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PostPosted: Fri Sep 08, 2017 4:26 am 
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Protector (Senior Member)
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Joined: Wed Jul 23, 2008 8:46 pm
Posts: 8563
Location: Australia
Nica, Lv 1.13

Health: 12/12
Stress: IIIIIIIIII

Spells: ♦♦
Restl.: ♦♦
Lunge:

+2 Dmg | +3 Hit | +4 AC | +5 MR | +4 Init
Rapier - 1-6 Dmg | Leather Coat - 2 AC

[Reveal] Spoiler: Inventory & Status
Items:

  • Bandages x02 [ Cancels up to 10 stacked bleeding damage. ]
  • Healing Flask [ +05 HP ]
  • Mana Flask [ +01 SP ]
  • Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
  • -
  • -
  • -
  • -
  • -
  • -

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: [ 350/350 AP spent ]

  • Spell Scavenger [ Passive ] [ 220 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. [ 60 AP ]
    -> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point. [ 120 AP ]
    -> A Trace can stack, up to 2 times. [ 40 AP ]
    -> When an enemy casts a spell, Nica also marks them with A Trace. [ 80 AP ]

  • 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 per use ]
    Nica's daring nature is unbounded by battle positions... sometimes.
    -> Nica may make a melee attack on a Covered enemy.

  • Restless [ Active - 2 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:

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


Nica is pleased with the results of her... handiwork. She mentally congratulates herself and removes her arm from Ginny when they're past the strange bodyguard, clearing her throat and straightening her posture.
"Sorry, Ginny. And... thanks?"

When they make it in to see Briggs and Tudor, it seems as though the latter has his own agenda already. Though it was only a naive presumption in the first place, Nica is almost relieved that he doesn't have personal matters on his mind. Instead, straight to business, which is good. Formal introductions don't seem to be called for, either.
"The operative branch sent our team to investigate the Obelisk that brought Korsgrad to ruin. The main thing we've been able to establish is that not only did its appearance coincide with the razing of the town, since then it's continued to have some kind of effect on the surrounding area as well. We've fought three types of abominable beings, and for each one the conclusion that there were many more of them out there than just what we saw was the most evident. One of the creatures emerged directly from the rubble at the base of the Obelisk, too."
Nica realises that it isn't her that has the credibility to say more than this on the topic.
"Oz here has been performing followup investigations on each, so he's probably the best person to tell you about them individually."

_________________
- Facebook: Trilby Girl -- Tumblr: trilbystumb -- Discord: Trilby#9851 -


Last edited by Agent of Dread on Fri Sep 08, 2017 7:33 am, edited 1 time in total.

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PostPosted: Fri Sep 08, 2017 5:12 am 
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Potion Mimic (Senior Member)
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Joined: Thu Jul 24, 2008 12:25 pm
Posts: 7100
Location: Gensokyo
Oz, Lv 1.32
HP: 12/16
MP: ★★★★★
SP: 039%
±0 Dmg | -8 Hit | -1 AC | +5 MR | +6 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 (330/350 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.
  • Maelstrom of Magic [ Passive ] [ 40 AP ]
    -> 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.
  • 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.
  • 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
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception


That was... surprisingly easy. Then again, as poor as his attitude was, the bodyguard had no reason to stop them if he was willing to assume they were telling the truth, so this result made sense.

Once inside, Nica summed up their work so far concisely, then passed the word to him. Oz shrugged.
"While I could bore you with the details if you so desired, I'll just say they're nothing like anything we've ever seen before - and they're dangerous. I've confirmed that at least two of the creatures we've fought so far were capable of using some brand of magic. That alone makes them unpredictable."
...and probably not a good opponent for regular soldiers.
"Unfortunately, these creatures have pretty much kept us preoccupied since our arrival here, so we haven't actually had an opportunity to take a closer look at the obelisk yet.
...but enough about us. Why are you here? We weren't informed of your arrival and we didn't request reinforcements."


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PostPosted: Sat Sep 09, 2017 7:46 pm 
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Joined: Wed Jul 23, 2008 6:56 am
Posts: 7523
Location: Israel
Quote:
Party
  • Image | Nica (AoD) ..__ | 12/12 | IIIIIIIIII000 | Lv 1.13 | [Front] | -3 MaxHP
  • Image | Ginny (Cime) .. | 10/17 | IIIIIIIIII000 | Lv 1.22 | [Front] |
  • Image | Oz (Shade) ...._ | 12/16 | IIIIIIIIII039 | Lv 1.32 | [Cover] |
Gold: 217
Location: Korsgrad
Day 03
[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.
[Reveal] Spoiler: Saved Locations
  • Ancient Shrine: "Sacrifice -Death Ward"
  • A Strange Nest: Something in the nest draws mana towards it.



Tudor nods as Oz explains about the creatures.
"The details are very important. We ran into some of these things ourselves on the way here." He says.
"Our company came across a group of strange human-like creatures. Grotesque-looking things, they looked like someone had emptied and dried a corpse and gave it new life."
He looks around, meeting your gazes one by one.
"They were hostile, and they had some kind of aura about them. It's like being in their presence messed with the natural laws. Time seemed to flow differently when we fought them..."
Finally, he looks down.
"They did something to one of my bodyguards... We don't know how, but they made her go crazy - so we had to restrain her. We don't know if she's a threat right now, so we kept her that way. I was hoping you could spill more light on those things for me."

He looks over at Briggs. Briggs gives him a meaningful look.
"Oh right..." Tudor says.
"I believe the three of you were brought here as arcane specialists. Capitol Ops isn't meant to be in charge of this operation, the Internal Branch is.
Ops were merely meant to dispatch operatives for certain roles in this mission... I've requested two bodyguards, and as many mages as they could give me - Internal has barely any mages in their ranks, so we would need the expertise.
I got the bodyguards I requested, but I think Ops misunderstood our request and sent you ahead to investigate separately. I've had to go through so much red tape to make this happen, I'm surprised they even dispatched anyone at all."



Quote:
Party
  • Image | Ameia (Octy) .. | 18/18 | IIIIIIIIII110 | Lv 0.35 | [Front] | Affliction: Hallucinating
Gold: 100
Location: Korsgrad
[Reveal] Spoiler: Quests
  • Icon of Ruin: Protect Tudor on the mission to investigate the Obelisk in Korsgrad.


