Ascent PnP (Press Start to Die!)

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Cimeries
Lumberjack (Developer)
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Post by Cimeries »

[edit]---[ Party ]------------------------------------------------------
Image Hp:17/17 | [Front1] | Shade (Shade) |
Image Hp:30/43 | [Front2] | Sir Oinkley (Ditto) |
Image Hp:10/16 | [Front1] | Stul'p (Octagon) |
Image Hp:43/45 | [Front2] | Gaunt (NPC) |
-------------------------------------------------------------------
Image Zorkmids: 57
Image Location: Checkered Hall - BF24[/edit]

I'm done waiting for Ditto. I'll admit I was sort of using his inactivity as an excuse to put this post off, but I have just spontaneously decided that it's ridiculous to do that.

Gaunt and Oinkley stand there for a few moments in complete indecisiveness. Eventually Gaunt decides that even if the floor is trapped like everyone suspects, he'll probably survive*, so he just walks over it casually (albeit loudly).
*Plus he's a little masochist like that.

Nothing in particular happens. It seems that the floor wasn't trapped after all. Maybe its sole purpose was simply ridiculous interior design, just like... well, almost anything else in this goddamn dungeon.

Gaunt and Sir Oinkley approach the wall. Between the two of them, they have no trouble tearing it apart. A deadly display of brute force from the canned ham and the hammy can.

You collectively poke your heads inside of the newly formed opening, to discover a small, cramped, dark space full of bones. Seriously, they're everywhere! There are piles of them here, piles of them there, some individual pieces held to the ceiling by unseen force, and also, there's another skeleton running your way with its arms reached wide open. It looks like it wants a hug.
:wink:
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Shade
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Post by Shade »

Image
Shade, Lv01 [95] (Front)
17/17 HP
08-08 Atk | 107 Hit | 14 Crt
......01 Def | 02 Res | 60 Avd | 05 Frt
Rapier (5 - 5 Atk, 95 Hit, 10 Crt, 5 Wt)
Red Coat (1 Def, 0 Res, 15 Avd, 5 Fort, 7 Wt)
Spoiler: Inventory & Status
Items (Wt: 38/92):
- Medicine (4 Wt | Heals 10 HP)
- Deck of playing cards (2 Wt)
- A large round bottle of black liquid labeled "Gait Pour" (3 Wt | Unidentified)
- 3 small vials of blue liquid labeled "Dual Vote" (1 Wt | Unidentified)
- A vial of clear liquid labeled "Bait Eats" (1 Wt | Unidentified)
- 2 Scrolls labeled "Gait Ion" (1 Wt | Unidentified)
- A Scroll labeled "Autumn Gem" (1 Wt | Unidentified)
- 2 Smoke Bombs (2 Wt | Creates a screen of smoke for 3 turns)
- Image (3 Wt)
- Image (3 Wt)

Skills:
None

Spells:
[3/3] Spark Wave [115 AP]
[Base: 8 Atk, 100 Hit, 10 Crt]
[Curr: 15 Atk, 100 Hit, 10 Crt]
Hits all enemies with lightning, possibly also paralyzing them for 2 turns (25% chance per target).


[2/3] Healing Stream [120 AP]
[Base: 10 HP / 0 HP]
[Curr: 17 HP / 7 HP]
Focuses the curative power of the earth on an ally, healing it by [10 + INT] HP. Can also be aimed at the entire party, but only heals each target by [INT] HP when doing so.


Abilities:
- Counter [200 AP]
Shade is very skilled at fencing, knowing how to utilize every single chance to attack. If he successfully dodges a melee attack, he instantly counter-attacks with a melee attack of his own.

Traits:
- Swift [15 AP]
Shade is very agile and perceptive, making it rather easy for him to anticipate attacks and dodge them. Adds +5 to Avd.

Stats:
06 STR
04 SKL
10 AGI
04 CON
04 WIS
07 INT

Story:
Shade has a kinda rough past to show, so he eventually sought dispersal by becoming Deucce Baaj's employee, as fighting hero-wannabes and all that stuff sounded pretty cool. And it actually kinda is, if it wasn't for the fact that the payment just outright sucks and no-one likes the bad guys. So, after all these years, he finally decides to break free again and reclaim his freedom in an attempt to start a new life.

Shade is a tall man in his early twenties. He tends to be overly cynic and grumpy at times, but that's kinda to be expected if you're discontent with your employer. If he for once is in a good temper, however, he's actually a pretty nice and trustable guy, if somewhat arrogant.

