Freeze all of the rocks you go down on and check if Abel's okay.
You don't have a spell that would quite work for securing an object in place, as most of them need a direct line of sight or simply aren't suitable for the job.
Check your spells on the last page, there's one that would work.
You yell up to the party and ask for a rope, keeping shaping a platform in mind as a backup plan. After a few seconds, they throw one down to you.
NIMBLENESS CHECK: Lower than 35/100 fails the check. You roll a 3 and fail (quite miserably at that).
Attempting to grab the rope without knocking the rock loose, you try to grab the rope while keeping your weight as balanced as it was before. However, you slip and fall from the rock AND the rope.
WITS CHECK: Lower than a 10/100 fails the check (original prob. 33%, +23% from preparation). You roll a 15 and pass.
Thinking quickly, you conjure up a temporary platform of ice below you (good thing those float!) (-5 Cryomana. The rope is lowered down to your position. You grab it and promptly reabsorb the ice platform (+4 Cryomana).
What will you do now? Frederick is still casting his spell.
The Magician (1.4x magical damage dealt, 1.4x physical damage taken, always gain Mana on level up, increased spell discovery rate).
Spells:
[XXX] indicates an element, [XXX] indicates a spell, [XXX] indicates a spell unique to you.
Arcane:
Force: Moves an object within line of sight. Costs [X] mana per turn, with [X] being increased with a more massive object and [X] being decreased by a higher level.
Cryomancy:
The Cryonic Chamber: Freeze an enemy (or yourself) solid in ice. Costs 40 CP every turn, immobilizes an enemy. Deals 5 Ice and 20 Mundane Damage each turn; the mundane damage cannot be blocked. While inside the ice, Mundane damage deals only 80% of the damage it would normally do. If cast on yourself or someone friendly, deals no Mundane damage. Not affected by range.
Ice Shape: Form a permanent object out of ice in exchange for [X] MCP. [X] varies depending on what the object is.
Temporary Ice Shape: Form a temporary object out of ice in exchange for [X] CP. [X] varies depending on what the object is. Every 3 turns, you must pay [X] CP or let the object melt.
Ice Ball: Blast a sphere of cryonic energy at your opponent for 10 CP. 10 Ice base damage. Long range.
Snowdrift: Blast a stream of snow at your enemy. Inflicts Slowness on an enemy and deals 7 Ice base damage for 20 CP. Medium range.
Checks: All checks have a base probability of succeeding. A check will use whatever stat is related to it; generally, trying to do some careful movements will require dexterity, recalling things will require knowledge, thinking on the fly uses wits, etc. Every point in a stat gives you an extra 2% chance of succeeding. Points under 20 in a stat will cause you to have a lower chance to succeed than the base probability, having a 20 in a stat will give you the base probability to succeed, and having over 20 will give you a higher chance than the base probability to succeed.
By the way, how do you guys feel about random crits? I don't like them very much, but if you guys want them i'll put them in. A poll was added.
Seeing as you are already at the bottom of the rope, you call up for them to lower the rope. They begin lowering it until you are halfway down the canyon, at which point you hear the mercs yell "This is as far as it will go!".
Frederick finishes casting his spell, and a light shines from him to Abel. "He has 5/75 Vitality left!" Frederick yells.
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
You reach the bottom and check up on Abel. He's not bleeding too badly, and you can feel a pulse, so he should still be alive. You take one of his vitality potions and force it down his throat. He groans and gets up. You explain what happened, and he nods. He casts a spell to refill his vitality completely.
What will you do now? You may be able to climb back up to the top, but it will be hard and you doubt Abel is strong enough. You can still communicate fairly well with the party on the top of the canyon, so you can plan with them if need be.
The Magician (1.4x magical damage dealt, 1.4x physical damage taken, always gain Mana on level up, increased spell discovery rate).
Spells:
[XXX] indicates an element, [XXX] indicates a spell, [XXX] indicates a spell unique to you.
Arcane:
Force: Moves an object within line of sight. Costs [X] mana per turn, with [X] being increased with a more massive object and [X] being decreased by a higher level.