You are a member of the empire's prestigious operative branch (known as Capitol Ops among army members).
Your duties take you to the far north-eastern reaches of the continent, to the town of Korsgrad, where reports say a mysterious giant stone obelisk emerged from the ground one day, the entire city burned to the ground, and all of its people went missing.
Your assigned role, along with another Capitol Ops agent by the name of Dweck, is to act as bodyguard to Ser Tudor, a noble veteran of the military. Tudor is back from his pension to lead an operation to rebuild Korsgrad and investigate the obelisk.

On your way to Korsgrad, the unit passed through the forest and encountered a group of seven terrible, corpse-like humanoid abominations. The abominations spoke wordless words to your ears, and whispered secrets untold. They dared you to slay them. They dared you to let them slay you, and feast on your life force. They dared you to toss your soul into a dark abyss and become one of them.
You stared into that hollow abyss - and refused. These creatures of the dark have no right to exist - they must be destroyed.
The empire soldiers fought valiantly against them - together they slayed a group of seven without loses.
You personally killed another four with swings of your sword to the point of exhaustion, and six more appeared from the ground and began clawing at your flesh, wounding you. You screamed and raged. The creatures kept surrounding you, so you kept swinging and throwing spells... but alas...

Before their death, one of the creatures whispered false secrets into the ears of your comrades - they have turned them against you. You are currently restrained in thick cuffs and chains made of pure obsidian. Your wounds are gone. Your weapon was taken from you.
You are trapped in a small wagon drawn by a creature that appears to be a cross between a horse and a lizard, with scales and fangs and sharp talons.

You hear a soft voice.
"Hey, how are you holding up?"
A young woman stands at the entrance to the wagon interior. She has long, bright hair tied neatly into a braid, and she wears a large, sturdy leather cloak over a tight suit of padded armor, with a small leather cuirass. You recognize her - her name is Ellen.
[Reveal] Spoiler:
Image

Tudor mentioned that she was the company's quartermaster. You remember her fighting the creatures in the forest along with the other soldiers.
You thought her too young to be a quartermaster.
"Tudor asked me to see how you're doing. Do you feel alright?"

Your post is up as you can see. I didn't want to wait for you to finalize your sheet since I'm working out of town during some weeks (next week is one of them) and I may not post during the workweek. I wanted to go ahead and add her to the story already, and it also works well with the timing of what the rest of the party is talking about too.
If you want to change some of your attributes or abilities in the meantime, go ahead and do that. You have all the time until the next fight to finalize your character sheet.

I'm starting Ameia off with 35 exp to help her catch up to the rest of the crew.

Ameia has accumulated stress from the travel and events leading to the encounter in the forest., the encounter itself kicked her stress over to affliction levels.
Getting rid of the affliction requires that you finish the day with less than 100 stress.

Your character suffers from the Affliction Hallucinating - their perception is lowered by 5 and they will periodically see things that aren't happening.
The relevant parts of the post above are already written from the hallucinating character's perspective. See if you can spot all the odd stuff. ;)

_________________
Image

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


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PostPosted: Sat Sep 09, 2017 9:01 pm 
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Potion Mimic (Senior Member)
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Joined: Thu Jul 24, 2008 12:25 pm
Posts: 7100
Location: Gensokyo
Oz, Lv 1.32
HP: 12/16
MP: ★★★★★
SP: 039%
±0 Dmg | -8 Hit | -1 AC | +5 MR | +6 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 (330/350 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.
  • Maelstrom of Magic [ Passive ] [ 40 AP ]
    -> 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.
  • 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.
  • 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
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception


"I suppose that does change things.
That sounds very much like the first creature we fought in the forest, but... I kinda tore it to shreds before it had a chance to do much of anything, so we weren't able to learn very much about it so far. I did notice, however, that my wind blades seemed to bend away from it, as if there was some kind of invisible force field around it... and just looking at it made me feel more tense than I had reason to be. I'm certain there's some kind of magic at work there, but I have yet to figure out what exactly it is or how to counteract it. Other than that, the only thing I've been able to learn so far is that they seem to use some kind of branding ability to mark their target and then gang up on it, so if you have to engage multiple of them, you'll probably want to pay attention to that.
Incidentally, should you happen to have recovered their remains, that would help me immensely in my efforts to learn more about them. I've been keeping a compendium of my findings."

As for why Tudor and his men were here in the first place... apparently Capitol really was just a bunch of morons after all.
"Ah, so business as usual.
In any case, if we all have the same objective, I take it the three of us can just carry on doing what we were doing, then?"


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PostPosted: Sun Sep 10, 2017 6:45 am 
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Protector (Senior Member)
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Joined: Wed Jul 23, 2008 8:46 pm
Posts: 8563
Location: Australia
Nica, Lv 1.13

Health: 12/12
Stress: IIIIIIIIII

Spells: ♦♦
Restl.: ♦♦
Lunge:

+2 Dmg | +3 Hit | +4 AC | +5 MR | +4 Init
Rapier - 1-6 Dmg | Leather Coat - 2 AC

[Reveal] Spoiler: Inventory & Status
Items:

  • Bandages x02 [ Cancels up to 10 stacked bleeding damage. ]
  • Healing Flask [ +05 HP ]
  • Mana Flask [ +01 SP ]
  • Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
  • -
  • -
  • -
  • -
  • -
  • -

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: [ 350/350 AP spent ]

  • Spell Scavenger [ Passive ] [ 220 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. [ 60 AP ]
    -> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point. [ 120 AP ]
    -> A Trace can stack, up to 2 times. [ 40 AP ]
    -> When an enemy casts a spell, Nica also marks them with A Trace. [ 80 AP ]

  • 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 per use ]
    Nica's daring nature is unbounded by battle positions... sometimes.
    -> Nica may make a melee attack on a Covered enemy.