Misc.:
AP left: ......... 50
HP added: ..... 0
HP-Mod.: .... +2
Crt-Dmg: ... +40%

Knowledge about items:
- Scroll labeled "Satan Rig" = Scroll of Lore (reveals information about the target)
"Humph. Why is almost everything in this dungeon trying to kill us? Seriously, we're not even heroes!"
Shade charges forward and attacks the skeleton with a swing of his rapier.
Cimeries
Lumberjack (Developer)
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Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Post by Cimeries »

[edit]---[ Party ]------------------------------------------------------
Image Hp:17/17 | [Front] | Shade (Shade) |
Image Hp:30/43 | [Front] | Sir Oinkley (Ditto) |
Image Hp:10/16 | [Cover] | Stul'p (Octagon) |
Image Hp:43/45 | [Front] | Gaunt (NPC) |
-------------------------------------------------------------------
Image Zorkmids: 57
Image Location: Checkered Hall - BF24[/edit]
-----------------------------------------------
Shade - Attacks Cuddly Skeleton - Hit! 1 damage.
-----------------------------------------------
You have no trouble hitting the incoming skeleton. Seems like it didn't even prepare for it... Or maybe it's just that dull, it doesn't have a brain after all.
Either way, your rapier doesn't fare very well against surfaces of the less fleshy variety. For a split second it looked like it would snap from the clash with the bone, but it seems fine now. It's probably not wise to repeat that, you're pretty sure it's not supposed to bend that way.

And indeed, the skeleton didn't even notice that you chipped off one of its ribs...
-----------------------------------------------
Cuddly Skeleton - Hug @ Dancing Skeleton - Success!
-----------------------------------------------
In fact, it runs straight past you! You turn around to find the two skeletons cuddling and hugging eachother in a not-entirely wholesome manner. It's so horrible, and yet you cannot stop watching.
After a few moments of awkward clattering, the dancing skeleton (or maybe it was the other one, they all look so much alike...) approaches you, bows slightly in gratitude and presents you with a shiny oval locket (that it seemingly pulled out of its bony ass thin air).

You open the locket and discover a painting of a mustachioed, slick haired man and a slightly less mustachioed, slightly more slick haired woman holding hands and smiling at you eerily. There is a caption engraved under the picture: "Until death do us part. lol nvrmind!". Oh.

The two skeletons run off to do their dirty, dirty deeds someplace less accessible, leaving you with the creepy, yet possibly valuable piece of jewelery, which is, also, by the way, letting off a slight magic aura.

- Creepy Love-Locket ( 3 Wt | ? )

Shade, Stul'p, Sir Oinkley: +5 exp for matchmaking.

Shade Leveled up!:
Lv01 > Lv02 [00]
+ 6 Hit Points
+ 3 Stat Points
+ 100 Ability Points

Lol

Stul'p: +1 exp for having 99 exp...

Stu'p Leveled up!:
Lv01 > Lv02 [-01]
+ 7 Hit Points
+ 3 Stat Points
+ 100 Ability Points

What shalt thou doth presently?
Last edited by Cimeries on Sat Feb 12, 2011 10:26 pm, edited 1 time in total.
:wink:
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Shade
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Post by Shade »

Image
Shade, Lv02 [00] (Front)
23/23 HP
08-08 Atk | 107 Hit | 14 Crt
......01 Def | 02 Res | 64 Avd | 05 Frt
Rapier (5 - 5 Atk, 95 Hit, 10 Crt, 5 Wt)
Red Coat (1 Def, 0 Res, 15 Avd, 5 Fort, 7 Wt)
Spoiler: Inventory & Status
Items (Wt: 41/92):
- Medicine (4 Wt | Heals 10 HP)
- Deck of playing cards (2 Wt)
- A large round bottle of black liquid labeled "Gait Pour" (3 Wt | Unidentified)
- 3 small vials of blue liquid labeled "Dual Vote" (1 Wt | Unidentified)
- A vial of clear liquid labeled "Bait Eats" (1 Wt | Unidentified)
- 2 Scrolls labeled "Gait Ion" (1 Wt | Unidentified)
- A Scroll labeled "Autumn Gem" (1 Wt | Unidentified)
- 2 Smoke Bombs (2 Wt | Creates a screen of smoke for 3 turns)
- A creepy Love-Locket ( 3 Wt | ? )
- Image (3 Wt)
- Image (3 Wt)

Skills:
None

Spells:
[3/3] Spark Wave [115 AP]
[Base: 8 Atk, 100 Hit, 10 Crt]
[Curr: 17 Atk, 100 Hit, 10 Crt]
Hits all enemies with lightning, possibly also paralyzing them for 2 turns (25% chance per target).


[2/3] Healing Stream [120 AP]
[Base: 10 HP / 0 HP]
[Curr: 19 HP / 9 HP]
Focuses the curative power of the earth on an ally, healing it by [10 + INT] HP. Can also be aimed at the entire party, but only heals each target by [INT] HP when doing so.


Abilities:
- Counter [200 AP]
Shade is very skilled at fencing, knowing how to utilize every single chance to attack. If he successfully dodges a melee attack, he instantly counter-attacks with a melee attack of his own.

Traits:
- Swift [15 AP]
Shade is very agile and perceptive, making it rather easy for him to anticipate attacks and dodge them. Adds +5 to Avd.

