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PostPosted: Sun Jul 16, 2017 5:00 pm 
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Potion Mimic (Senior Member)
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Joined: Thu Jul 24, 2008 12:25 pm
Posts: 7026
Location: Gensokyo
Oz, Lv 0.48
HP: 13/13
MP: ★★★★★
SP: 000%
±0 Dmg | -8 Hit | -2 AC | +5 MR | +5 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (+1 AC)
[Reveal] Spoiler: Inventory & Status
Items:
  • Rødlev Crest
  • -
  • -
  • -
  • -
  • -
  • -
  • -
  • -
  • -

Spells:
  • Cyclone
    -> Creates 1d3 + INT/3 Wind blades dealing 1d4 + WIL damage. Blades have INT HIT bonus.
  • Sonic Clap
    -> All enemies must make a VIT check vs the caster's WIL or be stunned for a turn and lose their AC dodge bonus.
  • Darkmatter Vortex
    -> All enemies must make a WIL+VIT check vs the caster's INT. If they succeed they take 1d3 damage. if they fail they will take 1d3 damage per turn for WIL turns.
  • Light
    -> Creates a floating orb of radiance to act as a source of light for the caster. The orb will accompany the caster for several hours before fizzling out, and may be dismissed manually.
  • Life Sense
    -> The caster is able to telepathically sense all living beings within a radius of approximately INT+PER meter.

Abilities (290/300 AP spent):
  • Quick Spell [ Active ] [ 70 AP / use ] ( 1 use )
    -> Allows Oz to cast a spell as a minor action.
  • Awareness [ Sustained ] [ 60 AP ]
    -> Oz can give up his minor action each turn in order to apply his Perception stat as a bonus towards any of his attempts to dodge an attack. Increases Stress by 5 at the end of every turn while active.
  • Wellspring of Magic [ Passive ] [ 100 AP ]
    -> At any time during a battle, Oz can use a minor action to regain a spell point, at the cost of increasing his Stress by 20.
  • Grace under Pressure [ Passive ] [ 60 AP ]
    -> Grants Oz a +1 bonus to all rolls whenever his Stress is 50 or higher.
  • Intimidating Confidence [ Active ] [ 35 AP ] [ Not learned ]
    -> This is a minor action. If Ginny uses War Banner this turn, Oz follows up with his own unique brand of "encouragement", crushing his enemies' will to fight.
    Unless they pass a WIL check against 6+WIL, all enemies suffer 10 Stress and have the damage of their next attack minimized.
  • Maelstrom of Magic [ Passive ] [ 40 AP ] [ Not learned ]
    -> Allows Oz to make a maneuver (spells only) against enemies marked with A Trace by Nica. If successful, A Trace is consumed and the target is stunned for a turn.
  • A Mind for Magic [ Passive ] [ 50 AP ] [ Not learned ]
    -> Oz receives a +5 bonus to any attempts to learn a spell he has seen before.
  • Disquieting Serenity [ Passive ] [ 70 AP ] [ Not learned ]
    -> Whenever Oz is (one of) the target(s) of any action while suffering from an Affliction, the user of that action receives 10 Stress unless they pass a WIL check against 6+WIL (whether they're friend or foe).
  • Spell Crucible [ Camping ] [ 85 AP ] [ Req.: Ginny's Soul Crucible ] [ Not learned ]
    -> Oz can create a combined spell from two of his known spells, that behaves as Ginny's spellbook abilities, with a single use. This spell does not take up space in Oz' spellbook but can only be used once before it is forgotten.
  • Last Word [ Active ] [ 150 AP / use ] [ Not learned ]
    -> Allows Oz to cast a spell using all of his remaining spell points at once. Each spell point beyond the requirement sacrificed this way increases the potency of the resulting spell by 50% (additive).


Attributes:
-5 Strength
-3 Dexterity
-1 Agility
±0 Vitality
+5 Intellect
+5 Willpower
+4 Perception


As it turned out, the soldiers hadn't just been hearing things - now having experienced the strange howls first-hand, Oz found himself agreeing that they definitely sounded... foreign. Not that it was much of a surprise, given what they were dealing with here.
"I suppose it wasn't... fine, I guess dealing with the source of those howls is a priority. It's difficult to sleep through that noise, and not being well-rested will just slow down our work.
In fact, with that in mind, if we're going to investigate, we should probably get going now. Whatever is responsible for that noise appears to only be active at night - meaning that we might be able to get the jump on it if we happen to find it during the day. Either way, it's safer than strolling through a forest at night."


