Post by Tormaigh MacRagallach on Apr 29, 2007 0:57:22 GMT -5
Page 2: Mechanical Creations
IMPORTANT NOTE: All clockwork constructs, after being wound up by a nominal trickle charge of mana, run entirely on mechanical energy provided by the construct's inner workings. Magical elements that grant it autonomy and consciousness are instilled in the constructs during the build process, not on the battlefield. Therefore, consider costs listed below as activation costs, not the energy that is intended to sustain the construct for its 'lifetime' in any given battle.
These interesting mechanical creatures can each be outfitted with a SINGLE device of Torm's choosing, and once they are "wound up" by running mana through the device, It will act autonomously for as long as 30 minutes (7 Rounds) and will carry out Torm's bidding without regard for its own physical integrity. Each has the ability to fly in a speedy and nimble manner, and can dodge attacks that have discernable time intervals between initiation and connect. New types of beetles are constantly under development. He carries as many as a few dozen scattered about his person, as they are about the size of a peach pit.
Characteristics/abilities shared by all beetles
--Flight. All Torm's beetles meant for combat use are capable of flight. Top speed 60mph (or 100kph.) --Pincers. All beetles are equipped with sharp, extendable front mandibles that are capable of cutting most materials. --Legs. All beetles have 3 pairs of fully articulated legs which allow the beetle top walk on most surfaces and to even cling upside-down to non-smooth surfaces. --Reaction/Obedience. Bugs will attemp to dodge attacks on them without instruction, and will obey commands from Torm delivered verbally or through rhythmic vibration patterns (physically felt or audible). Mental link capabilities in training Str:5 Wis:10 Dex:20 End: Non-applicable. Will attempt to respond to commands for lifetime duration. Wings are meltable in intense heat. Insect is made of strong metal, and can be destroyed by means that affect such material. Mechanisms are clockwork, aka not damaged by electricity or water. Possibly susceptible to 'clogging' (ice, sludge, etc) and concussive attacks. Int: Non-applicable. Immune to mind manipulation. Nrg: Non-applicable. Bugs cast no spells, and their abilities are integrated with all other functions.
The specific ability of any given beetle is denoted by the color(s) of its shell. The current types Torm has created and carries on his person are as follows:
Yellow: Paralysis Needle. Bug will attempt to land on target and inject a potent muscle relaxant into the target, causing numbness and immobility. Effectiveness determined by endurance of target. Round 1 after sting: Mild to moderate wobblyness. Round 2: Extreme difficulty with motor functions. Round 3: Full physical paralysis.
[glow=black,2,300]White:[/glow]Combat First Aid. Bug will attempt to plug wounds to hold blood in or use a limited supply of fine thread to stitch open wounds shut. Most useful as temporary medical aid under time-critical or combat circumstances.
Orange: Kamikaze. Beetle will attempt to close to a range of one yard with target and detonate itself with a dense on-board explosive, resulting in a concussive blast with force approximately equivalent to that of being struck by a small car on a highway.
[glow=Teal,2,300]Clear:[/glow]Light. Beetle will emit a strong but not eye-hurting light in all directions. Useful for exploring dark areas or in conjunction with night maneuvers.
Purple: Energy Leech. Beetle lands on target or burrows under clothes, armor, etc and sucks energy from them. Energy can be discharged in the form of raw mana or transferred to a target. Rate: 1 energy per round leeched. Capacity: 3 energy. When releasing, all stored energy must be released at once.
Blue: Shield Bearer. When a spell or projectile is about to hit it, the beetle will generate a disk of energy about a foot in diameter for a split second in order to halt or redirect it. Repeated, strong attacks will drain the beetle before its 7 rounds are up. Because the beetle is not heavy, knockback is a factor. Often ordered to orbit Torm's person and move to intercept attacks.
Brown: Driller. Beetles specially designed to burrow through most substances rapidly. Can carry out subterranean attacks.
Black: Radio. Beetles contain encrypted miniature radios for allied communication. Max transmission range: 3 miles.
