Figure 1: (6+5+1+5+1=18)
Figure 2: (5+5+2+5=17)
Casaeron Syrth: (3+5+1+6+1=16)
Keenan Ghrith: (6+1+3+4+1=15)
Sinclair: (3+4+1+6=14)
Stephen: (2+5+2+3=12)
Daniel Simmons: (3+1+3+4=11)
Warrior of Will: with Keenan
Keep charging.
Figure 1The red glow from the rod on one of the figure's shoulder is now very large.
Wait.
Figure 2The other figure doesn't really do much...
Warn the others that we're probably about to be fired upon. Cause I'm too awesome to do anything else.
Talarion[Observation 2+1 vs DC 5-1]
You blink a bit and miss whatever the figures are doing, but you're pretty sure anyway about what's about to happenand proceed to shout that you're all probably about to get shot at.
Suddenly alerted that there are enemies, Keethan summons a Warrior of Will and commands it to man the Machine-Gun.
Keenan GhrithYou alarmedly summon a Warrior of Will right next to you, and it immediately gets in and mans the machinegun. (-25 Imbued Energy, 9 rounds left.)
Disappointed in his failures and now aware that they are most likely under attack, Sinclair tries to simply blur the transport instead of completely changing the color, hopefully throwing off the aim of any hostiles.
Sinclair[Charisma 5 vs DC 5] You manage to blur the thing ifnally, and it;s going to be a bit harder for whatever the heck's shooting at you to aim now.
Stephen attempts to use his Great Wisdom spell on Keethan's Warrior of Will, in hopes that will provide it more accuracy.
Stephen It doesn't provide extra accuracy, but when you cast the spell on the Warrior of Will and it gts bulkier and semingly tougher. (+20 Warrior of Will Max HP, -15 Imbued Energy)
Daniel warns everyone that there seems to be some sort of danger, and he prepares a fireball.
You redundantly warn everyone that we're about to be attacjed, and get into position to fire a firebll from the window.
[Failed roll not shown]
Weapons
Pistols
Traditional Bullet
Gauss
Supercooled Matter
Plasma
Laser
Pure Energy
Imbued
SMGs
Traditional Bullet
Gauss
Supercooled Matter
Plasma
Laser
Pure Energy
Imbued
Rifles
Traditional Bullet
Gauss
Supercooled Matter
Plasma
Laser
Pure Energy
Imbued
Mindrifle
Uses 5 Imbued Energy a shot- 3-7 damage-drains 5 IMbued Energy plus one point for each extra Imbued Energy point put into the shot-Starts at +1 Melee-Very Long and increases by +1 per point of Wisdom/any Will upgrade items. Always -3 Ultra Long
The Mindrifle is a strange Imbued Rifle that uses the Imbued Energy one puts in to fire a shot at the target. It's isn't particularly powerful, being able to do direct damage about the level of a powerful pistol. However, its true strength comes with its power against Imbued soldiers- It drains Imbued ENergy by inserting the user's mind energy into their brain instead of the target's, removing some of the target's energy. The caster's energy then drains out of the target, leaving the target's mind partially empty. The shot becomes more focused and intense the more will the person has.
Assault Rifles
Traditional Bullet
Gauss
Supercooled Matter
Plasma
Laser
Pure Energy
Imbued
Shotguns
Traditional Bullet
Aklitan Combat Shotgun
8 shot clip-3 attacks, representing several bullets. 5-10 damage per attack melee and short ranges, 1-5 medium. can attack up to three targets short-medium range. +3 Melee, +2 Short, -2 Medium, unusable other. 1/2 pound per clip. 8 pounds.
The Aklitan Combat Shotgun is a traditional shotgun developed by the Aklitan company. It does devastating damage, even for a shotgun, at close ranges, but at longer ranges, even medium ranges, it fails like any other shotgun. It is hurt by its inability to load single rounds.