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PostPosted: Fri Jul 21, 2017 7:21 am 
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Lumberjack (Developer)
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Joined: Wed Jul 23, 2008 6:56 am
Posts: 7428
Location: Israel
Ginny, Lv0 [36] Blue Knight [Front]
16/16 HP // 12/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +0 AC | +1 MR | +1 INIT
Longsword [1-8 Dmg] | Old Breastplate Armor [4 AC]
[Reveal] Spoiler: Character Sheet
Inventory...[ 01/10 ]
  • Healing Flask [ +5 HP ]


Spellbook...[ 02/02 ]
  • Mug [01]
    A standard attack that causes enemies to drop extra loot randomly.
  • Shatter Guard [02]
    This attack strips the target of all magical protection and causes them to take 50% more damage until their turn starts, but otherwise does not damage them.

Abilities [ 0285/0300 AP ]:
  • Image Blue Lancer [1/1] [ Active ] [ 55 AP ]
    This attack has +5 HIT, can only be used from the cover row, and targets a single enemy in the front row. This attack moves Ginny over to the front row, and deals x2 Maximized damage if it connects. Ginny gains 25 stress if the attack misses. This attack requires a major and a minor action to use.
  • Image War Banner [1/1] [ Active ] [ 30 AP ]
    Reduce stress by 10 for all other party members and maximize the damage of their next attack. This is a major action.
  • Image Blue Knight [ Passive ] [ 200 AP ]
    A Blue Knight learns attacks by defeating enemies. Ginny cannot learn spells, and has no SP. Instead, her spellbook will be filled up with abilities as Ginny's party defeats enemies, based on the enemies themselves. The attacks in a Blue Knight's spellbook have a limited number of uses before they are forgotten. The number of uses gained is random between 1 and INT. Once an ability in the spellbook has run out of uses, it is erased. Ginny can only manually clear entries from the spellbook by meditating at camp, otherwise she must expand attacks to clear entries. Ginny's learned attacks cannot be taught as spells would be to others, as they are invoked, rather than studied.
  • Image Metamagick [1/1] [ Active ] [ 30 AP ] [ Not learned ]
    Whenever an ally casts an offensive spell, Ginny can consume one use of her spellbook abilities to add its effects to the spell that was cast (the efficiency of this effect is circumstantial). This ability is considered a major action.
  • Image Shining Force [ Passive ] [ 50 AP ] [ Not learned ]
    Ginny can eliminate a spellbook ability to reduce the stress of a single party member by 5x[Uses], and increase the stress of all enemy party members by the same amount. This is a minor action.
  • Image Spiderwalk [ Passive ] [ 50 AP ] [ Not learned ]
    Ginny can traverse vertical surfaces so long that she keeps running. If her surroundings allow it, she can use this ability to attack enemies in cover with a successful maneuver.
  • Image Reflection [ Camping ] [ 45 AP ] [ Not learned ]
    Ginny can boost the number of uses for one of her spellbook abilities by [WIL].
  • Image Soul Crucible [ Camping ] [ 115 AP ] [ Not learned ]
    Ginny can combine up to 2 spellbook abilities into a single ability - merging their effects and summing their uses. Ginny can't use this ability to combine a spellbook ability that is already the product of such a combination.

Attributes:
STR: +2
DEX: +0
AGI: +0
VIT: +0
INT: +2
WIL: +1
PER: +0

Ability Points: 15
Attribute Points: 0

Scripts:
- nil.


"I'm going to have to agree with Oz on this... whatever it is, if it's nocturnal, we may be able to get the drop on it during daytime, if we can track it."
For certain, taking care of this creature, whatever it is, is a priority. Ginny just hoped that nothing else came crawling forth from the obelisk whilst they were searching for their mark.
Hopefully by the time they return, reinforcements would have arrived. They are on their side after all, even if they weren't working in synergy.

