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Enigmatic-Vale

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  1. Artie Wounds: 12/12 Fatigue: 0 Ego Barrier: 18/25 Insanity: 10 A bright light engulfed the Camera feeds as the ground around Cardinal shook and erupted, sensors began overloading and glitching out as the influx of data pushed systems to their breaking limits. Warnings pinged out with corrupted audio as the wave of energy crashed against the Evangelion, with Artie bracing for the impact. Camera feeds cut off, team feeds severed and all Artie could do was close his eyes and wait as the cascade stripped whatever it could. The silence was deafening, thankfully not due to any damage to Artie's ears, the sensors cutting off probably save his eardrums some damage. He had no idea if Luna or Felix were alright, and all he could do was tap his index finger against the controls, which barely responded before a single ping popped up on screen. "Umbilical Cord detached, entering Back-Up Power mode, countdown initialized." Least somethings worked, for now it seemed. And so the waiting began, Artie sighed as he floated in the LCL.. MAS Rifle Fluff WEAPON NAME MAS Rifle COST 1+1 WUP CLASS/RANGE Basic / 80 Dam RATE OF FIRE S / 3 / - DAMAGE 1d10+2 E BREACH/PEN 1 CLIP 28/30 RELOAD 1 Full QUALITIES Maser (Proven 4) UPGRADES Markerlight (ally gets +10 BS) Cardinal Status Armour Effects And Actions Loc TB Armour Wounds AT Field Head 3 6 4/5 Type: Deflection R.Arm 3 6 7/8 ATS: 0/5 | ATP: 0 L.Arm 3 6 7/8 Deflection: 2 Body 3 9 2/12 R.Leg 3 6 -3(-4)/8 L.Leg 3 6 7/8 Weapons Weapon Range ROF Dam BR Pen Clip Reload Pallet Rifle 50 S/2/3 1d10+1 0 0 2/6 Half Progressive Knife Melee 1 hand 1d5+6R +1 +4 0 - Equipment Item Effect Entry Plug +5 BS/WS Plug suit [REDACTED] [REDACTED] Cyclopean Gains 'Spectrum' Clarity When pilot tests awareness, roll twice and take best. Synch Disruption - Current Synch Ratio: 50 Negative Synch Disruption ignored due to [REDACTED] Critical Damage ↠ 3 Rending on Right Leg. (Stunned & 1 Fatigue) - 4 Impact on Right Leg (No Armour on Limb) in brackets in wound locations Actions After taking into account toughness bonus, Cardinal only takes 9 points of damage to the Body location, bringing it down from 11 to 2. He is A-Okay. Attacking Target: Target Number: Attack Roll: Hit Location: Degrees of Success: Penetration: Breach: Target Damage:
  2. Artie Wounds: 12/12 Fatigue: 0 Ego Barrier: 18/25 Insanity: 10 It was now or never it seemed, with Luna’s Evangelion going absolutely batshit, Felix hanging in there by a thread of tendon and this Angel being in such a ruined state, Artie decided that simply squeezing the trigger until the capacitors on the MAS Rifle kicked in was simply the best course of action for now. It was around three or so blasts before the popups began flashing up on the screen, and despite the system not allowing it, Artie continued to squeeze the trigger despite it not registering due to the aforementioned safety precautions. Oh the destruction that could’ve been, if it weren’t for someone in Health & Safety hadn’t designed such limitations. “Rap, Tap, Tap” Artie whispered, beads of sweat dripping down his forehead as heat billowed from the barrel of the MAS Rifle, was it enough? The next moments seemed like an eternity as Artie watched, hoped and whispered a little prayer. It had to be enough, right? MAS Rifle Fluff WEAPON NAME MAS Rifle COST 1+1 WUP CLASS/RANGE Basic / 80 Dam RATE OF FIRE S / 3 / - DAMAGE 1d10+2 E BREACH/PEN 1 CLIP 28/30 RELOAD 1 Full QUALITIES Maser (Proven 4) UPGRADES Markerlight (ally gets +10 BS) Cardinal Status Armour Effects And Actions Loc TB Armour Wounds AT Field Head 3 6 4/5 Type: Deflection R.Arm 3 6 7/8 ATS: 0/5 | ATP: 0 L.Arm 3 6 7/8 Deflection: 2 Body 3 9 11/12 R.Leg 