Gauss
Supercooled Matter
Plasma
Laser
Pure Energy
Imbued
Sniper Rifles
Traditional Bullet
Gauss
Supercooled Matter
Plasma
Laser
Pure Energy
Imbued
Machineguns
Traditional Bullet
Gauss
Supercooled Matter
Aklitan SMM Machinegun
25-50 damage per round, ineffective vehicles, half damage heavy armor-50 shots per turn (5 attacks because I am not going to roll 50 times)-200 clip-20 pounds--2 melee-+1 short+0 medium-1 long, -1 very long -4 ultra long (+1 all when mounted)
The Aklitan SMM (SUperheated Matter Machinegun) is a force to be reckoned with, capable of firing 50 flaming shots per six seconds, and is considerably powerful. Unfortunately, it's very heavy, only holds enough tiny superheatable shots per belt for 24 seconds of fire, and is made ineffective by heavy armor, and is practically unusable at melee ranges, and truly, not particularly accurate in general, although this becomes a little less true when mounted. Aklitan is an international company.
Plasma
Laser
Pure Energy
Imbued
Heavy Machineguns
Traditional Bullet
.50 Gauss Mounted Machinegun
5-20 damage per shot for five shots.-Half effective against heavy armor. One-fifth against vehicles.- Cannot hit melee or short due to being mounted, +2 medium, +1 long +0 Very long -3 Ultra Long. 50 shots a round, store of 2,000 bullets.
The .50 Gauss Mounted Machinegun is a fairly powerful gauss machinegun, typically mounted on lighter vehicles and transports, able to shred unarmored and lightly armored infantry in merely six seconds of sustained fire, able to deal a good amount of damage to heavily armored infantry, but only able to slightly damage vehicles.
Gauss
Supercooled Matter
Plasma
Laser
Pure Energy
Imbued
High-Caliber Rifles
Traditional Bullet
Gauss
Supercooled Matter
Plasma
Laser
Pure Energy
Imbued
Ordnance Launchers
Traditional Bullet/Explosive
Gauss
Supercooled Matter
Plasma
Laser
Pure Energy
Imbued
Melee
Light
Claw
3-7 damage-Melee-3 pounds-+2 Melee unusable other-can be used with other Light weapon.
Used by warriors who like to strike quick, close, and fast, the claw is a light and nimble weapon that one can even use another weapon with it.
Heavy
Imbued Light
Force Claw
3-7 damage+1 damage per 2 Imbued Energy used.-3 pounds-uses Imbued Energy as ammo- can be used with other light weapon-Melee-+2 Melee, unusable other ranges.
A weapon often used by Imbued Warriors who love to get up close and dirty, the Force Claw, along with being a nice and light weapon, doing fairly good damage, adds force damage, doing a small amount of extra damage per bit of Imbued Energy used to charge it.
Imbued Heavy
Hooked Sword
5-15 damage-10 pounds-20 Imbued Energy costs-will roll 5 or higher from target or paralysis for three turns-+2 melee unusable other.
The Hooked Sword is a weapon of Lachesis that overloads the mind of who it hits, rendering them unable to think beyond basic emotions, and therefore unable to move for about a third of a minute.
Vehicles
Land
Light Tanks
Heavy Tanks
Mechas
Transports
Willspeed Transport
Transport-Armor takes half of damage, has 75 armor points. 100 health points.-60 mph on roads, 30 on bad terrain-armed with .50 Gauss Machinegun turret-seats six people+driver.
The Willspeed is a light, fast transport with room for six people and the driver. It can move at a max speed of 60 miles per hour on roads, 30 mph on uneven terrain but suffers from being relatively flimsy, and only being armed with a .50 Gauss Machinegun.
Light Vehicles
Civilian Vehicles
Sea
Boats
Light Ships
Heavy Ships
Capital Ships
Civilian Boats
Air
Fighters
Bombers
Gunships
Air Transports
Helicopters
Civilian Aircraft
Spells
Abjuration
Protecting
Banishing
Binding
Conjuration
Creation
Warrior of Will
Summons soldier with same armaments as caster, 50 health-25 Imbued Energy-Conjuration(creation)-10 rounds
Warrior of will is a summoning spell that forms a soldier out of the caster' own will. It has the same armaments as the caster, although it isn't so tough.. It can't cat spells, but the weapons can do just as much damage as real ones. However, it only lasts for about a minute, and takes a lot of energy.
Teleportation
Divination
Detection
Scrying
Enchantment
Charm
Domination
Neutrality's Will
Enchantment (Dominate)-Opposed Will rolls determine success or failure-10 Imbued Energy+5 Imbued Energy per turn continuing to control. Ineffective beyond Short Range.