Cryomancy:
The Cryonic Chamber: Freeze an enemy (or yourself) solid in ice. Costs 40 CP every turn, immobilizes an enemy. Deals 5 Ice and 20 Mundane Damage each turn; the mundane damage cannot be blocked. While inside the ice, Mundane damage deals only 80% of the damage it would normally do. If cast on yourself or someone friendly, deals no Mundane damage. Not affected by range.
Ice Shape: Form a permanent object out of ice in exchange for [X] MCP. [X] varies depending on what the object is.
Temporary Ice Shape: Form a temporary object out of ice in exchange for [X] CP. [X] varies depending on what the object is. Every 3 turns, you must pay [X] CP or let the object melt.
Ice Ball: Blast a sphere of cryonic energy at your opponent for 10 CP. 10 Ice base damage. Long range.
Snowdrift: Blast a stream of snow at your enemy. Inflicts Slowness on an enemy and deals 7 Ice base damage for 20 CP. Medium range.
Checks: All checks have a base probability of succeeding. A check will use whatever stat is related to it; generally, trying to do some careful movements will require dexterity, recalling things will require knowledge, thinking on the fly uses wits, etc. Every point in a stat gives you an extra 2% chance of succeeding. Points under 20 in a stat will cause you to have a lower chance to succeed than the base probability, having a 20 in a stat will give you the base probability to succeed, and having over 20 will give you a higher chance than the base probability to succeed.
Use Ice Shape to make a ladder and climb back to the top.
This would cost a good deal of CP (you estimate 60) and you would need to support him since he isn't a cryomancer. Feasible enough, but you aren't sure if you have the strength to do it.
You do so. They gather all the rope they have, tie it together, and throw it down; it reaches 3/4s of the way down, so you only need 15 CP to reach up there with an ice ladder.
Abel begins looking around, a curious look on his face.
comes from the year OVER 9000! With a machine gun and eats everything Including people
A new hero villain named Luke enters from the distant future from a distant planet where they apparently still use machine guns. You teleport into the scene and immediately die; you teleported into a rock, you idiot.
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
name:Leon S. Kennedy
Class: Traveling Warrior
Bio: Leon is just a teenage man who decided to travel and save people. along the way on his travels he met someone and they both fell in love and that girls name is Ashley Graham.
Gender: Male
The Meaning of Life, the Universe, and Everything.
Join Date:
3/12/2013
Posts:
72
Minecraft:
CthulhuTheElder
Member Details
OT: Will Brethick
Known for/ Exceptional skills: He's a Cryomancer battlemage. Known for using his cryomancy for creating weapons and such to aid him in battle.
As much as I would like to reenact this video:
One does not simply "grab Abel". You're near the top of a canyon, he's at the very bottom.
You begin to climb down, but as you shift your weight, the rock lets lose a hideous groan. Are you sure you want to do that?
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Complipedia
You don't have a spell that would quite work for securing an object in place, as most of them need a direct line of sight or simply aren't suitable for the job.
Check your spells on the last page, there's one that would work.
Complipedia
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
You yell up to the party and ask for a rope, keeping shaping a platform in mind as a backup plan. After a few seconds, they throw one down to you.
NIMBLENESS CHECK: Lower than 35/100 fails the check. You roll a 3 and fail (quite miserably at that).
Attempting to grab the rope without knocking the rock loose, you try to grab the rope while keeping your weight as balanced as it was before. However, you slip and fall from the rock AND the rope.
WITS CHECK: Lower than a 10/100 fails the check (original prob. 33%, +23% from preparation). You roll a 15 and pass.
Thinking quickly, you conjure up a temporary platform of ice below you (good thing those float!) (-5 Cryomana. The rope is lowered down to your position. You grab it and promptly reabsorb the ice platform (+4 Cryomana).
What will you do now? Frederick is still casting his spell.