3 6 -3(-4)/8 L.Leg 3 6 7/8 Weapons Weapon Range ROF Dam BR Pen Clip Reload Pallet Rifle 50 S/2/3 1d10+1 0 0 2/6 Half Progressive Knife Melee 1 hand 1d5+6R +1 +4 0 - Equipment Item Effect Entry Plug +5 BS/WS Plug suit [REDACTED] [REDACTED] Cyclopean Gains 'Spectrum' Clarity When pilot tests awareness, roll twice and take best. Synch Disruption - Current Synch Ratio: 50 Negative Synch Disruption ignored due to [REDACTED] Critical Damage ↠ 3 Rending on Right Leg. (Stunned & 1 Fatigue) - 4 Impact on Right Leg (No Armour on Limb) in brackets in wound locations Actions Uses Fate point to ignore the stunned effect from the rending critical damage. Reaction: Attempt to Dodge Spine attack. Full Action: Semi-Auto Burst Fire Attacking Target: Jehoel Ballistic Skill +50 Entry Plug +5 Aim (not done) "Point Blank" +20 Entity size +10 Ally in Melee -20 Full Auto: +10, additional hit per 2 DoS Target Number: 75 Attack Roll: 15 Hit Location: 51 Degrees of Success: 6 Penetration: 3 Breach: 6 Target Damage: 8,5,6 Willpower egodamage dodge ballistics Edamage +1 to the damage, so totals are 8,5(Proven),6,8,11,6,10.
  3. Artie Wounds: 12/12 Fatigue: 0 Ego Barrier: 25/25 Insanity: 10 Artie could only watch as Jehoel sprung forward, its gaping maw set to engulf the head of Cardinal, the numerous sensors glitching as both audio and visual feeds began to distort from the force of the blow coming his way, but somehow at the last minute, Artie managed to force Cardinal to dodge to the side, narrowly avoiding what he presumed to be quite the distasteful fate. “.....F*ck” Artie whispered to himself, a couple beads of sweat dripping down his brow, but this was not the time to be counting one's blessings. Repositioning himself a little further away, the pilot noticed Felix’s shot had come in moments after snapping teeth had missed him, blowing apart the Angels head, if only that was enough to stop the damn thing. Gritting his teeth, Artie took aim and fired… this thing, this whole situation was rather uncharacteristically beginning to piss him off. “Do us a favour, and just die already!” The young man was practically spitting venom at this point, something his comrades had not seen from Artie in their time knowing him. MAS Rifle Fluff WEAPON NAME MAS Rifle COST 1+1 WUP CLASS/RANGE Basic / 80 Dam RATE OF FIRE S / 3 / - DAMAGE 1d10+2 E BREACH/PEN 1 CLIP 28/30 RELOAD 1 Full QUALITIES Maser (Proven 4) UPGRADES Markerlight (ally gets +10 BS) Cardinal Status Armour Effects And Actions Loc TB Armour Wounds AT Field Head 3 6 5/5 Type: Deflection R.Arm 3 6 8/8 ATS: 0/5 | ATP: 0 L.Arm 3 6 8/8 Deflection: 2 Body 3 9 12/12 R.Leg 3 6 -2/8 L.Leg 3 6 8/8 Weapons Weapon Range ROF Dam BR Pen Clip Reload Pallet Rifle 50 S/2/3 1d10+1 0 0 2/6 Half Progressive Knife Melee 1 hand 1d5+6R +1 +4 0 - Equipment Item Effect Entry Plug +5 BS/WS Plug suit [REDACTED] [REDACTED] Cyclopean Gains 'Spectrum' Clarity When pilot tests awareness, roll twice and take best. Synch Disruption - Current Synch Ratio: 50 Negative Synch Disruption ignored due to [REDACTED] Critical Damage ↠ 2 on Right Leg. Actions Used a fate point to re-roll dodge, succeeded with 1 DoS. 1/2 - Move 1/2 - Standard Attack with MAS Rifle Attacking Target: Jehoel Ballistic Skill +50 Entry Plug +5 Aim (not done) Half Range +10 Entity size +10 Target Number: 75 Attack Roll: 33 Hit Location: 33 Degrees of Success: 4 Penetration: Breach: Target Damage: 9E Dodge FateDodge Toughness (disregard, got a bit ahead of myself in my defeat lol) Ballistics EDamage
