The lizard with spikes is probably the most dangerous to eat; the scarab is weirdly coloured, perhaps poisonous. The copper lizard it is.
Peck the copper lizard
The creature you had chosen as a target was called a Rhadasar, a member of a monstrous species who had managed to organize and gather, allowing them to challenge the humans. This one was alone, so it was most likely a stray or an outcast.
[Caar: Peck]
Caar STR: -1
> Skill: Natural Flyer (+2)
> Situation: Light Surprise (+2)
> Other: Peck (+1 AL)
Rhadasar CON: 0
> Skill: None
> Situation: None
> Other: None
Attack Die: 1d8
Attack Level: 2=1+1
Defence Die: 1d10
Armor Level: 0
Attribute Difference (STR vs CON): -1
Final Attack Level: 1=1 (1d4)
Attack Roll: 5=[1]+4
Defender Roll: 4=[4]
[Successful Attack]
Damage: [2]
You pecked the lizard unaware, tearing apart its scaly hide. It growled at you in defiance, the markings on its body glowing curiously.
Nearby creatures:
- Copper Rhadasar (-2HP)
- Some lizard with spikes on its back and on its tail
- Some lone scarab with purplish carapace
HP: 10/10
MP: 10/10
Essence: 0/2
Attributes:
STR -1
CON -1
POW 1
RES 0
INT 1
IND 0
Status:
Traits:
Raven Queen [Innate - INT vs INT]
Flight [Basic/Combat]
Skills:
Wolf Bird [Active - Luck]
Peck [+1AL vs CON]
Location:
-Eastern Vol (West from Fordania and Trisma Forest)
>> Mural, Volan Forteress
Ulkas, the Horned Demon (Sarrak)
”Any hints on what we might expect to find here? Perhaps at least a status of facility? As neither myself or Astrosa see anything off, it might be overly cautious, but by now I have developed a healthy respect for Ancient technologies.”
Send elementals first, just in case. You never know when ancient facility is trapped and/or inhabited by invisible threats.
"I wasn't told the specifics, but we are supposed to be reactivating a military facility. The beacon status seemed similar to the one of Endorfos: facility damaged and in need of direct intervention. But something feels... off."Drone Scouting:
[Easy 6]: [8]
Outcome: [1] -Success-
You sent the little elementals down the pit, having them crawl downward the wall into the darkness. The mental connection started to become slightly more challenging maintain, but you could manage without an issue. They eventually reached the bottom after a good while. It was a flat area with rubbles everywhere, as well as metallic husks of what you recognized as facility guardians. With only the elemental sight, it was hard to determine what exactly had happened to them. There was a single massive gate on the north side of the bottom, this one wide open.
No trace of the beacon, so you had the "drones" continue further. You felt unease and instinctive fear in them, it seems there was a reason no elemental seemed to approach the pit. Some repulsive mechanism, or a hidden danger? You would likely find out soon enough.
The vast passage past the gate was completely dark, showing that the facility was completely inactive and not even in an energy saving state. Suddenly you lost contact with one, then two drones. Then the third and fourth, until you had none left. There was something in there protecting the place, and it had dispatched the elementals too quickly for you to get a view on what. Facility guardian, intruder?
You were still at the edge of the pit, pondering your future actions.
Nearby creatures:
- Something in the facility
HP: 39/39
MP: 63/63
Essence: 0/750
Attributes: [Final] (Base+Training)
STR 0
CON [1] (0+1)
POW 1
RES 0
INT 7
IND 2
Status:
-Healthy: no bonus or malus
-Advanced Mental Protection (Communication with Astrosa and Liel)
Traits:
Demonic Ancestry [Innate]
Poisoned Claws -paralyzing venom- [Natural Weapon +3 AL / 2 vs CON]: Inflicts Paralysis.
Stinger -corrosive acid- [Natural Weapon +3 AL / 2 vs CON]: Inflicts Corrosion.
Advanced Levitation [Innate]
Expansive Mind [Advanced/Innate]
Life Burn [Innate]
Regeneration [Innate/Active]
Mana Regeneration [Innate/Active]
Born Tactician [Innate]
Silver Tongue [Innate]
Hardened Mind [Innate]
Overpowering Mind [Innate]
Highly Developed Brain [Innate]
Mind Targeting [Intermediate/Combat]
Self-Control [Innate]
Empathy [Innate]
Skills:
Extreme Analysis [Combat Active]
Mana Manipulation [Intermediate Skill]
> Violent Mana Absorption [POW vs RES]: absorb MP from other spellcasters.