  • Restless [ Active - 2 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:

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


Tudor's explanation for the misunderstanding around their team and his operation is surprisingly succinct. Capitol dropping the slack once again... Nica wonders if Oz is starting to rub off on her.
Two things he has to say inspire the all-consuming curiousness inside her: his other bodyguard, and just how large of an operation Tudor was actually intending for. Though on mistaken orders, the three of them arriving at Korsgrad and getting to work felt like standard procedure, even if the sorts of things they were investigating were definitely not. Nica felt like they were only scratching the surface here... but, she probably wouldn't get away with asking about that now, so...
"Mind if we take a look at your other bodyguard, too?"
No matter what state they were in, it'd probably make for better conversation than trying to talk to Tudor's first one...

_________________
- Facebook: Trilby Girl -- Tumblr: trilbystumb -- Discord: Trilby#9851 -


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PostPosted: Sun Sep 10, 2017 1:02 pm 
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Darkshine Knight (Extremist fanatic)
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Ameia, Lv0.35 Weirded [Front]
23/23 HP // 110/100 [ IIIIIIIIII]
+0 dmg | -10 hit | +5 ac | +4 mr | +9 init
Unarmed | Old Breastplate Armor [4 ac]

[Reveal] Spoiler: "Spells and abilities"
Spells:
  • Void Armory
    The caster cloaks the target in a hulking mass of impossible shapes. Combatants affected by Void Armory gain the ability to perform a special attack once. The attack has [WIL(cstr)] HIT and deals [WIL(cstr)] extra damage. The attack's critical threat and damage increase by 1 and 20% respectively for every 4 WIL, up to +5 and +100%.
    If the caster casts this spell on himself, the attack may be performed as a minor action on the same turn.
    The target of this spell sustains 10-[WIL(tgt)] stress.
  • Unwind Flesh
    The caster twists and contorts their own flesh back into place in gruesome fashion that is disturbing to behold.
    The caster recovers 1d[WILx5] HP. All other combatants suffer 5-10 stress.
  • Bastion of Nowhere - Invocation
    The caster manifests a non-Euclidean sanctuary-maze, lasting 1+[INT/2] turns. All allies will receive 50% less stress during this time, and all attacks against the caster's party members are redirected towards the caster, unless the attacker passes a WILL check DC 05+[INT].
  • That Which Wasn't - Invocation
    Invokes a monstrosity invisible to anyone it hasn't attacked yet. The monstrosity will attack the caster's enemies, dealing 1d[WIL] damage and inflicts [INT]x2 stress when it reveals itself to them. The monstrosity prioritizes enemies it hasn't attacked, and lingers for up to [INT] turns.

Abilities (300/300 AP spent):
[list][*]Unnatural Caster [ Passive ] [ 130 AP ]
-> Whenever Ameia casts a spell, she gains a charge of Dark Energy. Each charge grants 1 AC. Whenever she's hit by an attack or spell, if she hasn't used her minor action this turn, she will use that minor action to retaliate.
Ameia will retaliate with a bolt of dark energy that has [INT] HIT and deals 1d[WIL] damage, consuming one charge of Dark Energy.[/color]
At the end of combat, remaining Dark Energy dissipates into Ameia. For each charge, she suffers 5 stress unless she passes a WIL check DC: 10+[ΣDE].
[*]Rude Awakening [ Passive ] [ 50 AP ]
-> Once per fight, Ameia can cast an Invocation spell as a minor action. The first time she casts an Invocation spell each combat, each enemy must pass a WIL check DC 05+[WIL], or suffer [WIL+INT] stress.
[*]Reconstitute [ Active ] [ 100 AP/use ] [1 use]
Major+minor action. Touch range. A horrid alteration to the target's form. Effectiveness scales with their stress. Severe distortions may impair vital functions or dismember or transform the target.
Witnesses will be in denial about the target's state, but stress makes it harder to ignore the truth. When forced to acknowledge the situation, they receive stress. If they survive, the target recovers to normal in the course of several days.
[*]Mind over Matter [ Active ] [ 20 AP / use ] ( 1 use )
-> Supplements lost strength with the void inside her. Uses WIL in place of STR or DEX during a check.
[*]Prepare for Anything [ Camping ] [ 40 AP / use ] ( 1 use )
-> Have ones allies contemplate the fearsome. Increases party stress by 10; after this has been used, when the user reminds nearby allies of those lessons, it puts the present situation into perspective - removing 20 stress and reducing incoming stress by half for 2 rounds.

[*]Channel the Brink [ Camping ] [ 30 AP / use ] ( 1 use )
-> Reduces own stress by 30% of the current value. The user may either remove one point of stress from an ally for each two points of stress consumed, or restore 1 HP on an ally for each five points consumed.
[/s]

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

When she first assessed the situation, Ameia supposed that the whole unit had been restrained, which seemed reasonable since these corpses could exert a mental influence, and whoever decided on the measure had no way to know she'd resisted it.
But once she recognized Ellen, walking free and acting concerned towards the one person who kept it together during that fight, it seemed like the corruption had been spread rather than contained... Her expression contracted into a frown, but she quickly straightened her face to match Ellen's rather amiable speech.
"Hello there.
I'm.. as comfortable as you'd expect me to be in this situation."

She weakly lifted her arms, drawing attention to the spots where the deep, winding scars blended into chafes as she'd involuntarily strained against the shackles.
"But otherwise, I'm not feeling all that bad now, and I'm glad you seem to be fine. Things weren't looking so good when I was conscious.
How are the others doing?"

She paused. It was obvious she'd want to find out what happened and what state they were in, so even if the others were still under that abominable influence, an upfront question wouldn't reveal anything new to them. But assuming it was just deception, not control, it'd be better to humor them for now, and save the truth for when she was free from the restraints.
"And, plain and simple... what was going on when we were attacked in the forest?
Last thing I remember, we were being overwhelmed by those corpses... now we're safe, and I'm chained up. What happened there?"


I moved another point from perception to VIT. I may dump another point to get my INT to 5, but I haven't made up my mind about Ameia's spell mechanics yet, and I'd like to do that before I decide what kind of spell I want.