Neutrality's Will is a spell often used by the more novie enchanters of Lachesis. It calls upon the aspects of hsi neutrality, mind and will, involving the caster and target in a battle of wills, and if the mage wins, his will stops the mind of the target and causes him to stay neutral, and more importantly, renders him unable to move. It starts out as not that expensive of a spell, but it quickly gets to guzzle Imbued Energy if one keeps their enemy controlled too long, and it doesn't work beyond a short range, as you have to be able to lock eyes with the target.
Evocation
Fire
Fireball
Evocation (fire)-15-yard radius splash-20 Imbued Energy-10-20 damage-+0 Melee, Short and Medium Ranges, -3 Long, Very Long, and Ultra Long. Ineffective against armored vehicles.
The fireball is a very common evocation spell, used by Imbued soldiers the world round. It's no wonder too, as it provides a lot of damage with the capacity to hit many people, spreading fire around it at a 15-yard radius, in other words basically being a fire grenade. Unfortunately, the spell is quite an energy guzzler, and if you're using the spell at anything beyond Medium Range, it's most likely going to miss- it's nto a very accurate spell even at the shorter ranges, aalthough the attack's splash usually means that doesn't have to be worried about.
Cold
Electricity
Sonic
Sonic Ray
10-15 damage, *3 damage vehicles and buildings and other inanimate objects)-25 Imbued Energy-Up to Long Range-Evocation(Sound)
Sonic Ray is a world-widely used Evocation (Sound) spell which uses a tight, tight, focused ray of sound to hurt people (a fair bit, not too much though) and do terrible, terrible damage to vehicles, buildings and other non-organic objects. It also has a good range, but takes a ton of Imbued Energy.
Illusion
Figment
Slender Scare
Illusion (figment)-will roll made by caster, to see through the illusion targets must make Observation rolls over the Caster's roll-Scares target-15 Imbued Energy-Medium Range
Slender Scare is an figment spell used by illusionists of Slender Man, the caster creates an illusion of Slender Man that always seems to be coming towards them, out of the corners of their eyes. Of course, this is very scary, and laced with fear magic as well. If the target fails an Observation roll, they are scared, and how they react depends on the person. This can affect up to two targets.
Sightless Shadow
Illusion (figment)-sinks target 15-ft circle in darkness-20 Imbued Energy-lasts 3 turns
Sightless Shadow is an illusion used by imbued soldiers of darkness gods, and it sinks a fifteen-foot area in shadow that cannot be seen through. It takes a good bit of Imbued Energy, but it lasts for enough time to make a quick getaway or set up a more powerful attack.
Phantasm
Necromancy
Life
Death
Energy
Transmutation
Transformation
Great Wisdom
Transmutation (Transformation)-15 Imbued Energy-gives 8 wisdom to target-2 minutes.
Great Wisdom is a spell used for bolstering fellow casters or scouts, giving them extra willpower and sharper eyes, not to mention spatial awareness and intuition.
Armor
Light
Heavy
Shielded
Runes
Rune of Power
Gives 1/4 chance to get a +1 on rolls of all spells (Attack rolls, will rolls, success chance rolls etc.)
The Rune of Power is a rune usually tattooed on the palm of the wearer, used very commonly, it is in the shape of a shining gem, and it provides a little bit of effectiveness to all of the wearer's spells.
Rune of Stealth
Gives wearer +1 on Dexterity Rolls to hide.
The wearer of this rune, which is shaped like a moonless night sky and is usually worn as a necklace gets innate powers of stralth and camouflage from the rune, supplementing him when he must hide from his enemies.
75/75 armor
125/125 hp
4000 ammo
Imbue Status: Imbued Mage
Strength: 2 (+0 Strength rolls)
Dexterity: 3 (+0 Dexterity and Athletic rolls)
Constitution: 3 (+0 Constitution rolls)
Intelligence: 8 (+1 Intelligence rolls)
Wisdom: 8 (+1 Will and Wisdom rolls)
Charisma: 6 (+0 Charisma rolls)
Stat and Skill effects:
Four extra damage to spells
1/4 chance for plus 1 on defensive spells
1/2 chance for plus 1 on mind-affecting spells.