  4. Artie Wounds: 12/12 Fatigue: 0 Ego Barrier: 25/25 Insanity: 10 Artie barely had enough time to react as the Angelic abomination lunged forward towards him, Cardinal failing in its pilots attempts to defend against the attack. An unbearable pain coursed through the pilots body as chunks of mass was torn from the evangelions limb, numerous buffers kicking in but the sensation was enough to stun the Evangelion in its tracks. “As if it would be that easy…” Artie whispered to himself, glaring up at the monitors observing the absolute sh*t show going on before him, a resolve burned away within the young mans body as dived forward and scooped up Luna's discarded MAS Rifle, before bringing it up to take aim upon the Angel before him. MAS Rifle Fluff WEAPON NAME MAS Rifle COST 1+1 WUP CLASS/RANGE Basic / 80 Dam RATE OF FIRE S / 3 / - DAMAGE 1d10+2 E BREACH/PEN 1+2 Breach on all MASER CLIP 30/30 RELOAD 1 Full QUALITIES Maser (Proven 4) UPGRADES Markerlight (ally gets +10 BS) Cardinal Status Armour Effects And Actions Loc TB Armour Wounds AT Field Head 3 6 5/5 Type: Deflection R.Arm 3 6 8/8 ATS: 0/5 | ATP: 0 L.Arm 3 6 8/8 Deflection: 2 Body 3 9 12/12 R.Leg 3 6 -2/8 L.Leg 3 6 8/8 Weapons Weapon Range ROF Dam BR Pen Clip Reload Pallet Rifle 50 S/2/3 1d10+1 0 0 2/6 Half Progressive Knife Melee 1 hand 1d5+6R +1 +4 0 - Equipment Item Effect Entry Plug +5 BS/WS Plug suit [REDACTED] [REDACTED] Cyclopean Gains 'Spectrum' Clarity When pilot tests awareness, roll twice and take best. Synch Disruption - Current Synch Ratio: 50 Negative Synch Disruption ignored due to [REDACTED] Critical Damage ↠ 2 on Right Leg. Actions Using a FATE point to overcome the stun from the critical damage done on his right leg. 1/2 - Grab that gun 1/2 - Standard Attack with MAS Rifle Attacking Target: Jehoel Ballistic Skill +50 Entry Plug +5 Aim Point Blank +20 Entity size +10 Target Number: 90 Attack Roll: 59 Hit Location: 95 Degrees of Success: 4 Target Damage: 4 Toughness Ballistics E Damage
  5. Artie Wounds: 12/12 Fatigue: 0 Ego Barrier: 25/25 Insanity: 10 It was true, every second counted and unfortunately the clock had counted down for Luna's Evangelion, he watched as Cardinal stooped low to begin a full on sprint, his optics picking up both the sight of Luna's discarded rifle and what remained of her Evangelions head, grimacing slightly he also noted that there wasn't a plug ejection, she was still trapped inside there. "Shit.." Artie muttered to himself, being such a large entity, the journey didn't take that long for the young man to reposition just before the rifle... Cardinal Status Armour Effects And Actions Loc TB Armour Wounds AT Field Head 3 6 5/5 Type: Deflection R.Arm 3 6 8/8 ATS: 0/5 | ATP: 0 L.Arm 3 6 8/8 Deflection: 2 Body 3 9 12/12 R.Leg 3 6 8/8 L.Leg 3 6 8/8 Weapons Weapon Range ROF Dam BR Pen Clip Reload Pallet Rifle 50 S/2/3 1d10+1 0 0 2/6 Half Progressive Knife Melee 1 hand 1d5+6R +1 +4 0 - Equipment Item Effect Entry Plug +5 BS/WS Plug suit [REDACTED] [REDACTED] Cyclopean Gains 'Spectrum' Clarity When pilot tests awareness, roll twice and take best. Synch Disruption - Current Synch Ratio: 50 Negative Synch Disruption ignored due to [REDACTED] Critical Damage ↠ None Actions Full Action Move Attacking Target: N/A Ballistic Skill Entry Plug Aim 1/2 weapon range Entity size Full Auto Burst Shooting into melee Target Number: Attack Roll: Hit Location: Degrees of Success: Target Damage:
  6. Artie Wounds: 12/12 Fatigue: 0 Ego Barrier: 25/25 Insanity: 10 “It’ll take time to plug myself in, after that I’ll advance as fast I can to engage. You’ll have to hold out just a little longer. If offense isn’t an option, a solid defense might do you both better for now.” Artie wasn’t being sassy, his options were quite limited at the moment, and unfortunately his comrades would just have to simply deal with the hand of cards life had just dealt them. The Evangelion reached down and pulled a port free from the umbilical station, the cable spooling out loudly as it shifted into the plug point at the back of the colossal being. The beeping stopped, and