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Jebediahs

Eurobricks Dukes
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Everything posted by Jebediahs

  1. "Was there sufficient lighting for you chaps? I'm not understanding how you could navigate so well in the dark."
  2. "My my. How much coin would it take to separate you from that gem, Gracious Lord Boomingham?"
  3. "Ah, Hybros had just mentioned these ruins before you sat down...where exactly are they and are there more spoils to be had there?" En Sabah Nur grinned eagerly.
  4. "I remember her, that elf. We almost didn't make it out of the Academy some years ago." Alfred arrives with a plate of two roasted chicken legs and potatoes. "It is about time. I summoned you long ago...thank you, now back to finding me a garnet!" Alfred walked through the gallery then up and down the stairs carrying his sign that read, "WILLING TO BUY GARNET, 90 GOLD". "Em, where did you pick up such a lovely-looking shield? As you can see, mine is much less impressive..." Nur shifts his wooden shield into view.
  5. "Oh me? My father sought to capitalize on my newfound abilities once he learned his son had an aptitude for magic." Nur looks down and to the right. "He...exploited my skill at the expense of others. I never knew my mother but I like to imagine she would prefer me to be here helping others. She was a druidic dwarf or half dwarf I could never get a straight answer from my father which might explain my affinity for the earth." En Sabah Nur slaps boths hands on the table to snap himself out of the looming pity party and once again separates himself from his emotions. "So! To honor my imaginary mother I do good." Nur smiles briefly as his hands move under the table. His fingers take on a life of their own as the mage mumbles a phrase under his breath. "How long do your people live? As long as elves?!"
  6. "Does the return of your people bring joy to you? I can understand how a family reunion could be fulfilling yet now, you are no longer unique."
  7. "From here and there. My family moved us from village to village quite often. I have not one town or city I call home. A child of the road I suppose. It is a reason I am now so curious about your people as I have been everywhere yet never have come across one such as you. Similar, but not quite the same. Are ye a demon offshoot?"
  8. "Hmmmm. How do your people feel about interracting with outsiders? I would like to visit them...and perhaps they would share their methods of moving earth."
  9. "I have no quarrel with those who employ other forms of magic and welcome spell types different from my own. I even admire the type used to animate those despicable townspeople copies you mentioned, although to a lesser degree. I am not always guaranteed a chance to replenish my ether reserves so I appreciate a good tonic." Nur leaned in a little closer but not so far as to be overly creepy. "So you are a member of the Guild of Invision? One should not judge another by their appearance alone but you look more like an accomplished warrior than a potion maker. I suppose your guild requires strong arms to protect its secrets."
  10. "I admit that I am quite oblivious to large issues whose focus are not directly on me. Tell me, does this feud between the alchemists and magic wielders extend here to Eubric? I do not even know any alchemists other than the lady from whom I purchase my tonics."
  11. "A part of each person was taken to create the golems?" Flesh golems? "Disgusting. That sounds like necromancy to me. The golems I became familiar with were simple sculptures formed of earth and stone, animated by an accomplished geomancer I met in The Darklands. They were able to follow tasks of various complexity and did so without hesitation once commanded by their master. I do not understand the magic behind it but my companion was granted a mild form of free thinking to simulate intelligence in order for him to give the lesser golems daily instructions. The use of living components seems to have given your golems true life and made them, unpredictable."
  12. Nur could not hide the shock on his face due to Hybros' reveal. Fascinating...Nur had heard of powerful mages successfully making pacts with demons to serve common interests. Perhaps I can make a deal with this Hybros... "Aye, he is a golem although a special one as he has a mind of his own. Which means he stays with me because he chooses to...as a friend." Nur looks at the dwarf a moment to show that he acknowledges his presence at the table. "Tell us what transpired with your golem encounter, Hybros." Nur was interested in learning what he could about the spell animating the golems of the impending story.
  13. Nur waves his hand dismissively at Hybros' claim then squints and peers closely at the imp. "I am En Sabah Nur. I do recall an encounter with a dark and diminutive creature but to suggest you and it are one and the same...I mean, with those wings...fantastic." Nur grins to restrain himself from poking curiously at Hybros.
  14. Heh heh :-D. I do want another Garnet to merge with a shield though (the other to keep for casting earth spells) if anyone has one available.
  15. Nur gives his golem a final stern glance before heading over to the imp. "My methods are my own, Creature. However, I am feeling an urge to share. It is my hope that by combining multiple garnets into a single artifact it will not only provide immunity to the earth element but also grant the wearer the ability to absorb it." The mage takes note of the thing's teeth and wings. "You speak to me as if we are familiar. Who are you?"