> Mana Overcharging [Active]: double MP cost to gain a bonus to a spell.
Soul Tinkering [Basic Skill]
Mental Techniques [Advanced Skill]
> Mind Separation [Passive]
> Advanced Mind Field [INT]: Strong Advantage in mental combat.
> Total Control [Passive]: Bonus to mental manipulation.
[Advanced] Innate Translocation Magic
[Advanced] Innate Illusion Magic
[Advanced] Innate Warp Magic
> Warp Rift Creation [Advanced]
Gear:
-Crown of Command [Mental Attacks: +2AL / +4 to Hit / +4AR]: an ancient relic used in the wars of the Yarems, prior to the creation of Typhidna. Grants near absolute mental protection, and enhances the power of mental attacks.
-Xatares Adaptative Suit [Spell Cost Reduction]: a relic suit tailored for pseudo-humanoids. Improve energy and mana expenses, slightly reducing the cost of spells.
-Xatares Mining Armor [+3 Armor]: a relic armor tailored for pseudo-humanoids. Once used in dangerous mining works, it provides exceptionnal protection from physical and magical harm.
-Xatares Shielding Device (Glove) [Combat Active +1 Armor]: a relic device worn like a glove. Activate to project a spherical forcefield that repulses incoming attacks.
Inventory:
-Ashafan Journal about the Taes ruins.
Contents: partial map of the early levels of the Taes complex. Expedition log.
-Xatares Shatterer: Heavy-duty relic tool from a bygone era, used for Ichor/Essence mining. Shatter the target by mean of soul disruption, increasing its effectiveness against targets of lower stages.
-Xatares Collapser: Heavy-duty relic tool from a bygone era, used for Ichor/Essence mining. Crush the target by mean of soul resonance, increasing its effectiveness against targets of higher stages.
Location:
-Dead Sea of Nepkeros (West from Nepkeros)
-> Barren Lone Island
Companion: Astrosa
HP: 63/63
MP: 39/39
Essence: 600/750
Attributes: [Final] (Base+Training+[Bonus])
STR 6
CON 2
POW 0
RES [2] (0+[2])
INT [1] (0+1)
IND 3
Status:
-Healthy: no bonus or malus
Gear:
-Unknown Arma [Adjusting: +2AL]: a living weapon of the ancient world, an Arma. Made to bond with its wielder, it is said wielder and weapon are fated to meet. Enhance and complement the innate abilities of their wielder by adapating to them.
-Xatares Adaptative Suit [Spell Cost Reduction]: a relic suit tailored for pseudo-humanoids. Improve energy and mana expenses, slightly reducing the cost of spells.
-Xatares Mining Armor [+3 Armor]: a relic armor tailored for pseudo-humanoids. Once used in dangerous mining works, it provides exceptionnal protection from physical and magical harm.
-Xatares Shielding Device (Glove) [Combat Active +1 Armor]: a relic device worn like a glove. Activate to project a spherical forcefield that repulses incoming attacks.
Inventory:
-Electrum Bracelet of Magical Protection [+2 Res]: an electrum bracelet that increases magical resistance.
-Xatares Shatterer: Heavy-duty relic tool from a bygone era, used for Ichor/Essence mining. Shatter the target by mean of soul disruption, increasing its effectiveness against targets of lower stages.
-Xatares Collapser: Heavy-duty relic tool from a bygone era, used for Ichor/Essence mining. Crush the target by mean of soul resonance, increasing its effectiveness against targets of higher stages.
Companion: Liel
-Data still pending-
Status:
-Worn [Special]
-Fine
Eximius Res, the Rusty Ring (Hawk132)
"I wish it didn't have to end this way, but you will be remembered, Scorol." Eximius 'looked' at the fallen Champion's weapon - Misery - which he favored so much that he housed his soul within it. "... Let's take it with us. There is no worse fate for a weapon, even damaged, than being left to the elements and forgotten."
After a moment, he adds, "Now let's head home, Prias. This hunting trip was way too damn eventful, I'm tired."
Evolution and home ho!
Name : Eximius Res
Species : Living Weapon -Stage 4-
Appearance : A ring made out of a dark grey, near black material and set with a small multi-colored jewel. Unusual, ancient-looking runes cover its surface, engraved on both the inside and outside, along with shallow silver-gold grooves forming circuit-like patterns surrounding them. The same runes and circuits can be faintly seen on his wielder's ring finger and part of their hand, seemingly tattooed onto the skin.
