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Post by yellowclover on Aug 26, 2014 10:25:08 GMT -6
Ok cloud I have already stated that all of the twelve incarnations were at the realm of wheels (the fancy space glyph) at the start of the story. I have stated that the making of the successors involves all of the twelve together. I have stated that the twelve are participating in a cyclic ritual. I have stated that the successor making is a part of that ritual. So since the current incarnations were made in the same manner as the next incarnations will be (assuming you guys make it to the end) then we can conclude that the twelve were raised together in isolation, effectively making them adoptive siblings.
Sorry if that came off as condescending I was just trying to be clear.
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Post by kjmccloud on Aug 26, 2014 13:00:13 GMT -6
Alright, I get it now. We, the wanderer, are looking to unite the 12 so that that they may keep the wheels turning. Makes sense. Final questions would be, what if we miss characters? Is there a chance we fail to complete the wheel? And I'm also assuming there is a time limit for completion, otherwise there wouldn't be much of a point to even going out of our way to do it.
Last question! For real, this time! Are we the only wanderer, or are there others looking to unite the 12 as well?
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Post by yellowclover on Aug 26, 2014 13:29:21 GMT -6
Their is a time limit but it's prety far off right now. You are the only wanderer but if you start to take to long gathering the twelve and their offerings the Keepers will start stepping in, and they won't be playing nice about. Please avoid involving them unless you want all hell to break loose.
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Post by kjmccloud on Aug 28, 2014 9:23:17 GMT -6
Can I get some backing on 22 and 33?
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Post by Deleted on Aug 29, 2014 23:50:36 GMT -6
Yeah I back 22 and 33 sorry cloud just been caught up in everything else lately.
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Post by Deleted on Aug 30, 2014 6:19:39 GMT -6
Yeah I back 22 and 33 sorry cloud just been caught up in everything else lately.
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Post by yellowclover on Aug 30, 2014 11:42:57 GMT -6
File 22) engaged: Water Magic. Water magic is classified as an elemental attribute, and belongs to the spring triad. Water magic is characterized by the generating and manipulating of water in all three of it's conventional states of matter. It is extremely powerful and efficient near a source of water as conjuring takes a great deal of effort for minimal results. Spells are as follows. Conjure: can be used to summon water, vapor, or ice in small quantities (equal to magic stat plus alignment modifier divided by two gallons of water) cost 10 mp. Shift: changes the faze of water with same quantity equation 5 mp. Launch: launches water, ice, or vapor in a specific direction for 5 mp cost speed increases as quantity of substance decreases Shape: shapes water into any form 5mp. Water breath: allows breathing under water for mag stat times alignment modifier minutes 5 mp. Water walk: allows for walking on the surface of water 5 mp.
As one can see water magic lends itself to spell combos for maximum effect.
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Post by yellowclover on Aug 30, 2014 12:25:38 GMT -6
File 33) engaged: Spirit Skills: Spirit skills are as varied and enigmatic as the spirits themselves. There simply to many to list in any coherent fashion, as every spirit develops it's own unique skills. Spirits develop skills in several ways: energy accretion, repeated action, polarized exposer, and nature mutation. Energy accretion: skills gained in this matter are gained at thresholds of spirit energy absorption, to wit if a spirit absorbs enough spirit energy it will develop a skill spontaneously subject to the source(s) of the spirit energy. Repeated action: as the tittle implies spirits may gain skills by performing or attempting to perform an action repeated times. Polarized exposer: if a spirit is exposed to a strong surge of a particular magic attribute it may spontaneously acquire a skill related to that attribute. Nature mutation: as spirits accrue energy there nature shifts to reflect the energy's source, if a spirits nature shifts far enough in one direction it may gain an suitable skill for that nature.
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Post by Deleted on Aug 30, 2014 12:26:47 GMT -6
So we are grandspirits of ultimate power?
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Post by yellowclover on Aug 30, 2014 12:33:19 GMT -6
Yah ultimate power that can be stopped dead in it's tracks by some squiggles plastered on a wall.
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Post by Deleted on Aug 30, 2014 13:03:07 GMT -6
Never!!
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Post by Deleted on Aug 30, 2014 16:23:53 GMT -6
But the squiggles are magical.
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Post by kjmccloud on Aug 30, 2014 16:52:03 GMT -6
Great. Aquaman joined our party. Now there's no way anyone will ever defeat us. I'm so veeeery ecstatic.
In all seriousness though, what spells are we using to capture water elementals with? Perhaps charm, mixed with water somehow? Which brings me to my next question. How would we be able to complete our mission without Iris? Had we picked someone else at the beginning, would we just be SOL until we met her?
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Post by yellowclover on Aug 30, 2014 16:59:26 GMT -6
If your talking about healing there are items and other healers. If you're talking about charm its not necessary and other characters have similar skills including another of the twelve. Differing charm effects stack, and charm effects all types of monsters, and weak minded people, though some creatures are more resistant than others.
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Post by kjmccloud on Aug 30, 2014 17:06:44 GMT -6
We came Charm PEOPLE? Boss. We need this to happen sometime soon. Maybe dupe a shopkeeper or something...
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Post by Deleted on Aug 30, 2014 18:02:18 GMT -6
We could of charmed the wave raptor boss but people wanted to murder it in cold blood.
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Post by yellowclover on Aug 30, 2014 18:13:55 GMT -6
I wouldn't try it any time soon unless you see clear indicators that the person in question is particularly dim, Iris simply isn't strong enough yet. Also on people its more a Jedi mind tricks thing than straight up brain washing. Also like Jedi mind tricks some species are practically immune.
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