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"If you quit my game I will find you and punch you repeatedly until you quit life. :>"


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PostPosted: Fri Jul 21, 2017 10:48 am 
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Joined: Wed Jul 23, 2008 8:46 pm
Posts: 8497
Location: Australia
Nica, Lv 0.36

Health: 13/13
Stress: IIIIIIIIII

Spells: ♦♦
Lunge:

+2 Dmg | +2 Hit | +3 AC | +2 MR | +2 Init
Rapier - 1-6 Dmg | Leather Coat - 2 AC

[Reveal] Spoiler: Inventory & Status
Items:

  • -
  • -
  • -
  • -
  • -
  • -
  • -
  • -
  • -
  • -

Spells:

  • Arc Bolt
    -> Strike a single enemy with a bolt of lightning. The bolt has Int Hit and deals 3d3+Wil damage.
    -> On attack rolls of 6 or more, the bolt will chain to a random nearby enemy dealing 2d3+Wil damage on the first chain, and 1d3+Wil any consecutive times after that.
  • Entropy Bolt
    -> Attack an enemy with a strange bolt of chaotic energy. The bolt has Wil+Dex Hit and reduces the victim's AC and Hit by Int.
    -> The victim will take 1 Dmg and 5 Stress every turn until they have taken the same amount that their AC and Hit were reduced by.

Abilities: [ 300/300 AP spent ]

  • Spell Scavenger [ Passive ] [ 200 AP ]
    Nica wanders the land, tracing the trails of the many magicks at work upon it, and claiming them.
    -> When Nica successfully casts a spell on an enemy, Nica marks them with A Trace, granting her +1 Hit and MR against them for 2 turns.
    -> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point.
    -> When an enemy casts a spell, Nica also marks them with A Trace.
    -> A Trace can stack, up to 2 times.

  • Finesse [ Passive ] [ 50 AP ]
    Nica's deft hands supplant her skill with the blade... the pokey ones, anyway.
    -> All rapier-type weapons are considered Treated when wielded by Nica.
    -> Treated weapons use Dex for +Dmg.

  • Lunge [ Active - 1 use ] [ 50 AP ]
    Nica's daring nature is unbounded by battle positions... sometimes.
    -> Nica may make a melee attack on a Covered enemy.

  • Restless [ Active - 0 uses ] [ 20 AP + 5 per use ]
    Nica has never liked standing still for too long at once.
    -> Nica may change battle positions as a free action.
    -> This allows her to change positions twice in a turn, if she wishes.

  • Kleptokinesis [ Sustained ] [ 100 AP ]
    Nica's curiosity sometimes turns to greed... sometimes against her best interests.
    -> While Kleptokinesis is active, Nica loses 1 HP per turn, and gains 5 Stress.
    -> While Kleptokinesis is active, Nica retrieves discharged magicks from the spells she casts, granting her Kinesis for each cast.
    -> Kinesis can stack, up to Nica's Spell Point total.
    -> A successful melee attack will consume Kinesis and end Kleptokinesis. The damage is increased by 1x per stack consumed.
    -> Kinesis stacks are lost if Kleptokinesis is ended manually.

  • Aristocrat's Quill [ Camping ] [ 100 AP ]
    Nica's upbringing has made her more than proficient with written documents, which she applies to spells left behind.
    -> With a quill & parchment, Nica may transcribe one of her known spells into written form while camping.
    -> She can re-learn spells that she has forgotten if she has their scrolls.


Attributes:

  • -2 Str
  • +4 Dex
  • +1 Agi
  • -1 Vit
  • +2 Int
  • +0 Wil
  • +1 Per


Nica folds her arms and considers it further.
"Assuming we can find it. But as you say, it should be fine to look. I suppose Oz was able to find the watcher some time before we saw it yesterday..."
"Well, the garrison should be watching the obelisk anyway. There shouldn't be too much harm in heading out now."

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PostPosted: Sat Jul 22, 2017 7:01 pm 
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Lumberjack (Developer)
Lumberjack (Developer)
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Joined: Wed Jul 23, 2008 6:56 am
Posts: 7428
Location: Israel
Quote:
Party
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII000 | Lv 0.36 | [Front] |
  • Image | Ginny (Cime) .. | 16/16 | IIIIIIIIIII012 | Lv 0.36 | [Front] |
  • Image | Oz (Shade) ...._ | 13/13 | IIIIIIIIII000 | Lv 0.48 | [Cover] |
Gold: 200
Location: Forest, south of Korsgrad
Day 02
[Reveal] Spoiler: Quests
  • [!] Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
  • Restless Nights: Investigate the unnatural howls in the forests near Korsgrad.



You leave Korsgrad and head into the forest, beginning your search for the howling creature.

Exploration in open areas is done through rolls of 000-999. Since the goal of exploration in this case is to find something in particular, we will use a DC for the roll to determine success.
The Threshold parameter is the result under which you will encounter a random event of some kind.
Phases will take variable amounts of time depending on the situation, in this instance each phase is roughly 30 minutes of search.