HP or MP increase : MP
Attributes increased : STR, CON
Traits gained :
Armament Integration - Eximius is able to assimilate other weapons - magical or otherwise exceptional - and, rarely, extraordinary materials and items into himself in order to gradually and permanently strengthen himself. ((Generally, this would mean his Attack Level modifier, but perhaps it could have unusual effects and consequences at times. Your call on the extent of what it does, Nakéen.))
Magic Focus - Eximius serves in a similar capacity as a magus' staff or wand, amplifying magic cast by his user.
Of Warding - Eximius passively shields himself and his host from magical attacks.
Skills gained :
Elemental Aspect - Eximius' mana assumes an elemental quality and covers him - wreathing him in flames, lightning or other elements. While sustaining a given Elemental Aspect, Eximius' Skills within the Mana Manipulation category are naturally affected as well.
Mana Drain - A vicious strike during which Eximius greedily drains away his foe's very mana. The longer he is embedded within the resulting wound, the more he plunders. Should Eximius' reserves be fully refilled or if he didn't require more in the first place, the excess mana that would've been drained will instead violently ignite.
Doppelganger - Eximius may create a corporeal Illusion or suddenly shift a pre-existing one into a physical form. While these Doppelgangers may be weaker than his host, it allows them to fight when outnumbered more effectively, able to ward off or absorb blows that would be otherwise tricky to block and grant them the ability to technically outnumber a singular foe. They can still be used like an Illusion, albeit more convincing, as a Doppelganger is able to affect its environment.
GM: I have combined Armament Integration and Of Slaying into the new trait Armament Integration and Adaptation.Name: Eximius Res
Species: Living Weapon -Stage 4-
Appearance: A ring made out of a dark grey, near black material and set with a small multi-colored jewel. Unusual, ancient-looking runes cover its surface, engraved on both the inside and outside, along with shallow silver-gold grooves forming circuit-like patterns surrounding them. The same runes and circuits can be faintly seen on his wielder's ring finger and part of their hand, seemingly tattooed onto the skin.
Base Attributes:
HP: 29
MP: 29
STR 3
CON 3
POW 1
RES 1
INT -1
IND -1
Traits:
Bonded Weapon [Innate] - Eximius is an ancient magical artifact and gains all the advantages and disadvantages of being such. His very existence is also bonded to his wielder. Aside from his form as a ring, he can also morph into his wielder's preferred melee weapon. They live and die together, unless the wielder expires due to natural causes - in which case Eximius will sooner or later happen upon another wielder due to the powers of fate. If Eximius and his wielder fall, Eximius himself will be found by a new wielder in a few centuries - fate itself twisting the facts to make Eximius continue existing.
>Passive: Since Eximius and his wielder are technically one entity, they supplement each other's stats during rolls.
Of Ambition [Innate] - Eximius intensifies the wielder's inner desires, driving him or her to pursue their ambitions, whether they be things as simple as protecting/slaughtering the weak or something more involved, like gaining control over a kingdom and such.
Of Vigilance [Innate] - Eximius (and by extension, his wielder) is able to detect powerful beings, along with those who have murderous intent towards the wielder.
Regenerating [Innate] - Along with lessening fatigue and improving his user's pain threshold, Eximius now grants them supernaturally fast regeneration.
Inventory <Bag> [Innate] - Eximius has a special dimension inside of him in which items can be stored by simply touching them. They will not degrade due to time and wear and will be kept in the exact same state they were when put inside the space. It is currently the size of a large pouch.
Slaying - [Innate/Combat] After making contact with a foe, Eximius adjusts his material structure to one said foe is weak to, should it have such a weakness. Can grant a Medium advantage after the first hit.
Of Protection [Innate/Armor 2] - Eximius' wielder enjoys heightened protection as his body grows unnaturally tougher. Reduces the Attack Level of most attacks by 2.
Of Erudition [Innate] - Eximius increases his wielders mental capabilities, mainly comprehension - allowing them to learn faster.
Hawk-eyed [Innate] - Eximius' wielder gain superhuman perception, allowing them to see further with clarity and notice minute details that might be otherwise overlooked.[/b]
Armament Integration and Adaptation [Innate / Variable AL] - Eximius is able to assimilate other weapons - magical or otherwise exceptional - and, rarely, extraordinary materials and items into himself in order to gradually and permanently strengthen himself. In addition, after making contact with a foe, Eximius can adjust his material structure to said foe's weakness if it has any, gaining a Medium Advantage on future attacks.