Artie sighed, he didn’t need to inform his team, they’re own monitors more than likely informing them of the change in circumstance. “Advancing now.” Cardinal began to stride back into the combat zone… Cardinal Status Armour Effects And Actions Loc TB Armour Wounds AT Field Head 3 6 5/5 Type: Deflection R.Arm 3 6 8/8 ATS: 0/5 | ATP: 0 L.Arm 3 6 8/8 Deflection: 2 Body 3 9 12/12 R.Leg 3 6 8/8 L.Leg 3 6 8/8 Weapons Weapon Range ROF Dam BR Pen Clip Reload Pallet Rifle 50 S/2/3 1d10+1 0 0 2/6 Half Progressive Knife Melee 1 hand 1d5+6R +1 +4 0 - Equipment Item Effect Entry Plug +5 BS/WS Plug suit [REDACTED] [REDACTED] Cyclopean Gains 'Spectrum' Clarity When pilot tests awareness, roll twice and take best. Synch Disruption - Current Synch Ratio: 50 Negative Synch Disruption ignored due to [REDACTED] Critical Damage ↠ None Actions 1/2 Action: Replug 1/2 Action Move Attacking Target: N/A Ballistic Skill Entry Plug Aim 1/2 weapon range Entity size Full Auto Burst Shooting into melee Target Number: Attack Roll: Hit Location: Degrees of Success: Target Damage:
  7. Artie Wounds: 12/12 Fatigue: 0 Ego Barrier: 25/25 Insanity: 10 Artie could only watch as Jehoel began to build up energy, it’s sudden whipping of its head segment barely gave the pilot enough time to mobilize any form of resistance against the attack. Every muscle jerked the control, every thought was dedicated to some form of movement, be it a focused roll or an instinctual scramble, anything to get away from that blast that was coming towards him. Alas it wasn’t enough and Artie only had moments to brace for the impact, energy attempted to slice through his armour, and when that failed it was only stopped by the Evangelions inhuman proportions, the energy only getting through the first few layers of its biological make up. As the dust settled from the umbilical cord flailing around behind him, it being messily severed from the AT attack which had failed to damage it targets, Cardinal stared at Jehoel, as if the pilot within was contemplating its next course of action. “I’m going to fall back to the Umbillical port to the south, replug back in, provide covering fire and close the gap till I am in melee range, will then proceed to flank the target.” It was almost a robotic reciting of common battle tactics, but Artie knew what he was doing, playing to his strengths, and hey if keeping the targets spread out helped keep the team from being torn apart together then so be it. With all that said and done, Cardinal began to move back, keeping the angel within sight as it made its way back to the port. Game stuffFailed Dodge, took no damage after TB and Armour rating. Full Move action running south. Updated map with messy as hell arrow. Cardinal Status Armour Effects And Actions Loc TB Armour Wounds AT Field Head 3 6 5/5 Type: Deflection R.Arm 3 6 8/8 ATS: 0/5 | ATP: 0 L.Arm 3 6 8/8 Deflection: 2 Body 3 9 12/12 R.Leg 3 6 8/8 L.Leg 3 6 8/8 Weapons Weapon Range ROF Dam BR Pen Clip Reload Pallet Rifle 50 S/2/3 1d10+1 0 0 2/6 Half Progressive Knife Melee 1 hand 1d5+6R +1 +4 0 - Equipment Item Effect Entry Plug +5 BS/WS Plug suit [REDACTED] [REDACTED] Cyclopean Gains 'Spectrum' Clarity When pilot tests awareness, roll twice and take best. Synch Disruption - Current Synch Ratio: 50 Negative Synch Disruption ignored due to [REDACTED] Critical Damage ↠ None Actions Reaction: Dodge (45) Full Action: Running Attacking Target: Running Ballistic Skill Entry Plug Aim 1/2 weapon range Entity size Full Auto Burst Shooting into melee Target Number: Attack Roll: Hit Location: Degrees of Success: Target Damage: dodge 45