Exploration, DC: 900, Threshold: 200, Phase: 0.5H
    Phase 1: 536
    Phase 2: 889
    Phase 3: 717
    Phase 4: 511
    Phase 5: 122

After a couple of hours of searching for tracks or any form of sign of the creature, you find yourself in a dense part of the forest, where the leaves of the many trees form a mantle over the sky and block part of the light.
You notice that further into the trees, slightly out of sight, there seems to be a warm green light emanating from some unknown source.

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"If you quit my game I will find you and punch you repeatedly until you quit life. :>"


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PostPosted: Wed Jul 26, 2017 5:29 am 
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Lumberjack (Developer)
Lumberjack (Developer)
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Joined: Wed Jul 23, 2008 6:56 am
Posts: 7428
Location: Israel
Ginny, Lv0 [36] Blue Knight [Front]
16/16 HP // 12/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +0 AC | +1 MR | +1 INIT
Longsword [1-8 Dmg] | Old Breastplate Armor [4 AC]
[Reveal] Spoiler: Character Sheet
Inventory...[ 01/10 ]
  • Healing Flask [ +5 HP ]


Spellbook...[ 02/02 ]
  • Mug [01]
    A standard attack that causes enemies to drop extra loot randomly.
  • Shatter Guard [02]
    This attack strips the target of all magical protection and causes them to take 50% more damage until their turn starts, but otherwise does not damage them.

Abilities [ 0285/0300 AP ]:
  • Image Blue Lancer [1/1] [ Active ] [ 55 AP ]
    This attack has +5 HIT, can only be used from the cover row, and targets a single enemy in the front row. This attack moves Ginny over to the front row, and deals x2 Maximized damage if it connects. Ginny gains 25 stress if the attack misses. This attack requires a major and a minor action to use.
  • Image War Banner [1/1] [ Active ] [ 30 AP ]
    Reduce stress by 10 for all other party members and maximize the damage of their next attack. This is a major action.
  • Image Blue Knight [ Passive ] [ 200 AP ]
    A Blue Knight learns attacks by defeating enemies. Ginny cannot learn spells, and has no SP. Instead, her spellbook will be filled up with abilities as Ginny's party defeats enemies, based on the enemies themselves. The attacks in a Blue Knight's spellbook have a limited number of uses before they are forgotten. The number of uses gained is random between 1 and INT. Once an ability in the spellbook has run out of uses, it is erased. Ginny can only manually clear entries from the spellbook by meditating at camp, otherwise she must expand attacks to clear entries. Ginny's learned attacks cannot be taught as spells would be to others, as they are invoked, rather than studied.
  • Image Metamagick [1/1] [ Active ] [ 30 AP ] [ Not learned ]
    Whenever an ally casts an offensive spell, Ginny can consume one use of her spellbook abilities to add its effects to the spell that was cast (the efficiency of this effect is circumstantial). This ability is considered a major action.
  • Image Shining Force [ Passive ] [ 50 AP ] [ Not learned ]
    Ginny can eliminate a spellbook ability to reduce the stress of a single party member by 5x[Uses], and increase the stress of all enemy party members by the same amount. This is a minor action.
  • Image Spiderwalk [ Passive ] [ 50 AP ] [ Not learned ]
    Ginny can traverse vertical surfaces so long that she keeps running. If her surroundings allow it, she can use this ability to attack enemies in cover with a successful maneuver.
  • Image Reflection [ Camping ] [ 45 AP ] [ Not learned ]
    Ginny can boost the number of uses for one of her spellbook abilities by [WIL].
  • Image Soul Crucible [ Camping ] [ 115 AP ] [ Not learned ]
    Ginny can combine up to 2 spellbook abilities into a single ability - merging their effects and summing their uses. Ginny can't use this ability to combine a spellbook ability that is already the product of such a combination.

Attributes:
STR: +2
DEX: +0
AGI: +0
VIT: +0
INT: +2
WIL: +1
PER: +0

Ability Points: 15
Attribute Points: 0

Scripts:
- nil.


They set out into the forest to search for the source of the howling, hoping to track it during daytime so that they could catch the presumably nocturnal beast unaware.
Hours of search went by with little in the way of clues or signs of the creature, until they came across an eerie green glow emanating from the woods, deep in the belly of the forest.
"Do you think this could be related to the howling creature? I can't think of anything that could make such a light..."
Ginny decided to approach the glow carefully, hand on the grip of her weapon, preparing mentally for another abomination of some kind.