  16. Alfred the Seneschal held a sign at waist level and after a time he raised it above his head then back down again. WILLING TO BUY A GARNET, 90 GOLD En Sabah Nur walked by. "Higher, Al-Fi. And perhaps give it a spin. Really get their attention. This might help." He cast a topaz-enhanced spell. "That's better."
  17. I like the everyday job-centric classes like alchemist, harlot, etc. so the final form of the Artist class would be welcomed by me. More roleplay focused classes could reduce the number of recent proclamations about players being in RP-related slumps with their characters. Illuminator These mages are so bright you'll have to wear shades. * Additional Health: +3 * Additional Ether: +6 * Weapons: Staves, Wands, Scrolls, Daggers, Gems * Job Trait(s): Hard Light Constructs - Illuminators are able to make objects out of solidified light. Polarized Vision - Illuminators are immune to the Blind effect. Spellcasting - (See mage). * Battle Style: Illuminating - Illuminators bring all things to light. 1. SHIELD: ROYGBIV - All enemies afflicted with faerie fire effect take light damage in an amount equal to the enemies’ level multiplied by ten (level 10 enemy x 10 = 100 light damage) consuming the faerie fire effect. Additionally, the illuminator can alter the way a gem refracts light thus changing the “color” of one gem in their possession to any element they desire. 2. CRITICAL HIT/GREAT SPELL/STRONG CONSTRUCT: The illuminator attacks or spends 1 ether to cast an elemental spell with strength equal to weapon power multiplied by two then added to level (WP: 15 x 2 + Level 30 = 60 damage). Optionally, the illuminator can spend 1 ether to produce a construct that fades from view after ten rounds. 3. HIT/SPELL/CONSTRUCT: The illuminator attacks or spends 1 ether to cast an elemental spell with strength equal to weapon power added to level (WP: 15 + Lvl 30 = 45 damage). Optionally, the illuminator can spend 1 ether to produce a construct that fades from view after five rounds. 4. MISS/WEAK CONSTRUCT: The illuminator misses his attack. Optionally, the illuminator can spend 1 ether to produce a construct that fades from view after two rounds. 5. DAMAGE/LIGHT POLLUTION: The illuminator is struck by his opponent’s attack. Additionally, any attempt at creating a hard light construct fails and the illuminator saturates the area with a strange light that confuses the illuminator. 6. SPECIAL DAMAGE/LIGHT POLLUTION: The illuminator is struck by his opponent’s special skill. Additionally, any attempt at creating a hard light construct fails and the illuminator saturates the area with a strange light that confuses the illuminator. HARD LIGHT CONSTRUCTS Illuminators can produce powerful creations of light to aid them in battle by spending 1 ether. The construct is able to attack on the round following its creation and deducts 1 ether from the caster for each round the construct is standing. Hard light constructs require the illuminator to possess a diamond and can take on any form the illuminator chooses. The construct deals light damage in an amount equal to the illuminator’s weapon power multiplied by 10 (i.e.: WP 15 = 150 light damage to target). Each attack applies the Faerie Fire effect to the enemy surrounding the target in light making it much easier to see which prevents the target from using Flee/Stealth/Hide/etc. All allied characters have a 50/50 chance to completely avoid free hits from the target afflicted with Faerie Fire. The construct immediately begins to fade and loses level in an amount equal to the illuminator’s weapon power each round beginning at the end of the round following its summoning (WP15 => Round 1 = Level 150, Round 2 = Level 135, etc.). The construct is unable to be damaged so its targeting of an enemy does not negate Free Hits. There is no limit to the amount of constructs standing at one time.