Vlad Gardnier the Magician
Cryomancer (+5 Ice Resistance)
Level 5
VP: [================] 80/80
MP: [=======================] 120/120
CP: [=======================] 119/120
HG: [==================] 95/100 (Full: Regenerating health)
WT: [==================] 44.2/100 (Slightly Encumbered: -5% Nimbleness)
XP: [====================================] 10/200
Lantern Fuel: [=] 0/50
Strength: 10
Dexterity: 15
Nimbleness: 20 - 1
Wisdom: 20
Knowledge: 25
Wits: 20
Inventory and Equipment
Inventory:
7 1/2 Rations (+30 hunger) (WT: 1)
1 Knife (+2 Att, very short, melee) (WT: 1)
4 Lengths of Rope (WT: 2)
15 OZ of Lantern Oil (+10 Fuel per ounce) (WT: .5)
1 Lantern (WT: 2)
1 Flint and Steel (WT: .5)
5 Diluted Vitality Potions (+?? VP) (WT: 1.1)
10 Diluted Mana Potions (+?? Universal MP) (WT: 1.1)
1 Diluted Energy Potions (Applies Minor Energetic buff) (WT: 1.2)
Weapon: Quarterstaff (+4 Att, short, melee)
Armor: Cloth Robe (+0 Defense, +2 Ice Res)
Belt: Leather (+0 Defense)
Belt Equipment: Lantern
Defenses:
0 Mundane
0 Arcane
7 Ice
Titles:
The Magician (1.4x magical damage dealt, 1.4x physical damage taken, always gain Mana on level up, increased spell discovery rate).
Spells:
[XXX] indicates an element, [XXX] indicates a spell, [XXX] indicates a spell unique to you.
Arcane:
Force: Moves an object within line of sight. Costs [X] mana per turn, with [X] being increased with a more massive object and [X] being decreased by a higher level.
Cryomancy:
The Cryonic Chamber: Freeze an enemy (or yourself) solid in ice. Costs 40 CP every turn, immobilizes an enemy. Deals 5 Ice and 20 Mundane Damage each turn; the mundane damage cannot be blocked. While inside the ice, Mundane damage deals only 80% of the damage it would normally do. If cast on yourself or someone friendly, deals no Mundane damage. Not affected by range.
Ice Shape: Form a permanent object out of ice in exchange for [X] MCP. [X] varies depending on what the object is.
Temporary Ice Shape: Form a temporary object out of ice in exchange for [X] CP. [X] varies depending on what the object is. Every 3 turns, you must pay [X] CP or let the object melt.
Ice Ball: Blast a sphere of cryonic energy at your opponent for 10 CP. 10 Ice base damage. Long range.
Snowdrift: Blast a stream of snow at your enemy. Inflicts Slowness on an enemy and deals 7 Ice base damage for 20 CP. Medium range.
Formulas
For reference.
Attack Formula: Strength*.5+WeaponAtk+Strength*.25±20%
Mattack Formula: Wisdom*.5+SpellDmg+Wisdom*.25±20%
Checks: All checks have a base probability of succeeding. A check will use whatever stat is related to it; generally, trying to do some careful movements will require dexterity, recalling things will require knowledge, thinking on the fly uses wits, etc. Every point in a stat gives you an extra 2% chance of succeeding. Points under 20 in a stat will cause you to have a lower chance to succeed than the base probability, having a 20 in a stat will give you the base probability to succeed, and having over 20 will give you a higher chance than the base probability to succeed.
By the way, how do you guys feel about random crits? I don't like them very much, but if you guys want them i'll put them in. A poll was added.
Complipedia
Frederick finishes casting his spell, and a light shines from him to Abel. "He has 5/75 Vitality left!" Frederick yells.
Complipedia
What will you do now? You may be able to climb back up to the top, but it will be hard and you doubt Abel is strong enough. You can still communicate fairly well with the party on the top of the canyon, so you can plan with them if need be.