Highly-trained: Enchantment[Dominate]
50/50 Health
50/50 Stamina
100/100 Imbued Energy
Inventory:
Mage's robe (perfect condition) (3 pounds)
Rune of Power (Negligible weight)
Weight: 3/50
(50 light load, 75 medium load, 100 heavy loaf, 100 lift over head, 200 lift off ground, 500 push/drag)
Spells:
Fireball
Neutrality's Will
Imbue Status: Imbued Warrior
75/75 Health
75/75 Stamina
60/75 Imbued Energy
Strength: 6 (+0 Strength rolls)
Dexterity: 6 (+0 Dexterity rolls)
Constitution: 5 (+0 Constitution rolls)
Intelligence: 3 (+0 Intelligence rolls)
Wisdom: 3 (+0 Will and Wisdom rolls)
Charisma: 5 (+0 Charisma rolls)
Stat and skill effects:
Currently none.
Weapon Highly-trained:Machine-Gun
Transmutation for spells.
Inventory:
Imbued Warrior's clothing (perfect condition) 2 pounds
Aklitan SMM 200/200 (20 (21 when loaded) pounds)
Aklitan SMM ammo, 2 belts (2 pounds)
Hooked Sword (10 pounds)
32 pounds.
(50 light load, 75 medium load, 100 heavy load, 100 lift over head, 200 lift off ground, 500 push/drag)
Proficient: Supercooled Matter Machineguns
Transmutation (transformation)
Spells:
Great Wisdom
Imbue Status: Imbued Mage
50/50 Health
50/50 Stamina
100/100 Imbued Energy
Strength: 1 (+0 to Strength Rolls)
Dexterity: 4 (+0 to Strength Rolls)
Constitution: 2 (+0 to Constitution Rolls)
Intelligence: 14 (+1 to Intelligence Rolls)
Wisdom: 4 (+0 to Will and Wisdom Rolls)
Charisma: 3 (+0 to Charisma Rolls)
Stat/Skill Effects:
4 damage to spells
1/4 chance for a +1 to Defensive and Mind spells
Usable Weapons:
Pure energy
Gauss
Highly-Trained Spell Set: Illusion Figments
Inventory:
Hoodie and pants (negligible weight)
Rune of stealth (negligible weight)
0 pounds
(50 light load 75 medium load 100 heavy load 100 lift over head 200 lift off ground 500 push/drag)
Spells:
Slender Scare
Sightless Shadow
Imbue Status: Imbued Warrior
Health: 75/75
Stamina: 75/75
Imbued Energy: 70/95
Stats: Strength:10 (+1 Strength Rolls)
Dexterity:10 (+1 Dexterity and Athletics rolls)
Charisma:8 (+1 Charisma rolls)
Rest:0 (+0 Constitution, Will, Wisdom, and Intelligence rolls.)
Stat and skill effects (I'm assuming Regenerate Imbued Energy):
20 extra Imbued Energy
1/2 chance for +1 on unarmed attacks
Regenerates 2 Imbued Energy a turn.
Proficient: Melee
Conjuration (Creation)
Inventory:
Black robe (perfect condition) (2 pounds)
Force claw (3 pounds)
Claw (3 pounds)
Weight: 8
(60 light load, 85 medium load, 110 heavy load, 110 lift over head, 220 lift off ground, 550 push/drag)
Spell: Warrior of Will
Warrior of Will:
70/70 Health
Imbue Status: Imbued Warrior
100/100 Health
100/100 Stamina
75/75 Imbued Energy
0 Strength (+0 Strength Rolls)
10 Dexterity (+1 Dexterity and Athletics rolls)
8 Constitution (+1 Constitution rolls)
0 Intelligence (+0 Intelligence rolls)
8 Wisdom (+1 Will and Wisdom rolls)
0 Charisma (+0 Charisma rolls)
Stat and Skill effects:
25 extra health
Half chance for an additional +1 on Athletics rolls (stacks with Dexterity)
Quarter chance for +1 on Offensive spells.
Proficient:
Traditional Shotguns
Evocation (sonic)
Inventory:
Imbued Warrior clothing (perfect condition) (2 pounds)
Mindrifle (8 pounds)
Aklitan Combat Shotgun 8/8 (8 (8 1/2 when loaded) pounds)
Two Aklitan Combat Shotgun clips (1 pound)
Spells:
Sonic Ray