_________________
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"If you quit my game I will find you and punch you repeatedly until you quit life. :>"


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PostPosted: Wed Jul 26, 2017 7:48 am 
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Protector (Senior Member)
Protector (Senior Member)
User avatar

Joined: Wed Jul 23, 2008 8:46 pm
Posts: 8497
Location: Australia
Nica, Lv 0.36

Health: 13/13
Stress: IIIIIIIIII

Spells: ♦♦
Lunge:

+2 Dmg | +2 Hit | +3 AC | +2 MR | +2 Init
Rapier - 1-6 Dmg | Leather Coat - 2 AC

[Reveal] Spoiler: Inventory & Status
Items:

  • -
  • -
  • -
  • -
  • -
  • -
  • -
  • -
  • -
  • -

Spells:

  • Arc Bolt
    -> Strike a single enemy with a bolt of lightning. The bolt has Int Hit and deals 3d3+Wil damage.
    -> On attack rolls of 6 or more, the bolt will chain to a random nearby enemy dealing 2d3+Wil damage on the first chain, and 1d3+Wil any consecutive times after that.
  • Entropy Bolt
    -> Attack an enemy with a strange bolt of chaotic energy. The bolt has Wil+Dex Hit and reduces the victim's AC and Hit by Int.
    -> The victim will take 1 Dmg and 5 Stress every turn until they have taken the same amount that their AC and Hit were reduced by.

Abilities: [ 300/300 AP spent ]

  • Spell Scavenger [ Passive ] [ 200 AP ]
    Nica wanders the land, tracing the trails of the many magicks at work upon it, and claiming them.
    -> When Nica successfully casts a spell on an enemy, Nica marks them with A Trace, granting her +1 Hit and MR against them for 2 turns.
    -> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point.
    -> When an enemy casts a spell, Nica also marks them with A Trace.
    -> A Trace can stack, up to 2 times.

  • Finesse [ Passive ] [ 50 AP ]
    Nica's deft hands supplant her skill with the blade... the pokey ones, anyway.
    -> All rapier-type weapons are considered Treated when wielded by Nica.
    -> Treated weapons use Dex for +Dmg.

  • Lunge [ Active - 1 use ] [ 50 AP ]
    Nica's daring nature is unbounded by battle positions... sometimes.
    -> Nica may make a melee attack on a Covered enemy.

  • Restless [ Active - 0 uses ] [ 20 AP + 5 per use ]
    Nica has never liked standing still for too long at once.
    -> Nica may change battle positions as a free action.
    -> This allows her to change positions twice in a turn, if she wishes.

  • Kleptokinesis [ Sustained ] [ 100 AP ]
    Nica's curiosity sometimes turns to greed... sometimes against her best interests.
    -> While Kleptokinesis is active, Nica loses 1 HP per turn, and gains 5 Stress.
    -> While Kleptokinesis is active, Nica retrieves discharged magicks from the spells she casts, granting her Kinesis for each cast.
    -> Kinesis can stack, up to Nica's Spell Point total.
    -> A successful melee attack will consume Kinesis and end Kleptokinesis. The damage is increased by 1x per stack consumed.
    -> Kinesis stacks are lost if Kleptokinesis is ended manually.

  • Aristocrat's Quill [ Camping ] [ 100 AP ]
    Nica's upbringing has made her more than proficient with written documents, which she applies to spells left behind.
    -> With a quill & parchment, Nica may transcribe one of her known spells into written form while camping.
    -> She can re-learn spells that she has forgotten if she has their scrolls.


Attributes:

  • -2 Str
  • +4 Dex
  • +1 Agi
  • -1 Vit
  • +2 Int
  • +0 Wil
  • +1 Per


And finally, after a couple of hours of searching that had begun to feel like more of a handful, they come across... well, something.
But whatever that eerie glow is, it's not natural, and with memories of uncovering the watcher fresh in her mind, Nica expects something similarly unpleasant.
The three of them all stopped and watched, apprehensively. What were surely but seconds of tense anticipation had stretched out in front of Nica like days hours of their own, but at last, Ginny moved, preparing to confront it directly. This seemed to shake Nica to her senses as well, and she quickly stepped forward to extend her arm, as though to halt Ginny.
"Hold on. It's certainly the safest assumption, so I think we should do as much as we can not to go in blind..."
Having said this, she turned to Oz, recalling the steps they took in the lead up to their encounter yesterday.
"Can I ask you to... scan, or whatever you'd have me call it, like you did the Watcher, Oz?"