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PostPosted: Fri Sep 15, 2017 8:24 am 
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Location: Israel
Ginny, Lv01 [22] Blue Knight [Front]
10/17 HP // 00/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +1 AC | +1 MR | +2 INIT
Longsword [1-8 Dmg] | Old Breastplate Armor [4 AC]
[Reveal] Spoiler: Character Sheet
Inventory...[ 02/10 ]
  • Whetstone x02 [+1 DMG and CT for 1 fight]
  • Tarot Deck [22]


Spellbook...[ 02/03 ]
  • Shatter Guard [02] (Watcher)
    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.
  • Warcry [04] (Carrion Stag)
    A ferocious battle cry, infused with mana, threatening enemies and bolstering allies.
    All enemies gain [STRx4] stress. All allies gain [WILL] HIT until the end of combat. Minor action.

Abilities [ 0345/0350 AP ]:
  • Image Blue Lancer [0/1] [ 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 Metamagick [2/2] [ Active ] [ 60 AP ]
    Whenever an ally casts an offensive spell, Ginny can consume one use of her B.K 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 War Banner [0/1] [ 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 B.K abilities cannot be taught as spells would be to others, as they are invoked, rather than studied.
  • 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 Mana-Font [ Passive ] [ 55 AP ] [ Not learned ]
    Whenever Oz uses Wellspring of Magic, Ginny gains 1 cost-free use of Metamagick as a free action.
  • Image Weaving Strike [ Passive ] [ 65 AP ] [ Not learned ]
    When attacking enemies in melee with B.K abilities, Ginny can attempt a maneuver to weave magical energy into her target. If the enemy is unmarked, they gain A Trace for Nica to exploit. If the enemy already carries A Trace, the maneuver causes the attack to deal x1.5 damage.
  • Image Reflection [ Camping ] [ 45 AP ] [ Not learned ]
    Ginny can boost the number of uses for one of her B.K abilities by [WIL].
  • Image Soul Crucible [ Camping ] [ 115 AP ] [ Not learned ]
    Ginny can combine up to 2 B.K abilities into a single ability - merging their effects and summing their uses. Ginny can't use this ability to combine a B.K ability that is already the product of such a combination.

Attributes:
STR: +2
DEX: +0
AGI: +1
VIT: +0
INT: +3
WIL: +1
PER: +0

Ability Points: 05
Attribute Points: 0

Scripts:
- nil.



"Hold on. Ser Tudor, you didn't tell us what the goal of this entire mission was. Our party is here to investigate, that's understood. But what are Capitol's goals with this? Briggs says you're planning to rebuild, but we don't even know that the obelisk isn't an active threat. To the contrary, everything we've seen so far suggests that it is."
Ginny crossed her arms.
"If you ask me, we should be thinking of ways to destroy the obelisk before even thinking of rebuilding Korsgrad..."
She caught herself getting carried away.
"...as soon as we confirm the threat, of course."

_________________
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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 Sep 15, 2017 8:56 am 
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Joined: Wed Jul 23, 2008 6:56 am
Posts: 7523
Location: Israel
Party
  • Image | Nica (AoD) ..__ | 12/12 | IIIIIIIIII000 | Lv 1.13 | [Front] | -3 MaxHP
  • Image | Ginny (Cime) .. | 10/17 | IIIIIIIIII000 | Lv 1.22 | [Front] |
  • Image | Oz (Shade) ...._ | 12/16 | IIIIIIIIII039 | Lv 1.32 | [Cover] |
Gold: 217
Location: Korsgrad
Day 03
[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.
[Reveal] Spoiler: Saved Locations
  • Ancient Shrine: "Sacrifice -Death Ward"
  • A Strange Nest: Something in the nest draws mana towards it.
[/quote]


Following Oz' question, Tudor scratches his chin in thought for a moment.
"Well... since Capitol Ops sent you here directly, you're aren't technically under my command." He says.
"You're free to investigate as you will, but I expect the three of you to co-operate with us. We do, as you've mentioned, have the same objective."

"As for my other bodyguard - her name is Ameia - she's being kept over there..." Tudor points to the direction of the wagons.
"... she's restrained in one of the supply wagons and unconscious last time I checked. Please have a look at her and tell me if you know anything about her situation, but be safe, don't approach her if she appears to pose a threat. Our quartermaster, Ellen, is keeping an eye on her for me. Tell her I sent you."

Tudor's expression darkens at Ginny's remarks.
"We won't be destroying anything until we know exactly what it is we're destroying. Internal has stated clearly that destroying the thing may have unforeseen consequences, and that extensive investigation of the obelisk's nature is needed. To that end, we're here to form an encampment that will act as a base of operations withing Korsgrad, with the ultimate goal of rebuilding the town once the obelisk situation become safe."
He looks Ginny in the eye for a long, uncomfortable moment.
"If Ops we'rent so rash, your party would have been briefed properly, and besides..."
He crosses his arms as well.
"You seen too eager to destroy this thing without fully understanding it yet. You need to show some temperance - you're supposed to be a knight of the Empire."

Quote:
Party
  • Image | Ameia (Octy) .. | 18/18 | IIIIIIIIII110 | Lv 0.35 | [Front] | Affliction: Hallucinating
Gold: 100
Location: Korsgrad
[Reveal] Spoiler: Quests
  • Icon of Ruin: Protect Tudor on the mission to investigate the Obelisk in Korsgrad.


Ellen looks concerned.
"I didn't catch the whole thing from the start since I was busy fighting, but Tudor says you were acting crazy. We defeated all of the walking corpses pretty fast, but then you kept swinging your sword around and striking at the air and at the ground... There was some kind of mess of shapes and lights surrounding you and you kept shouting something about "summoning invisible monsters"... Tudor says they cast some kind of spell on you that made you act this way... When we tried to approach you you just kept swinging your sword everywhere and screaming, so Dweck restrained you with his chain weapon and knocked you unconscious... we put some cuffs on you since you were still surrounded by these strange shapes and we didn't know if you'd lash out at someone when you came to... The shapes went away after a while but you were still out. Tudor told me to come and see how you're doing once you wake up and appear safe enough to approach."