Magic Focus [Medium Advantage to Host spellcasting] - Eximius serves in a similar capacity as a magus' staff or wand, amplifying magic cast by his user.
Of Warding [+1AR vs Magic Attacks]- Eximius passively shields himself and his host from magical attacks.
Skills:
Limiter Release [Active] - Eximius can temporarily disable his wielder's physical limiters, inflicting slight amounts of damage but increasing their abilities overall. While active increases physical attributes by +2 at the cost of 1d4 damage per action.
Blink [Innate Basic Magic] - Eximius' wielder can increase his speed to inhuman levels for a moment, appearing as if he had teleported.
Illusion [Innate Basic Magic] - Eximius can create an illusionary person to confuse, distract and divert the attention of others. It can appear anywhere, even appearing in the exact same position the wielder is standing in. It takes the appearance of his wielder, though it can also take the appearance which the wielder always sees - a humanoid shadowy silhouette wreathed by faint silver-gold flames, complete with a pair of white glowing eyes. When the wielder is the only person who is supposed to see the illusion, it takes no mana to use.
Intermediate Mana Manipulation
> Mana Shield [+1 Armor / Innate Basic Magic] - Eximius can protect his wielder with a simple, but effective shield made out of hardened mana.
> Mana Wave [+2 AL / Innate Basic Magic] - For those out of reach of melee, Eximius can emit a sharp wave created with pure mana when swung.
> Mana Burn [Innate Basic Magic] - Eximius can coat himself with silver-gold flames that burn away both mana-based projectiles and the mana stored by people or objects. Can be used simultaneously with Mana Wave to disable magic at range. Can inflict a Medium disadvantage to magic.
> Mana Burn Wave [+2 AL / Innate Intermediate Magic] - A skill combining Mana Wave and Mana Burn.
> Mana Slash [+6AL / Innate Intermediate Magic / 5MP][/color] - A skill coating a blade with condensed silver-gold flames of mana, producing a blade like aura. Penetrate the target's physical resistances.
> Manaburn Slash [+6AL / Innate Intermediate Magic / 6MP][/color] - A skill coating a blade with condensed silver-gold flames of mana, producing a blade like aura. Penetrate the target's physical resistances and inflicts Mana Burn.
Regeneration Overdrive [Innate Intermediate Magic] - With a burst of mana and a dash of his own lifeforce, Eximius amplifies the already quickened healing of his wielder, repairing internal damage and closing wounds within seconds.
Sever / Crush [+4 AL] -
> Sever: Eximius is able to momentarily become impossibly sharp, allowing him to cut through most man-made material.
> Crush: Eximius can momentarily multiply his weight, allowing him to crush through plate armor with ease or act as a two-man demolition team together with his wielder.
Elemental Aspect [Innate Intermediate Magic / 2MP] - Eximius' mana assumes an elemental quality and covers him - wreathing him in flames, lightning or other elements. While sustaining a given Elemental Aspect, Eximius' Skills within the Mana Manipulation category are naturally affected as well.
Mana Drain [+2 AL / STR vs RES for effect / half damage drained, excess ignited as damage] - A vicious strike during which Eximius greedily drains away his foe's very mana. The longer he is embedded within the resulting wound, the more he plunders. Should Eximius' reserves be fully refilled or if he didn't require more in the first place, the excess mana that would've been drained will instead violently ignite.
Doppelganger [Innate Intermediate Magic / Illusion / 6MP] - Eximius may create a corporeal Illusion or suddenly shift a pre-existing one into a physical form. While these Doppelgangers may be weaker than his host, it allows them to fight when outnumbered more effectively, able to ward off or absorb blows that would be otherwise tricky to block and grant them the ability to technically outnumber a singular foe. They can still be used like an Illusion, albeit more convincing, as a Doppelganger is able to affect its environment.
Past roll: [2]
Having reached a new essence threshold, your abilities evolved once more as you felt the power you had lost was slowly returning to you. You had no strange vision this time, more essence was likely required for you to unlock more of your still hazy memories.
Prias picked up the heavy mace named Misery, which was presently quite unusable due to the heavy damage it had sustained. The armour that held it had started breaking apart, the magic holding it together gone. He adressed a short prayer to Soros.
"May the warrior of past rest. Let us go home now."(...)
You returned to Safara, feeling as if your short trip had lasted an eternity
(GM note: well it did in RL... oops). The village had changed a lot since you first arrived here, the fortification had become sturdier and a second barricade had been built all around the village, increasing its reach over the nearby grounds. It was starting to ressemble a small town now.