  18. Cryomancer These mages are cooler than being cool. * Additional Health: +3 * Additional Ether: +6 * Weapons: Staves, Wands, Scrolls, Daggers, Gems * Job Trait(s): Frost Cloak - The cryomancer is able to enchant an ally with an icy aura. Ice Companion - The cryomancer is able to create a powerful ice golem while out of combat. Spellcasting - (See mage). * Battle Style: Ice Cold - Cryomancers give their enemies the cold shoulder. 1. SHIELD: Cone of Cold - The cryomancer attacks the enemy with an elemental spell in an amount equal to two times his weapon power added to level (WP:15 x 2 + Level 30 = 60 damage) at the cost of 1 ether. If no gem was chosen, one will be selected at random. The cryomancer’s spell is surrounded by a funnel of frost which hits his target and each enemy listed after it in the enemy battle order for ice damage in an amount equal to the cryomancer’s level, slowing the original target and stunning each additional enemy at the cost of 1 ether per enemy affected (Level 30 = 30 ice damage + slow to target and 30 ice damage + stun to enemies listed next). If no enemy was chosen, the first remaining enemy listed in the enemy battle order will be selected. 2. CRITICAL HIT/GREAT SPELL/THICK FROST CLOAK: The cryomancer attacks or spends 1 ether to cast an elemental spell with strength equal to two times his weapon power added to level (WP:15 x 2 + Level 30 = 60 damage). Optionally, the cryomancer can spend 10 ether to surround an ally with a barrier of cold for six rounds that deals the asleep effect to the ally’s opponent after the ally has received damage from the opponent’s attack. 3. HIT/SPELL/FROST CLOAK: The cryomancer attacks or spends 1 ether to cast an elemental spell with strength equal to his weapon power added to level (WP:15 + Level 30 = 45 damage). Optionally, the cryomancer can spend 10 ether to surround an ally with a barrier of cold for three rounds that deals the asleep effect to the ally’s opponent after the ally has received damage from the opponent’s attack. 4. ICE CLONE: The cryomancer spends 5 ether to create an ice replica of himself. The ice clone has health in an amount equal to the cryomancer’s weapon power and can be placed in the order of actions to serve as a decoy. The ice clone melts at the end of the battle if not destroyed. If the cryomancer is out of ether, nothing happens. 5. DAMAGE/FREEZE: The cryomancer is struck by his opponent’s attack. Optionally, any attempt at coating an ally’s armour in ice fails and he freezes the targeted ally instead.The target receives ice damage that ignores shield power in an amount equal to the cryomancer’s weapon power divided by two rounded up before falling asleep (WP:15/2 = 8 ice damage (ignores SP) + the asleep effect). 6. SPECIAL DAMAGE/DEEP FREEZE: The cryomancer is struck by his opponent’s special damage. Optionally, any attempt at coating an ally’s armour in ice fails and he freezes the targeted ally instead. The target receives ice damage that ignores shield power in an amount equal to the cryomancer’s weapon power divided by two rounded up before falling fast asleep. The sleep is so restful ether using classes regenerate 1 ether each round they are frozen (WP:15/2 = 8 ice damage (ignores SP) + fast asleep effect + transcended while asleep). ICE COMPANION Cryomancers have the ability to summon a powerful ice companion to aid their party in and out of combat. The summoning spell requires such concentration that the ice companion can only be summoned while the cryomancer is out of combat at the cost of half the cryomancer’s maximum ether. A cryomancer can not bring a roleplay/Hall summoned ice companion into the beginning of a quest and is required to summon the creature while in the quest. The Ice Companion’s battle skills: Level: 60 (Cryomancer’s level x 2) Health: 130 (100 + Cryomancer’s level) Ether: 6 (+1 for every ten levels of experience) Job Traits: Natural Respite - The Ice Companion regains health equal to its level after battle. Spongey - The Ice Companion absorbs ice and water elemental attacks and is able to fling icy pieces of itself. Snow Pile - The Ice Companion has a chance to reconstitute itself upon its destruction. 1. SHIELD: Pummel - The ice companion becomes enraged, moves to the front row and strikes its target six times with strength equal to its level (Level 60 x 6 = 360 damage). 2. CRITICAL HIT/ICE SPELL: The ice companion attacks its target with strength equal to two times its level (Level 60 x 2 = 120 damage). Optionally, the ice companion can spend 1 ether to cast an ice elemental spell with strength equal to its level (Level 60 = 60 ice elemental damage). 3. HIT/LESSER ICE SPELL: The ice companion attacks its target with strength equal to its level (Level 60 = 60 damage). Optionally, the ice companion can spend 1 ether to cast an ice elemental spell with strength equal to half its level (Level 60 / 2 = 30 ice elemental damage). 4. MISS: The ice companion misses its attack. 5. DAMAGE: The ice companion is struck by its opponents attack. 6. SPECIAL DAMAGE: The ice companion is struck by its opponents special skill. SNOW PILE When the ice companion loses all of its health, it crumples into a pile of snow with a maximum health of 1. The ice companion reconstitutes itself from the snow pile after three rounds as long as it remains unharmed. If the snow pile is damaged, the frost companion is destroyed and the cryomancer will have to resummon it outside of combat.