Note: As Torm grows in skill and experiments, new beetles will be added to his arsenal as he invents them, so watch for it.(Current projects: Poison Beetles and Shrieking Beetles)
(no pic yet, sorry) Somewhat larger than the beetles (fist-sized.) They're very much like beetles but have the capacity for a second device and a small storage space, perhaps to house a beetle for a surprise attack. They have the ability to observe areas and relay the information to Torm by tapping out a sort of Morse code or whistling. They are also useful for carrying messages and can fly as far as 100 miles on a full charge. AKA Scouts, messengers, and combat distraction/support. Str: 15 Wis: 15 Dex: 10 End: Non-applicable. Will attempt to respond to commands for lifetime duration. Wings are meltable in intense heat. Insect is made of strong metal, and can be destroyed by means that affect such material. Mechanisms are clockwork, aka not damaged by electricity or water. Possibly susceptible to 'clogging' (ice, sludge, etc) and concussive attacks. Int: Non-applicable. Immune to mind manipulation. Nrg: Non-applicable. Bugs cast no spells, and their abilities are integrated with all other functions.
The "Swiss Army" Ladder
(Also no pic yet. Lo siento.) The ladder is 7 feet in length, and can either kaliedoscope lengthwise or flip open to a maximum lenght of around 14 feet, thanks to ingenious hinge designs. Makes for a bulky melee weapon, but extremely difficult to counter due to the ecclectic style it must be weilded in. Builds up momentum easily for delivering crushing blows.
Wheels/Runners. Wheels and ski/skate-like runners can flip out lengthwise, making it possible for it to roll or slide when flat along the ground.
Blades. Long, single-edged blades will flip out of 8 locations on the ladder: Each of the ends of both halves of the device. Also, the ski/skate-like runners mentioned above are marginally sharp and run lengthwise.
Wings. A pair of fire-resistant wings of stretched leather can flip out to each side of the ladder. There is no propulsion, so it only serves for gliding from higher up or if Torm produces a wind for lift magically.
Pogo. A springy, suspension-like shaft is mounted inside the legs of the ladder. When active, the ends of the legs behave as would a pogo stick.
Grappling hook. The same spring-loaded mechanism provides the force for the launch of a grappling hook that trails a thin but strong rope of woven carbon-steel. Strong rewinding mechanism.
Also... ***TOP SECRET PROJECT IN THE WORKS*** COMING SOON
Post by Tormaigh MacRagallach on Apr 29, 2007 1:34:25 GMT -5
Page 3: An Explanation of Weave-Casting
In elementalism, the magical forces of nature are categorized into 9 fundamental forms of natural magical energy. They are Earth, Wind, Water, Fire, Dark, Light, Wood, Metal, and Spirit, all of which can be derived from the regular magical energy that is generated by a living creature.
In Elemental Weave-Casting, the caster visualizes magical energy going forth from them in the form of strands. Each strand is composed entirely of one of the nine elements listed above. Then the caster 'weaves' strands of different elements together in order to achieve desired results. This process is visualized mentally and is not actually visible to people watching.
This school of magic is very difficult to learn unless you have a natural feel for it. In a different age of the world, this was the only form of magic practiced for a time in much of the world, and it was believed that there were two separate halves of magic itself, known as saidar and saidan. One half could only be physically tapped by women, and the other only by men. Of course, this mental conditioning was broken down by progress and study.
Complexities of weaves can vary infinitely. Simple weaves can take next to no time to create. More complex ones can take quite a while to prepare, as you have to mentally lay down and intertwine each thread of the spell. Practice with a specific complex spell can make that one spell easier and easier to cast faster.
Tormaigh's adaption of this style follows the above descriptions, with one exception. Another dimension can be added to the weaves aside from the physical types of strands and the manner in which they are woven. That extra aspect is rhythm. By mentally weaving the spell in a certain rhythm, the spell can be further tinkered with for very complex and varied results. The effect of rhythm on the mental image of the process is to make all the strands pulse at the rate of the chosen rhythm.