  8. Artie Wounds: 12/12 Fatigue: 0 Ego Barrier: 25/25 Insanity: 10 Artie quickly scanned the battlefield, feeling something was amiss. A prickling sensation at the base of his neck was enough of a tingle for his focus to be directed to the numerous scanners and pings going off across his HUD. "What is it.." The young man whispered to himself. Wincing ever so slightly at Luna's antics, Artie quickly regained his composure from the momentary paranoia of all the sensory pings to quickly take aim, and this time squeezed the trigger, forgoing some of the trigger discipline in favor of maximizing the damage potential from this opening. Awareness check Ballistics Check Damage Clarity Awareness Check Cardinal Status Armour Effects And Actions Loc TB Armour Wounds AT Field Head 3 6 5/5 Type: Deflection R.Arm 3 6 8/8 ATS: 0/5 | ATP: 0 L.Arm 3 6 8/8 Deflection: 2 Body 3 9 12/12 R.Leg 3 6 8/8 L.Leg 3 6 8/8 Weapons Weapon Range ROF Dam BR Pen Clip Reload Pallet Rifle 50 S/2/3 1d10+1 0 0 2/6 Half Progressive Knife Melee 1 hand 1d5+6R +1 +4 0 - Equipment Item Effect Entry Plug +5 BS/WS Plug suit [REDACTED] [REDACTED] Cyclopean Gains 'Spectrum' Clarity When pilot tests awareness, roll twice and take best. Synch Disruption - Current Synch Ratio: 50 Negative Synch Disruption ignored due to [REDACTED] Critical Damage ↠ None Actions Free action - Maintain Neutralize (3) & Awareness check as requested from the GM Perception target is 35. Reaction - 1/2 Action Aim Full action - Full Auto Fire (+20 to BS, additional hit for every degree of success.) Attacking Target: Jehoel Ballistic Skill 50 Entry Plug Aim 1/2 weapon range Entity size Full Auto Burst +5 +10 +10 +10 +20 Shooting into melee -20 Target Number: Attack Roll: Hit Location: Degrees of Success: 85 44 44 4 Breach: 4 = 2 (base) + 2 (DoS) Penetration: 2 (From Sarah) Total Hits: 1 + 4 (1 for each DoS) Target Damage:
  9. New Dice Rolls I temporarily forgot how to play the game for a moment there. Redoing my Ballistics check. ATS: 5 Breach: 3 Deflect: 2 Action Summary 1/2 Action: AT Spread stuff Reaction: Precise Scope allows me to spend a Reaction to gain the benefits of a 1/2 Action Aim. 1/2 Action: Single shot at Angel. Ballistics Skill Check Bonuses & Penalties Angel Size +10 1/2 Aim +10 Within 1/2 Weapon Range +10 Shooting into Combat -20 Need to roll below 55 to hit target. Success with three degrees of success. Hit Location: 02 (flipped right?) Impact Damage:1d10+1
  10. Artie Wounds: 12/12 Fatigue: 0 Ego Barrier: 25/25 Insanity: 10 Arti’s fingers trembled ever so slightly as he stared at the Angelic being through his monitors, it had shook him ever so slightly but the pilot knew that he didn’t have to get close to it; at least not for now. He could feel the grip on the “bond” between him and the Evangelion falter for a few moments, but a quick couple of breaths and it soon faded away. “We can do this..” He whispered barely audibly. The Evangelion known as Cardinal, followed his thoughts as he brought his “oh so reliable” Pallet rifle up into the aiming position, it had been custom made for long range support and therefore should help with his current predicament of not wanting to be anywhere near the venomous bastard before him. It was a subconscious thought, altering the flow of the AT Field, diverting some to hopefully make the Angels defenses not as formidable while ensuring his own were at least backed up somewhat. What came next was all down to the vigorous training drills thrown at him since becoming a pilot. The Trigger was squeezed, at worst it’d be covering fire, at best it’d do some damage at least… Cardinal Status Armour Effects And Actions Loc TB Armour Wounds AT Field Head 3 6 5/5 Type: Deflection R.Arm 3 6 8/8 ATS: 0/5 | ATP: 0 L.Arm 3 6 8/8 Deflection: 2 Body 3 9 12/12 R.Leg 3 6 8/8 L.Leg 3 6 8/8 Weapons Weapon Range ROF Dam BR Pen Clip Reload Pallet Rifle 50 S/2/3 1d10+1 0 0 5/6 Half Progressive Knife Melee 1 hand 1d5+6R +1 +4 0 - Equipment Item Effect Entry Plug +5 