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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 Sep 15, 2017 10:14 am 
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Posts: 7100
Location: Gensokyo
Oz, Lv 1.32
HP: 12/16
MP: ★★★★★
SP: 039%
±0 Dmg | -8 Hit | -1 AC | +5 MR | +6 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (1 AC)
Skills:
  • Quick Spell
[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 (330/350 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.
  • Maelstrom of Magic [ Passive ] [ 40 AP ]
    -> 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.
  • 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.
  • 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.
  • Mad Scientist [ Passive ] [ 65 AP ] [ Not learned ]
    -> To Oz, gaining new knowledge is strangely invigorating, to the point he can become a bit... obsessive about it.
    Oz receives a +[Stress/25] bonus to all checks involving experimentation to gain new knowledge, as well as an additional +2 bonus if he's suffering from an Affliction.
    For each piece of knowledge gained by means of experimentation, Oz recovers Stress equal to half its DC.
  • 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
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception


"That's fine.
While we're on the subject of co-operation, let me officially request that you instruct your men to deliver the remains of any unnatural creatures they kill to me if possible. As I mentioned, they're important to my research, and the results will benefit all of us."

As Tudor responded to Ginny's remark, Oz added:
"I agree with him, actually. We don't know what kind of consequences trying to destroy the obelisk might have. In fact, destroying it might not even be physically possible - in which case making Korsgrad 'safe' once more could well be a completely implausible goal. We don't know. That's part of what we're trying to find out, isn't it?
So cool your head and let's get to it, shall we? For the time being we've wasted enough time running errands for Briggs' men - let's leave the busywork to the newcomers."

With a shrug, he further added:
"...although I suppose we might as well take a look at that bodyguard first. Studying the effects of these creatures on a person's mind might be worth the time."


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PostPosted: Fri Sep 15, 2017 8:10 pm 
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Darkshine Knight (Extremist fanatic)
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Ameia, Lv0.35 Weirded [Front]
23/23 HP // 110/100 [ IIIIIIIIII]
+0 dmg | -10 hit | +3 ac | -2 mr | +4 init
Unarmed | Old Breastplate Armor [4 ac]

[Reveal] Spoiler: "Spells and abilities"
Spells:
  • Void Armory
    The caster cloaks the target in a hulking mass of impossible shapes. Combatants affected by Void Armory gain the ability to perform a special attack once. The attack has [WIL(cstr)] HIT and deals [WIL(cstr)] extra damage. The attack's critical threat and damage increase by 1 and 20% respectively for every 4 WIL, up to +5 and +100%.
    If the caster casts this spell on himself, the attack may be performed as a minor action on the same turn.
    The target of this spell sustains 10-[WIL(tgt)] stress.
  • Unwind Flesh
    The caster twists and contorts their own flesh back into place in gruesome fashion that is disturbing to behold.
    The caster recovers 1d[WILx5] HP. All other combatants suffer 5-10 stress.
  • Bastion of Nowhere - Invocation
    The caster manifests a non-Euclidean sanctuary-maze, lasting 1+[INT/2] turns. All allies will receive 50% less stress during this time, and all attacks against the caster's party members are redirected towards the caster, unless the attacker passes a WILL check DC 05+[INT].
  • That Which Wasn't - Invocation
    Invokes a monstrosity invisible to anyone it hasn't attacked yet. The monstrosity will attack the caster's enemies, dealing 1d[WIL] damage and inflicts [INT]x2 stress when it reveals itself to them. The monstrosity prioritizes enemies it hasn't attacked, and lingers for up to [INT] turns.

Abilities (300/300 AP spent):
  • Unnatural Caster [ Passive ] [ 130 AP ]
    -> Whenever Ameia casts a spell, she gains a charge of Dark Energy. Each charge grants 1 AC. Whenever she's hit by an attack or spell, if she hasn't used her minor action this turn, she will use that minor action to retaliate.
    Ameia will retaliate with a bolt of dark energy that has [INT] HIT and deals 1d[WIL] damage, consuming one charge of Dark Energy.[/color]
    At the end of combat, remaining Dark Energy dissipates into Ameia. For each charge, she suffers 5 stress unless she passes a WIL check DC: 10+[ΣDE].
  • Rude Awakening [ Passive ] [ 50 AP ]
    -> Once per fight, Ameia can cast an Invocation spell as a minor action. The first time she casts an Invocation spell each combat, each enemy must pass a WIL check DC 05+[WIL], or suffer [WIL+INT] stress.
  • Reconstitute [ Active ] [ 100 AP/use ] [1 use]
    Major+minor action. Touch range. A horrid alteration to the target's form. Effectiveness scales with their stress. Severe distortions may impair vital functions or dismember or transform the target.
    Witnesses will be in denial about the target's state, but stress makes it harder to ignore the truth. When forced to acknowledge the situation, they suffer stress. If they survive, the target recovers to normal in the course of several days.
  • Mind over Matter [ Active ] [ 20 AP / use ] ( 1 use )
    -> Supplements lost strength with the void inside her. Uses WIL in place of STR or DEX during a check.
  • Prepare for Anything [ Camping ] [ 40 AP / use ] ( 1 use )
    -> Have ones allies contemplate the fearsome. Increases party stress by 10; after this has been used, when the user reminds nearby allies of those lessons, it puts the present situation into perspective - removing 20 stress and reducing incoming stress by half for 2 rounds.
  • Channel the Brink [ Camping ] [ 30 AP / use ] ( 1 use )
    -> Reduces own stress by 30% of the current value. The user may either remove one point of stress from an ally for each two points of stress consumed, or restore 1 HP on an ally for each five points consumed.

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

Ameia blinked.
"Good grief - I see."
She'd expected something worse, but it seems like the dying abomination had merely rendered the others unable to see its reinforcements.
With illusions and lies, there were much simpler and more effective ways to break morale and turn allies against each other, so it seemed like the corpse-horrors' magic was only good for this, and not some sophisticated mental domination.
There was more to find out before she could let down her guard, but she no longer saw the need to keep her experience to herself.
"I was defending myself from more of these corpses when you thought you were done, and no one else reacted to them. So, invisible monsters-- wait a second."
She'd been exhausted and in chains and the monsters were still bearing down on her, so it made no sense that she was still alive. And no one could've treated her wounds if her comrades had been too scared to approach her, but she couldn't feel or see any trace of them - nor the offsets and faults that her grisly healing magic usually left behind.
"I'm surprised I'm still in one piece at all, so it seems like whatever it was didn't have the power to harm me.
Does anyone else have strange memories of the fight, or do they all match yours?"