  19. Shield Mage * Additional Health: +3 * Additional Ether: +6 * Weapons: Staves, Wands, Scrolls, Daggers, Gems and Shields. * Job Traits: Empower Shield - The shield mage can carry a shield as long as his combined shield power is less than or equal to half the shield mage’s level. He can temporarily enhance the shield while in combat. Charged - The shield mage adds 1 to his charge counter every time he is damaged by an attack or receives a negative status effect. Unexpended charges carry from battle to battle but remaining charges expire at the end of a quest. Spellcasting - (See mage). * Battle Style: Buffering - Shield Mages fling spells from behind cover. 1. SHIELD: Spellshield - The shield mage leads with his shield unleashing a devastating elemental attack on his target for damage in an amount equal to twice his combined weapon and shield power added to level then multiplied by the number of accrued charges ((WP: 15 + SP: 15) x 2 + Level 30) x 3 Charges = 270 elemental damage) that ignores row at the cost of 1 ether. The charges are expended upon the completion of the attack but if the shield mage is not charged, the Charged modifier is ignored. If no gem was chosen, one from the shield mage’s inventory will be selected at random. If no target was selected, one will be selected at random. Additionally, the shield mage extends the magic of his shield, protecting himself and the player listed immediately after the shield mage in the order of actions from damage and effects on the following round. 2. CRITICAL HIT/GREAT SPELL/STRONG MUFFLE: The shield mage attacks or spends 1 ether to cast an elemental spell with strength equal to two times his weapon power added to his level (WP: 15 x 2 + Level 30 = 60 damage). Optionally, the shield mage can spend 1 ether to cast Muffle on his shield which seals the shield mage’s attacker when they cause him harm. Muffle lasts for three rounds but additional castings add to the round timer. 3. HIT/SPELL/MUFFLE: The shield mage attacks or spends 1 ether to cast an elemental spell with strength equal to his weapon power added to his level (WP: 15 + Level 30 = 45 damage). Optionally, the shield mage can spend 1 ether to cast Muffle on his shield which seals the shield mage’s attacker when they cause him harm. Muffle lasts for two rounds but additional castings add to the round timer. 4. HAPLESS: The shield mage becomes jinxed. If not previously jinxed, the shield mage adds one to his Charged modifier. 5. DEFLECTED DAMAGE/MISCAST: The shield mage is struck by his opponent’s attack but his shield has a ⅙ chance to block the attack completely. The shield mage adds one to his Charged modifier as long as he receives damage. Optionally, any attempt at casting Muffle fails and the shield mage seals himself, losing all remaining charges. 6. SPECIAL DAMAGE/MISCAST: The shield mage is struck by his opponent’s special damage which adds one to his Charged modifier if he receives damage or a negative status effect. Optionally, any attempt at casting Muffle fails and the shield mage seals himself, losing all remaining charges.
  20. Well whatever happens I am saddened that you are leaving. All elves look the same to Nur and your char was one of two elves he could actually recognize (before your wooden change anyway). Another member from Quest 10 disappears but at least she had a cool death.
  21. Can I have your handcannon?
  22. En Sabah Nur enters the Hall with his stone companion. He stands directly in front of the questboard. "Al-Fi, Do the thing!" Nur fell backwards as if to sit in an invisible chair only to land comfortably on his golem who had bent over to form a makeshift bench. "Hmm, let us aid in the Farmer's clean-up once again." The mage reaches up and signs his name for the Fields of Glory.
  23. Nur upgrades his Quarterstaff to WP: 20; 1075 g - 190 - 200 = 685 gold. He then purchases a few bombs: Agni Bomb, 685 - 100 = 585 gold Neptune Bomb, 585 - 100 = 485 gold Rudra Bomb, 485 - 100 = 385 gold Stun Bomb, 385 - 30 = 355 gold Poison Bomb, 355 - 30 = 325 gold Sleep Bomb, 325 - 30 = 295 gold "Dain, might ye also merge the Poison and Neptune Bombs to create Dysentery Bomb (Deals 105 water-elemental damage and the poisoned by 1-effect to all opponents when used.) 295 - 2 = 293 gold. and combine the Stun and Rudra Bombs into a sort of Electrocution Bomb (Deals 105 lightning-elemental damage and the stunned effect to all opponents when used.) 293 - 2 = 291 gold."
  24. Alfred the Seneschal traipses through the Fish Market in his master's old attire while Nur follows from the alleys and other unmonitored areas. He winces as if struck on his left side then continues following the golem around town.
  25. Actually before the match started I picked random cards, set them up in a random order and played each card in the order of my established list no matter what the NPC played because my character doesn't need to win or be the best at everything. I sent Pyrovisionary a PM of my chosen cards and the order I was going to play them in because no one trusts Jeb heheheh...
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