BS/WS Plug suit [REDACTED] [REDACTED] Cyclopean Gains 'Spectrum' Clarity When pilot tests awareness, roll twice and take best. Synch Disruption - Current Synch Ratio: 50 Negative Synch Disruption ignored due to [REDACTED] Critical Damage ↠ None Actions Free action - Maintain Neutralize (3) First action - Spread AT, gain 1/2 SR = 2 deflection. Reaction - precise scope allows 1/2 action to aim (+10 BS) Second action - Attack with pallet rifle Attacking Target: Jehoel Ballistic Skill 45 Entry Plug Aim 1/2 weapon range Entity size +5 +10 +10 +10 Shooting into melee -20 Target Number: Attack Roll: Hit Location: Degrees of Success: 60 20 02 4 (+2 Breach) Breach: 4 = 2 (base) + 2 (DoS) Penetration: 0 Target Damage: 8 Impact damage
  11. Victor Victor blew his own cup of tea slowly, the steam tickling his nose before taking a hearty sip. The liquid was soothing on the throat and helped the wanderer feel a little bit more refreshed after such a long journey. "So many leads." The young man answered, jotting down notes idly on a piece of paper, every little lead and or contact would be followed up, no point denying oneself a new point of view or advantage when it comes down to traversing the unknown.  "I'll check out those names, I imagine if I asked around I'll eventually end up meeting them, specially if they're looking for work and coin." Victor reached out for the pouch of coins and weighed it by jostling the bag in his palm, yup fifteen coins alright, more than enough to hopefully hire some folks and maybe bribe if needed. "Always good to have a dedicated buyer, I'll be sure to keep you and your coffers in mind if I find anything I am not particularly interested in keeping." Finishing his cup of tea, Victor rose from the chair, and smiled at his friend. "Feels like I've only just arrived and now I'm running out the door again~" He stated cheekily, craning his neck from side to side. He'd pass his temporary fair wells to the oddities owner and then make his way into town, asking for directions to the closest drinking den to the shop.   
  12. Victor "Belcorra.. Roseguard, fairly certain I recall writing a thesis about something along those lines.." Victor scrunched his face a little while trying to recall any details that might come to mind. During that time however he listened to Wrin.  "Know of any good drinking dens in town? Adventurers tend to either follow the coin or the flow of ale. I'll be sure to find someone interesting in risking their life expectancy for a few coins here and there. Plus it'd be a good chance to pick up on any rumours~" Victor wasn't much of a people person, but he'd certainly learned over the years that money most definitely talks.  "So.. to clarify, you want us to delve into the Lighthouse and find the source of the Light at night?" It was good to get the details all ironed out before running amok.     
  13. Victor "A Business Vacation at best Wrin." Victor laughed gently, enjoying this warmhearted moment between the two of them. With life on the road being his main stay recently it was better to take these small moments when you can. "The lighthouse is aglow at night? How strange.. Maybe a spectral attendant?" Victor joked softly, he wasn't making light of Wrin's concern but simply trying to, at the very least, make her feel at ease talking about it. "Only a mad man would go into unknown ruins by themselves, I'll take a team with me, sure it means dividing up any finds, but I'd rather my final resting place not be inside some ruins on the outskirts of Otari, who would put flowers down for me in such a place?" A cheeky grin spread across Victors face as he eyed up the boiling kettle.  "Anything you can tell me about the ruins, or the lighthouse?" The more information the better he can prepare for this task..   