It was no concern now whether the additional ghouls were real, whether she had been injured or killed or turned into one of these abominations, since no recognizable consequences of any of that were part of the present reality.
Ellen didn't seem to think of the skirmish as much of an issue aside from Ameia's erratic behaviour, so it seemed like she hadn't heard the monsters challenge and taunt and beckon them, either.

"By the way, get used to the shapes and lights. They have nothing to do with the corpses.
This is safe enough; be assured I'm on your side."

She blinked again, but it seemed a little as though her eyes had staid open throughout.


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PostPosted: Sat Sep 16, 2017 10:26 am 
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Lumberjack (Developer)
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Joined: Wed Jul 23, 2008 6:56 am
Posts: 7523
Location: Israel
Quote:
Party
  • Image | Nica (AoD) ..__ | 12/12 | IIIIIIIIII000 | Lv 1.13 | [Front] | -3 MaxHP
  • Image | Ginny (Cime) .. | 10/17 | IIIIIIIIII000 | Lv 1.22 | [Front] |
  • Image | Oz (Shade) ...._ | 12/16 | IIIIIIIIII039 | Lv 1.32 | [Cover] |
Gold: 217
Location: Korsgrad
Day 03
[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.
[Reveal] Spoiler: Saved Locations
  • Ancient Shrine: "Sacrifice -Death Ward"
  • A Strange Nest: Something in the nest draws mana towards it.
  • Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.


Tudor nods at Oz' request.
"I'll instruct my men to retrieve whatever they can if they happen to encounter anything. The corpses we fought had broken down and turned mostly to ash when we slayed them, but some of their bones were still in one piece. I can detail the location of our encounter for you if you want to investigate that spot."

Tudor describes the location of the forest encounter. To your memory, it's fairly close to the spot where you fought the lone Hollow.

=== A new location has been added to your quest log ===

You leave Briggs and Tudor to their conversation and go outside. As you walk away, Tudor's bodyguard outside gives each of you a meaningful nod. He doesn't say anything, but you get the sense that he heard the entire conversation.

You approach the supply wagons and find the wagon where Ameia is kept.
As you are about to enter the large, cloth-roofed wagon, you hear a woman's voice - "... so I guess I'll do that..."
You walk in.
Two women are here - one of them is a young woman with long, bright hair tied neatly into a braid, and she wears a large, sturdy leather cloak over a tight suit of padded armor, with a small leather cuirass. This must be Tudor's quartermaster, Ellen.
[Reveal] Spoiler:
Image


The other woman sits on the floor locked in metal shackles. She's a mature woman with mostly gray hair and a light brown complexion. He body is robust and athletic, but her arm are weak and covered in old scars. Her icy blue eyes stare right through you. You get the sense that there's more to her than what you see. Judging by the shackles on her arms, she must be Ameia, Tudor's other bodyguard.

@Ginny:
She appears to be wearing an outfit that looks a lot like what your grandparents had - it looked like military gear of the style that was common for warriors in the Escal Thanedom. Hers is old and has gone through so much wear and repair that it looks markedly different, but the style is still unmistakably recognizable.
Your own outfit is styled after the same look, but it was made in the empire and bears the empire's symbols and trimmings. Hers looks like an original piece that was kept over many years.



PER check, DC 05:
Nica: 06 + 01 = 07 >>> Success
Ginny: 06 + 00 = 06 >>> Success
Oz: 03 + 04 = 07 >>> Success

This woman is a spellcaster of some power, no mistake about it. The air around her is rife with mana...

INT check, DC 07:
Nica: 02 + 02 = 04 >>> Failed
Ginny: 06 + 03 = 09 >>> Success
Oz: 05 + 05 = 10 >>> Success

... But the way it flows and moves around her - you don't think you've seen something like this before. The currents are erratic and a strange feeling of dread creeps up on you if you concentrate on her energy for too long.

The young woman speaks up.
"Umm... hello. Who are you?"

Quote:
Party
  • Image | Ameia (Octy) .. | 18/18 | IIIIIIIIII110 | Lv 0.35 | [Front] | Affliction: Hallucinating
Gold: 100
Location: Korsgrad
[Reveal] Spoiler: Quests
  • Icon of Ruin: Protect Tudor on the mission to investigate the Obelisk in Korsgrad.


Ellen takes a careful step back.
"I don't know. Tudor didn't instruct me to release you. He said to call them if you seem fine... so I guess I'll do that..."

Three people approach the wagon.
The first of them, is a young man, appears to be in his twenties - thin build. He wears relatively simple clothes, and does not carry a weapon, so you surmise he isn't a warrior. His hair is very bright - giving him an older appearance.
His eyes change colors constantly - they are blue one moment, then red, green - shifting constantly in a prismatic manner.
One of his eyebrows is raised as your gazes meet. His expression spells out mild annoyance.

PER check, DC 05:
Ameia: 04 - 08 = -04 >>> Failed...

The second is a young woman, in her twenties. She has an athletic build and long, dark, flowing hair. Her hair reaches all the way to the floor and slithers about as if it were made of snakes.
She wears a black and blue armor styled similarly to traditional Escalian armor with an old metal breastplate.
Her eyes are squinted slightly and her face appears stern. She looks at you without blinking.

PER check, DC 05:
Ameia: 01 - 08 = -07 >>> Failed...

The third, the tallest of the three is another young woman. Her hair is long, pale blonde, and tied in a loose braid at the back. She wears a leather coat over a white shirt with black pants and leather boots. An elegant rapier hangs from her belt. The tip of the rapier glows with bright red light. Her facial features are chiseled and pleasant to the eye, she looks at you with curiosity.

PER check, DC 05:
Ameia: 10 - 08 = 02 >>> Failed...

You get the sense you may have seen them before somewhere. They all appear familiar to you, though you suspect you'd remember a man with eyes such as those, or a woman with hair that long that moves in this manner.

They weren't part of the crew for this assignment, so they must have arrived here separately.

Ellen sees them and says:
"Umm... hello. Who are you?"