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PostPosted: Wed Jul 26, 2017 5:32 pm 
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Potion Mimic (Senior Member)
Potion Mimic (Senior Member)
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Joined: Thu Jul 24, 2008 12:25 pm
Posts: 7026
Location: Gensokyo
Oz, Lv 0.48
HP: 13/13
MP: ★★★★★
SP: 000%
±0 Dmg | -8 Hit | -2 AC | +5 MR | +5 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (+1 AC)
[Reveal] Spoiler: Inventory & Status
Items:
  • Rødlev Crest
  • -
  • -
  • -
  • -
  • -
  • -
  • -
  • -
  • -

Spells:
  • Cyclone
    -> Creates 1d3 + INT/3 Wind blades dealing 1d4 + WIL damage. Blades have INT HIT bonus.
  • Sonic Clap
    -> All enemies must make a VIT check vs the caster's WIL or be stunned for a turn and lose their AC dodge bonus.
  • Darkmatter Vortex
    -> All enemies must make a WIL+VIT check vs the caster's INT. If they succeed they take 1d3 damage. if they fail they will take 1d3 damage per turn for WIL turns.
  • Light
    -> Creates a floating orb of radiance to act as a source of light for the caster. The orb will accompany the caster for several hours before fizzling out, and may be dismissed manually.
  • Life Sense
    -> The caster is able to telepathically sense all living beings within a radius of approximately INT+PER meter.

Abilities (290/300 AP spent):
  • Quick Spell [ Active ] [ 70 AP / use ] ( 1 use )
    -> Allows Oz to cast a spell as a minor action.
  • Awareness [ Sustained ] [ 60 AP ]
    -> Oz can give up his minor action each turn in order to apply his Perception stat as a bonus towards any of his attempts to dodge an attack. Increases Stress by 5 at the end of every turn while active.
  • Wellspring of Magic [ Passive ] [ 100 AP ]
    -> At any time during a battle, Oz can use a minor action to regain a spell point, at the cost of increasing his Stress by 20.
  • Grace under Pressure [ Passive ] [ 60 AP ]
    -> Grants Oz a +1 bonus to all rolls whenever his Stress is 50 or higher.
  • Intimidating Confidence [ Active ] [ 35 AP ] [ Not learned ]
    -> This is a minor action. If Ginny uses War Banner this turn, Oz follows up with his own unique brand of "encouragement", crushing his enemies' will to fight.
    Unless they pass a WIL check against 6+WIL, all enemies suffer 10 Stress and have the damage of their next attack minimized.
  • Maelstrom of Magic [ Passive ] [ 40 AP ] [ Not learned ]
    -> Allows Oz to make a maneuver (spells only) against enemies marked with A Trace by Nica. If successful, A Trace is consumed and the target is stunned for a turn.
  • A Mind for Magic [ Passive ] [ 50 AP ] [ Not learned ]
    -> Oz receives a +5 bonus to any attempts to learn a spell he has seen before.
  • Disquieting Serenity [ Passive ] [ 70 AP ] [ Not learned ]
    -> Whenever Oz is (one of) the target(s) of any action while suffering from an Affliction, the user of that action receives 10 Stress unless they pass a WIL check against 6+WIL (whether they're friend or foe).
  • Spell Crucible [ Camping ] [ 85 AP ] [ Req.: Ginny's Soul Crucible ] [ Not learned ]
    -> Oz can create a combined spell from two of his known spells, that behaves as Ginny's spellbook abilities, with a single use. This spell does not take up space in Oz' spellbook but can only be used once before it is forgotten.
  • Last Word [ Active ] [ 150 AP / use ] [ Not learned ]
    -> Allows Oz to cast a spell using all of his remaining spell points at once. Each spell point beyond the requirement sacrificed this way increases the potency of the resulting spell by 50% (additive).


Attributes:
-5 Strength
-3 Dexterity
-1 Agility
±0 Vitality
+5 Intellect
+5 Willpower
+4 Perception


As it turned out, taking a stroll through the forest was... refreshing, but not particularly exciting. It didn't seem like there was anything out of the ordinary out here...
...at least until they eventually came across a strange, warm green glow. Oz couldn't think of an animal that would produce such a light during the day... although it didn't seem to match his expectations of a creature that was only active during the night, either.
"It definitely seems foreign. I have a feeling it's not what we're looking for, but we should definitely still check it out - after all, it's probably safe to assume that whatever we heard last night is not the only danger the area around Korsgrad holds.
So yeah, give me a minute."


Oz gets as close to the light as he deems necessary for his spell to properly take effect and then casts Life Sense.


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