  14. Victor "Wrin!" Victor called out as they entered the shop in reply to shop owners warm greeting, a friendly smile flicking across his face. Arms wrapped around the tiefling in a friendly embrace, giving it a few moments before releasing the other and taking a step back. "Been long enough, it's good to see you again." Nodding gently at the offer of a drink, he scuttled over towards the table and leant lightly against it, not taking a seat until one was offered.  "Other than a couple of storms, but rough weather was never an issue for one born in the Puddles." He looked a little bit worn out however, and while he claimed the open water didn't bother him, he looked a little grateful to be on dry land again. Taking a seat the moment it was made clear these were available for sitting ones ass upon, he glanced over towards the tea."Wouldn't mind a proper brew, you can surprise me with the blend and trimmings" Victor flashed a cheeky grin as Wrin seemed to be getting down to the formalities.  "Not a problem, you went out of the way to send a courier to me, found me outside some farming village. The least I can do is see what's up and offer my aid~"  
  15. Spells   Cantrips Telekinetic Projectile Cantrip 1 Attack Cantrip Evocation  Source Core Rulebook pg. 377 4.0 Traditions arcane, occult Cast  somatic, verbal Range 30 feet; Targets 1 creature You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage. Critical Success You deal double damage. Success You deal full damage. Gouging Claw Cantrip 1 Attack Cantrip Morph Transmutation  Source Secrets of Magic pg. 109 1.1 Traditions arcane, primal Cast  somatic, verbal Range touch; Targets 1 creature You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage. Heightened (+1) The damage increases by 1d6 and the persistent bleed damage on a critical increases by 1d4.   Acid Splash Cantrip 1 Acid Attack Cantrip Evocation  Source Core Rulebook pg. 316 4.0 Traditions arcane, primal Bloodline demonic Cast  somatic, verbal Range 30 feet; Targets 1 creature You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage. Heightened (3rd) The initial damage increases to 1d6 + your spellcasting ability modifier, and the persistent damage increases to 2. Heightened (5th) The initial damage increases to 2d6 + your spellcasting ability modifier, the persistent damage increases to 3, and the splash damage increases to 2. Heightened (7th) The initial damage increases to 3d6 + your spellcasting ability modifier, the persistent damage increases to 4, and the splash damage increases to 3. Heightened (9th) The initial damage increases to 4d6 + your spellcasting ability modifier, the persistent damage increases to 5, and the splash damage increases to 4.   Ray of Frost Cantrip 1 Attack Cantrip Cold Evocation  Source Core Rulebook pg. 362 4.0 Traditions arcane, primal Cast  somatic, verbal Range 120 feet; Targets 1 creature You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier. Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round. Success The target takes normal damage. Heightened (+1) The damage increases by 1d4.   Detect Magic Cantrip 1 Cantrip Detection Divination  Source Core Rulebook pg. 328 4.0 Traditions arcane, divine, occult, primal Spell List elemental Bloodlines imperial, genie, phoenix Cast  somatic, verbal Area 30-foot emanation You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn. Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).   Conflux Spells Thunderous Strike Focus 1 Uncommon Evocation Magus Sonic  Source Secrets of Magic pg. 144 1.1 Cast  verbal; Requirements You're wielding a melee weapon in two hands. You swing your massive weapon, creating a wave of sonic vibrations that topples creatures. Make a melee Strike with your two-handed weapon. Each creature in a 15-foot cone from you must attempt a basic Fortitude save against your spell DC or take 2 sonic damage. On a critical failure, the creature is knocked prone. The target of your Strike must be within the cone or the effect fails. Heightened (+1) The damage increases by 1.   Level 1 Spells   Shocking Grasp Spell 1 Attack Electricity Evocation  Source Core Rulebook pg. 369 4.0 Traditions arcane, primal Cast  somatic, verbal Range touch; Targets 1 creature You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit. On a critical hit, double the initial damage, but not the persistent damage. Heightened (+1) The damage increases by 1d12, and the persistent electricity damage increases by 1.   Ray of Enfeeblement Spell 1 Attack Necromancy  Source Core Rulebook pg. 362 4.0 Traditions arcane, divine, occult Patron Theme curse Cast  somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Fortitude; Duration 1 minute A ray with the power to sap a foe's strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save in order to determine the spell's effect. If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save. Critical Success The target is unaffected. Success The target becomes enfeebled 1. Failure The target becomes enfeebled 2. Critical Failure The target becomes enfeebled 3.   Grim Tendrils Spell 1 Necromancy Negative  Source Core Rulebook pg. 342 4.0 Traditions arcane, occult Bloodline shadow Deities Charon, Dajermube, Fumeiyoshi, Nhimbaloth, Nyarlathotep (Haunter in the Dark), Orcus, Treerazer Cast  somatic, verbal Area 30-foot line Saving Throw Fortitude Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save. Critical Success The creature is unaffected. Success The creature takes half the negative damage and no persistent bleed damage. Failure The creature takes full damage. Critical Failure The creature takes double negative damage and double persistent bleed damage. Heightened (+1) The negative damage increases by 2d4, and the persistent bleed damage increases by 1.  
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