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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: Sat Sep 16, 2017 11:19 am 
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Posts: 7100
Location: Gensokyo
Oz, Lv 1.32
HP: 12/16
MP: ★★★★★
SP: 039%
±0 Dmg | -8 Hit | -1 AC | +5 MR | +6 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (1 AC)
Skills:
  • Quick Spell
[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 (330/350 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.
  • Maelstrom of Magic [ Passive ] [ 40 AP ]
    -> 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.
  • 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.
  • 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.
  • Mad Scientist [ Passive ] [ 65 AP ] [ Not learned ]
    -> To Oz, gaining new knowledge is strangely invigorating, to the point he can become a bit... obsessive about it.
    Oz receives a +[Stress/25] bonus to all checks involving experimentation to gain new knowledge, as well as an additional +2 bonus if he's suffering from an Affliction.
    For each piece of knowledge gained by means of experimentation, Oz recovers Stress equal to half its DC.
  • 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
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception


Oz raised an eyebrow as he saw what Tudor's other 'bodyguard' was like. A clown and an old hag weren't exactly people he himself would entrust his life to, although then again he had never bothered with bodyguards in the first place, so what did he know?
Of course it didn't escape his notice that this woman was some sort of magic user - one with an aura not entirely unlike the one he had felt when facing the lone Hollow in the forest. It would definitely be a mistake to take her for harmless just because she was old - in fact, her age probably made her more dangerous, as magic was a craft that relied mostly on experience.
"We're mages from the operative branch. Tudor sent us. Among other things I've been researching the creatures you fought on your way here, so I figured that even if we can't figure out what happened to Ameia here, examining her current condition might prove valuable to prepare for future encounters with them."
Without waiting for a reply, he proceeded to adress the captive directly:
"So yeah. Tell us your side of the story in as much detail as possible, if you would."


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PostPosted: Sat Sep 16, 2017 11:43 am 
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Protector (Senior Member)
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Posts: 8563
Location: Australia
Nica, Lv 1.13

Health: 12/12
Stress: IIIIIIIIII

Spells: ♦♦
Restl.:
Lunge:

+2 Dmg | +3 Hit | +4 AC | +5 MR | +4 Init
Rapier - 1-6 Dmg | Leather Coat - 2 AC

[Reveal] Spoiler: Inventory & Status
Items:

  • Bandages x02 [ Cancels up to 10 stacked bleeding damage. ]
  • Healing Flask [ +05 HP ]
  • Mana Flask [ +01 SP ]
  • Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
  • -
  • -
  • -
  • -
  • -
  • -

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: [ 345/350 AP spent ]

  • Spell Scavenger [ Passive ] [ 220 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. [ 60 AP ]
    -> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point. [ 120 AP ]
    -> A Trace can stack, up to 2 times. [ 40 AP ]
    -> When an enemy casts a spell, Nica also marks them with A Trace. [ 80 AP ]

  • 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 per use ]
    Nica's daring nature is unbounded by battle positions... sometimes.
    -> Nica may make a melee attack on a Covered enemy.

  • Restless [ Active - 1 uses ] [ 20 AP + 5n 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:

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


Nica loosens up immediately when she sees the quartermaster's soft countenance. So quickly have people like her become a rarity since they set out for Korsgrad.
This doesn't last long, though, as she looks further into the wagon.
Although she didn't really have any pre-conceived expectations of what sort of person she was going to see, appraising this Ameia takes Nica quite by surprise. She is quite an oddity... though it doesn't take sense as keen as Nica's to understand she's not to be trifled with. Nica feels her eyes instinctively averting ever looking directly at the woman...
Not surprised, however, by Oz completely bypassing all but the absolute necessities of formality, Nica brings up the conversational rear.
"That's more or less it, yes. Call me Nica."
Gesturing to the comrade in front of her and then the one behind, she introduces the others as well.
"He's Oz, and this is Ginny. An honour and a pleasure."

EDIT: Adjusted some AP stuff. I was reading the Restless pricing wrong; Nica only afforded one use.

_________________
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Last edited by Agent of Dread on Sun Sep 17, 2017 7:48 am, edited 1 time in total.

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PostPosted: Sun Sep 17, 2017 12:38 am 
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Darkshine Knight (Extremist fanatic)
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Joined: Sat Feb 20, 2010 1:07 pm
Posts: 2533
Ameia, Lv0.35 Weirded [Front]
23/23 HP // 110/100 // ■■■■
Reconstitute [x1] | Mind over Matter [x1] | dark energy [x0] | hallucinating
+0 dmg | -10 hit | +3 ac | -2 mr | +4 init
Unarmed | Old Breastplate Armor [4 ac]
[Reveal] Spoiler: "Spells and abilities"
Spells:
  • Void Armory
    The caster cloaks the target in a hulking mass of impossible shapes. Combatants affected by Void Armory gain the ability to perform a special attack once. The attack has [WIL(cstr)] HIT and deals [WIL(cstr)] extra damage. The attack's critical threat and damage increase by 1 and 20% respectively for every 4 WIL, up to +5 and +100%.
    If the caster casts this spell on himself, the attack may be performed as a minor action on the same turn.
    The target of this spell sustains 10-[WIL(tgt)] stress.
  • Unwind Flesh
    The caster twists and contorts their own flesh back into place in gruesome fashion that is disturbing to behold.
    The caster recovers 1d[WILx5] HP. All other combatants suffer 5-10 stress.
  • Bastion of Nowhere - Invocation
    The caster manifests a non-Euclidean sanctuary-maze, lasting 1+[INT/2] turns. All allies will receive 50% less stress during this time, and all attacks against the caster's party members are redirected towards the caster, unless the attacker passes a WILL check DC 05+[INT].
  • That Which Wasn't - Invocation
    Invokes a monstrosity invisible to anyone it hasn't attacked yet. The monstrosity will attack the caster's enemies, dealing 1d[WIL] damage and inflicts [INT]x2 stress when it reveals itself to them. The monstrosity prioritizes enemies it hasn't attacked, and lingers for up to [INT] turns.