New fields had been cleared with the newfound safety of these surroundings, and it was said new people had found the village after hearing about it in a dream. They had all came from different places of Nepkeros, and have lived similar situations to the villagers: many had lost their homes recently due to increasingly dangerous monsters. A lot of interesting information about the outside was gathered from these newcomers: there still existed a few villages at the borders of Nepkeros, which had managed to ekk a living these past decades. A fortified city still stood, due to the support of the neighbouring kingdom of Empsiphion to the East who used it as a gate and base of operations to keep the deadlands from spilling into their lands. That town, Avercan, was filled with adventurers and mercenaries, and the corruption and unrest were high. Despite being safe from monsters, people were not safe from their fellows there, to the point some had preferred fleeing here.
Words had started to spread of a certain village in the deadland, where a young monster slayer lived. It filled Prias with a mix of pride and apprehension, he had lived so long wary of monsters he had forgotten to be wary of humans. What did the future hold for them? These thoughts would be for later. He decided to get some well-deserved rest with his friends and family. On another note, Prias and Sandra had finally officially become a couple, to the surprise of absolutely nobody. From what you gathered, when the story of your last encounter reached Sandra, it shook her so much she imposed an ultimatum on Prias. He gave in, although he also had felt after fighting Soros that it was better to live without regret, especially since he didn't know if he would survive the next fight. Had she not asked, he probably would have done so a few days later.
Timeskip actions pending...Nearby Monsters:HP: 29/29
MP: 29/29
Essence: 25/120
Attributes:
STR 3
CON 3
POW 1
RES 1
INT -1
IND -1
Status:
-Healthy: no bonus or malus
Traits:
Bonded Weapon [Innate]
Of Ambition [Innate]
Of Vigilance [Innate]
Of Protection [Innate]
Of Erudition [Innate]
Regenerating [Innate]
Inventory <Bag> [Innate]
Slaying [Innate/Combat]
Hawk-Eyed [Innate]
Armament Integration and Adaptation [Innate / Variable AL]
Magic Focus [Medium Advantage to Host spellcasting]
Of Warding [+1AR vs Magic Attacks]
Skills:
Limiter Release [Combat Active]
Blink [Innate Basic Magic]
Illusion [Innate Basic Magic]
Intermediate Mana Manipulation [Innate Intermediate Magic]
> Mana Shield [+1 Armor / Innate Basic Magic]
> Mana Wave [+2 Attack Level / Innate Basic Magic]
> Mana Burn [Innate Basic Magic]: Inflict Medium disadvantage to magic on hit.
> Mana Burn Wave [+2 Attack Level / Innate Intermediate Magic]: Mana Wave + Mana Burn
> Mana Slash [+6AL / Innate Intermediate Magic / 5MP]
> Manaburn Slash [+6AL / Innate Intermediate Magic / 6MP][/color]
Regeneration Overdrive [Innate Intermediate Magic]
Sever / Crush [+4 Attack Level]
Elemental Aspect [Innate Intermediate Magic / 2MP]
Mana Drain [+2 AL / STR vs RES for effect / half damage drained, excess ignited as damage]
Doppelganger [Innate Intermediate Magic / Illusion / 6MP]
Location:
-Safara (Eastern Village of Nepkeros)
> Back to Safara
Host: Prias, Human Hero of Safara
HP: 20/20
MP: 20/20
Attributes: [Final] (Base{Modified}+Training+[Bonus])
STR [3] (1{3}+1)
CON [3] (1{3}+1)
POW [1] (1{1})
RES [1] (1{1})
INT 1
IND 3
Status:
-Healthy: No bonus or malus
-Bonded [To Eximius]: set the base Attribute to the highest of either Eximius or Prias.
-Of Vigilance [From Eximius]
-Of Protection [From Eximius]
-Of Erudition [From Eximius]
Gear:
-Monstrous Leather Armor Set [+1 Armor]
-Healing Amulet [Increase recovery / Active Healing Spell / Spent]
Inventory:
(Consummables)
(Misc)
-Deadland Roamer eyes, claws and fangs
-Deadland Roamer Pristine Hide
-Deadland Roamer Organs
-Deadland Howler fangs and organs
Traits:
-Awakening Hero [Innate]
-Deadland Survivor [Innate]
Skills:
-Ancient Combat Techniques [Intermediate Skill]
-Experienced Hunter [Intermediate Skill]
-Basic Arcane Magic [Basic Arcane Magic]
> Basic Flame Spell [Basic Arcane Magic]
-Accelerated Flow [Combat Skill]: at the cost of stamina and/or HP, the user can move at incredible speeds for extended periods of time.