Vlad Gardnier the Magician
Cryomancer (+5 Ice Resistance)
Level 5
VP: [================] 80/80
MP: [=======================] 120/120
CP: [=======================] 120/120
HG: [==================] 94/100 (Satiated)
WT: [==================] 44.2/100 (Slightly Encumbered: -5% Nimbleness)
XP: [====================================] 10/200
Lantern Fuel: [==========] 0/50
Strength: 10
Dexterity: 15
Nimbleness: 20 - 1
Wisdom: 20
Knowledge: 25
Wits: 20
Inventory and Equipment
Inventory:
7 1/2 Rations (+30 hunger) (WT: 1)
1 Knife (+2 Att, very short, melee) (WT: 1)
4 Lengths of Rope (WT: 2)
15 OZ of Lantern Oil (+10 Fuel per ounce) (WT: .5)
1 Lantern (WT: 2)
1 Flint and Steel (WT: .5)
5 Diluted Vitality Potions (+?? VP) (WT: 1.1)
10 Diluted Mana Potions (+?? Universal MP) (WT: 1.1)
1 Diluted Energy Potions (Applies Minor Energetic buff) (WT: 1.2)
Weapon: Quarterstaff (+4 Att, short, melee)
Armor: Cloth Robe (+0 Defense, +2 Ice Res)
Belt: Leather (+0 Defense)
Belt Equipment: Lantern
Defenses:
0 Mundane
0 Arcane
7 Ice
Titles:
The Magician (1.4x magical damage dealt, 1.4x physical damage taken, always gain Mana on level up, increased spell discovery rate).
Spells:
[XXX] indicates an element, [XXX] indicates a spell, [XXX] indicates a spell unique to you.
Arcane:
Force: Moves an object within line of sight. Costs [X] mana per turn, with [X] being increased with a more massive object and [X] being decreased by a higher level.
Cryomancy:
The Cryonic Chamber: Freeze an enemy (or yourself) solid in ice. Costs 40 CP every turn, immobilizes an enemy. Deals 5 Ice and 20 Mundane Damage each turn; the mundane damage cannot be blocked. While inside the ice, Mundane damage deals only 80% of the damage it would normally do. If cast on yourself or someone friendly, deals no Mundane damage. Not affected by range.
Ice Shape: Form a permanent object out of ice in exchange for [X] MCP. [X] varies depending on what the object is.
Temporary Ice Shape: Form a temporary object out of ice in exchange for [X] CP. [X] varies depending on what the object is. Every 3 turns, you must pay [X] CP or let the object melt.
Ice Ball: Blast a sphere of cryonic energy at your opponent for 10 CP. 10 Ice base damage. Long range.
Snowdrift: Blast a stream of snow at your enemy. Inflicts Slowness on an enemy and deals 7 Ice base damage for 20 CP. Medium range.
Formulas
For reference.
Attack Formula: Strength*.5+WeaponAtk+Strength*.25±20%
Mattack Formula: Wisdom*.5+SpellDmg+Wisdom*.25±20%
Checks: All checks have a base probability of succeeding. A check will use whatever stat is related to it; generally, trying to do some careful movements will require dexterity, recalling things will require knowledge, thinking on the fly uses wits, etc. Every point in a stat gives you an extra 2% chance of succeeding. Points under 20 in a stat will cause you to have a lower chance to succeed than the base probability, having a 20 in a stat will give you the base probability to succeed, and having over 20 will give you a higher chance than the base probability to succeed.
Complipedia
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
This would cost a good deal of CP (you estimate 60) and you would need to support him since he isn't a cryomancer. Feasible enough, but you aren't sure if you have the strength to do it.
You do so. They gather all the rope they have, tie it together, and throw it down; it reaches 3/4s of the way down, so you only need 15 CP to reach up there with an ice ladder.
Abel begins looking around, a curious look on his face.
A new
herovillain named Luke enters from the distant future from a distant planet where they apparently still use machine guns. You teleport into the scene and immediately die; you teleported into a rock, you idiot."Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Class: Traveling Warrior
Bio: Leon is just a teenage man who decided to travel and save people. along the way on his travels he met someone and they both fell in love and that girls name is Ashley Graham.
Gender: Male
Complipedia
Known for/ Exceptional skills: He's a Cryomancer battlemage. Known for using his cryomancy for creating weapons and such to aid him in battle.