Abilities (300/350 AP spent):
  • Unnatural Caster [ Passive ] [ 130 AP ]
    -> Whenever Ameia casts a spell, she gains a charge of Dark Energy. Each charge grants 1 AC. Whenever she's hit by an attack or spell, if she hasn't used her minor action this turn, she will use that minor action to retaliate.
    Ameia will retaliate with a bolt of dark energy that has [INT] HIT and deals 1d[WIL] damage, consuming one charge of Dark Energy.
    At the end of combat, remaining Dark Energy dissipates into Ameia. For each charge, she suffers 5 stress unless she passes a WIL check DC: 10+[ΣDE].
  • Rude Awakening [ Passive ] [ 50 AP ]
    -> Once per fight, Ameia can cast an Invocation spell as a minor action. The first time she casts an Invocation spell each combat, each enemy must pass a WIL check DC 05+[WIL], or suffer [WIL+INT] stress.
  • Reconstitute [ Active ] [ 100 AP/use ] (1 use)
    Major+minor action. Touch range. A horrid alteration to the target's form. Effectiveness scales with their stress. Severe distortions may impair vital functions or dismember or transform the target.
    Witnesses will be in denial about the target's state, but stress makes it harder to ignore the truth. When forced to acknowledge the situation, they suffer stress. If they survive, the target recovers to normal in the course of several days.
  • Mind over Matter [ Active ] [ 20 AP / use ] ( 1 use )
    -> Supplements lost strength with the void inside her. Uses WIL in place of STR or DEX during a check.
  • Askew Third Eye [ Passive ] [ +50 AP ]
    -> Exposure to otherworldly magic has warped Ameia's connection to the aether, currently rendering her unable to learn regular spells.
  • Prepare for Anything [ Camping ] [ 40 AP / use ] ( 0 uses )
    -> Have ones allies contemplate the fearsome. Increases party stress by 10; after this has been used, when the user reminds nearby allies of those lessons, it puts the present situation into perspective - removing 20 stress and reducing incoming stress by half for 2 rounds.
  • Channel the Brink [ Camping ] [ 30 AP / use ] ( 0 uses )
    -> Reduces own stress by 30% of the current value. The user may either remove one point of stress from an ally for each two points of stress consumed, or restore 1 HP on an ally for each five points consumed.
Attributes:
-5 Strength
-5 Dexterity
+5 Agility
+4 Vitality
+4 Intellect
+5 Willpower
-3 Perception

Ameia cocks her head and greets the new arrivals with a curious, bright smile.
When the man with the iridescent eyes treats her with disregard and blunt requests, she seems to forebear a remark, and gives him a quizzical look with one eyebrow raised in imitation.
The playful mien vanishes off her face in a blink, replaced by a more serious expression, but she's still smiling lightly as she slightly bows her head and responds to Nica.
"Likewise. You're an illustrious bunch. Ameia, though you seem to know already."
She takes a deep breath and looks at the mages before fixing her eyes on the wagon's canvas to the left.
"Now for a report. We were trudging through the woods, glad to have reached an area without rain and mud, when these faceless things emerged from the underbrush, whispering eerie nonsense and lurching towards us.
They were rather disconcerting, just bones and rags and tattered skin - you'll know if you saw them.
I'm"
- awkward but maybe deliberate pause - "...not prone to that kind of reaction, but something about their presence felt wrong even to me."
Shrug.
"Morale improved fast when we saw one crumple like a sack of potatoes under Dweck's blow, and our unit cleaned up the first bunch of them pretty quickly. One of them worked some kind of magic while it was collapsing, and then the confusion happened.
Ameia sounds a bit less serene and more weary now, but her manner of speaking remains calm.
"Another four of those monsters appeared, and I wasn't too concerned since I was able to fell them on my own, with these arms and the clunky parade sword I carry.
I was getting exhausted, when even more of them unburrowed around me, so I called for help. My comrades turned their heads, but they just looked at me bewildered and sheathed their swords and leaned on the trees for breath as these corpse monsters were wailing on me and dragging me to the ground they'd come from.
Someone struck me from behind, and I went out. I was rather surprised to wake up at all, and not as much by my predicament.
Ellen just insisted that there'd only been the one group of enemies, and I'd been striking at thin air. Maybe I was - I remember taking some blows, but now there's not a scratch on my body, concussion aside; and they seemed to have no trouble getting me out of there.
At the time I thought the creepy insinuations of the faceless ones had gotten to my comrades' heads, but Ellen said that thing cast a spell on me. There's a lot that doesn't add up, so I'm not even sure at this point."


Edited in a trait to mark Ameia's relationship with magic, as suggested.


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PostPosted: Sun Sep 17, 2017 4:36 pm 
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Potion Mimic (Senior Member)
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Joined: Thu Jul 24, 2008 12:25 pm
Posts: 7100
Location: Gensokyo
Oz, Lv 1.32
HP: 12/16
MP: ★★★★★
SP: 039%
±0 Dmg | -8 Hit | -1 AC | +5 MR | +6 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (1 AC)
Skills:
  • Quick Spell
[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 (330/350 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.
  • Maelstrom of Magic [ Passive ] [ 40 AP ]
    -> 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.
  • 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.
  • 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.
  • Mad Scientist [ Passive ] [ 65 AP ] [ Not learned ]
    -> To Oz, gaining new knowledge is strangely invigorating, to the point he can become a bit... obsessive about it.
    Oz receives a +[Stress/25] bonus to all checks involving experimentation to gain new knowledge, as well as an additional +2 bonus if he's suffering from an Affliction.
    For each piece of knowledge gained by means of experimentation, Oz recovers Stress equal to half its DC.
  • 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
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception


The old woman turned out to be surprisingly perky - her mannerisms were not at all what Oz had expected from the wise and elderly, although he wasn't quite sure how much of that might be due to the influence of the creatures she had fought. Then again, her assessment of her situation was surprisingly calm and objective - she seemed much easier to work with than he had anticipated. Maybe whatever spell they had cast on her had already worn off?
"I see.
Judging from your story combined with what Tudor told me, it seems as though those creatures cast some kind of illusion spell on you... although, no, that might not be quite correct - illusions would be visible to everyone. It might be more accurate to say they probably made you hallucinate.
I mean, they were ugly, but I never expected it to be so bad someone could go mad from looking at them."

...if she had indeed been hallucinating, it shouldn't be too difficult to find out whether the effect had indeed worn off by now.
"What are you seeing right now? Does anything look strange? Anything that seems out-of-place if you give it some thought?"


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