Notes:
-Prias Ambition: Save Nepkeros, the ruined kingdom
-Investigated Prias "restraints"
-Known Villagers:
Veras: the village's mage
Sandra, Septor, Iseis: Prias's close friends
Eten, Luaros: villagers on townwatch
Kori, the Elemental Spirit of Ice - (TricMagic)
"May the winds carry you swiftly. Should you call, I promise to answer."
With that, Kori bows before fluttering off back to her usual training grounds.
I need to become stronger. Not through hunting, but skill. So.. I guess I'll need to learn actual healing.
Kori is focusing on developing a Spell: Cure, from her Natural Force. Something that will allow her to aid in the healing of others. Once she has a grasp on it, she will see about healing anyone who might need it to practice, or failing that on trees she injures.
Innate Healing Magic Spell Training [Cure]: [2]
You didn't manage to understand the underlying principles of healing magic. It would be good if you could find someone with experience in the matter to mentor you a bit, or you could keep trying.
Note: MP recovered.
Situation: [4]
Word of your alliance with Suro reached its other allies. Most of them elemental spirits who favoured the harmony of nature and the elements over the rough and savage "way of the strong" the frostborn beasts loved. A few of his allies were undead, outcasts among other monsters, who had found someone who would accept them.
Nearby monster:
-
Suro, the Ice Sword SpiritHP: 14/14
MP: 20/20
Essence: 0/10
Attributes: [Final] (Base+Training+[Bonus])
STR 0
CON 0
POW [3] (0+1[2])
RES [2] (0+[2])
INT 1
IND 1
Status:
-Nature Spirit [From Trait]: POW and RES increased by 2.
-Mist Form
Traits:
[FF]Nature Spirit+ (Ice) [Innate / Active&Passive]
Innate Ice Resistance [Innate / +1 AR against Ice attacks]
Mana Attunement [Innate / Passive]
> One of Mana [Innate / Active]
Skills:
Cold Mist [Counter / +1 AL / +1 to Hit]
Natural Force [Innate Basic Magic: 2MP for 1HP]
[Intermediate] Innate Ice Magic
> Antarctic Wind [Basic: +1 AL / 1MP]
> Arctic Wind [Intermediate: +3 AL / 4MP]
> "Ice Pebble" [Basic: +1 AL / +2 to Hit / 1MP]
> Arctic Spear [Intermediate: +4 AL / +2 to Hit / 6MP]
> Snowstorm [Intermediate: 2MP base / +1MP per turn / Light Disadvantage]
Location:
-Iron Ridge
> Frozen Summits
>> Frost Trees Grove
Azarian, the Imbued Thoughtling (Dustan Hache)
"I think I will go there next, then. I hunger for knowledge, and do not have to kill to get it. A bit of caution is definitely in order with how the guarded the crossing of the dead lands though.."
Thank the chieftain, and move on. Hopefully the goblins will make good use of the medicine in their strange manner.
"Blessings be upon you Azarian. We hope you find what you seek. You will always be a friend of goblins. We will tell the other tribes we know of that Azarian is a friend of goblins."They gave you a few fruits and bits of old meat as gifts. Toc was the saddest to see you go.
Timeskip pendings...The road will take some time. Anything of note you would do on the way?
Nearby Beings:- Toc the Teal Goblin
- Tacataca the Elder Goblin
HP: 21/21
MP: 25/25
Essence: 3/50
Attributes: [Final] (Base+Training+[Bonus])
STR 0
CON -1
POW [2] (1+1)
RES [4] (3+1)
INT 1
IND 0
Status:
Healthy: no bonus or malus
Traits:
Purity of mind [Innate]
Magical Foci [Innate]
Unity of mind [Innate INT vs IND]
Focused Fault [Innate INT]
Skills
Mind eater [+2 AL / INT vs IND]
Psi Siphon [+1 AL / Basic Innate Magic]
Warping Shield [Basic Innate Magic]
Terrorize [Intermediate Innate Magic / INT vs IND / Single: +4AL / Multi: +3AL / 4MP]
Inventory:
-Lifelike depiction of two humans with trace of mind -one confirmed dead-
-Simple metal collar
-Mechanical ring thingy
-Tasty magic-filled tablets
-Colourful clothes
-Healing branches (x2): branches from the Friwispea brush. Possesses healing properties which can be used during a rest to fully restore your HP. The sap is sticky.
Location:
-East Empsiphion
> Lineine Hills