Stats:
06 STR
04 SKL
11 AGI
04 CON
04 WIS
09 INT

Story:
Shade has a kinda rough past to show, so he eventually sought dispersal by becoming Deucce Baaj's employee, as fighting hero-wannabes and all that stuff sounded pretty cool. And it actually kinda is, if it wasn't for the fact that the payment just outright sucks and no-one likes the bad guys. So, after all these years, he finally decides to break free again and reclaim his freedom in an attempt to start a new life.

Shade is a tall man in his early twenties. He tends to be overly cynic and grumpy at times, but that's kinda to be expected if you're discontent with your employer. If he for once is in a good temper, however, he's actually a pretty nice and trustable guy, if somewhat arrogant.

Misc.:
AP left: ......... 150
HP added: ..... 0
HP-Mod.: .... +2
Crt-Dmg: ... +40%

Knowledge about items:
- Scroll labeled "Satan Rig" = Scroll of Lore (reveals information about the target)
...okay, I did not expect that. xD

AGI +1, INT +2


Forgetting about the fact that trying to pierce a pile of bones with a blade is utterly idiotic, Shade hits the skeleton and almost breaks his rapier in the process. However, the skeleton doesn't seem to mind him at all and simply runs past him, towards the other skeleton. Apparently, those two were lovers in their lifetime... ...and they actually still seem to be.
"...okay, okay, I was wrong, they weren't trying to kill us! It's not my fault though, anyone would have felt threatened if a moving pile of bones suddenly came running towards you!"
They receive a locket from the pair and are then left alone. Not quite sure about what to do with it, Shade simply puts it into his pocket for the time being.

Afterwards, he takes another look into the opening in the wall.
"...duh. How did all these bones get in here in the first place?"
But whatever; in the end, it's not his concern.
Since they seem to be done here, they move onward.
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Ditto
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Post by Ditto »

Sir Oinkley, Lvl 2 Porc Black Knight [12/100] (Cover)
Image
Image 41/43 [Feelin' Snazzy]
Image 109/138
Weapon: Steak Knife (3-5 Atk, 80 Hit, 0 Crt, 5 Wt)
Shield: Frying Pan Shield (15 Avd, 5 Wt)
Armor: Full Platemail (3 Def, -10 Avd, 10 Fort, 30 Wt)
Trophy: Goblin Tooth (It's Snazzy, Ain't It?)
9-11 Atk | 95 Hit | 5 Crt
7-9 Atk | 85 Hit | 5 Crt [Shield Slam]
3 Def | 0 Res | 49 Avd | 0 Fort
Spoiler: Inventory and Status
Stuff:
-Beef Sandwich (Restores 25 HP, 5 Wt)
-Casino Chips [38]
-Goblin Teeth [3] (Grim Trophy)
-Armor Pieces [17] (1 Wt | Junk)
-Goblin Bones [4] (1 Wt | Grim Trophy | Tasty Marrow?)
-Smellytar (3 - 9 Atk, 70 Hit, 15 Crt, 8 Wt, Stench Aura [8])
-Cheap Goblin Moonshine (3 Wt | Alcohol [-2])
-Goblin Heart (2 Wt | ?)
-Smelly Goblin Meat [24] (1 Wt)
-Large Kidney Stones [7] (1-1 Atk, 80 Hit, 0 Crt, 1 Wt, Can be thrown in large stacks)
-A Small Coin Pouch (1 Wt | ?)

Skills:
-Shield Slam-
Sir Oinkley can slam his enemies with his shield before or following an armed attack, smashing his enemies into the ground. Instead of his minor action, Sir Oinkley can slam an enemy with his shield, dealing unarmed damage. If shield bashing and attacking armed in one turn, both enemies must be in the same row. 210 AP

Abilities:
-Meatshield-
Sir Oinkley guards his allies in the back row with his own body. Fatal attacks aimed at allies in the back row will be redirected to Sir Oinkley. Attacks that would kill due to a critical are not redirected. 120 AP

Stats:
Power: 11
Skill: 5
Agility: 11
Constitution: 11
Wisdom: 0
Intelligence: 0

Info:
Ability Points: 20
HP Mod: +5
Critical Hit: 150%
Sir Oinkley wakes up after not doing anything for a while. "...*yawn*... wha...? Oh, the skeletons were in love with eachother and the person who came up with the blueprints for this dungeon was really bad at coming up with traps? Yes, that is all true, I suppose. Let us march out of the deeper reaches of these catacombs!" Sir Oinkley follows after Shade.

Posting for the sake of inactivity. I got nothin'.
Last edited by Ditto on Mon Feb 28, 2011 10:07 pm, edited 2 times in total.
"It only hurts when my squad won't f***ing heal me."

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octagon
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Post by octagon »

Stul'p, Lv2 [-1] Jive Hubbin Thief [Usually in Cover]
6-7 Atk | 115 Hit | 32 Crt
01 Def | 01 Res | 60 Avd | 08 Fort
Newthunter's Claw (3-4 Atk, 85 Hit, 12 Crt, 4 Wt)
Pot Cap, marked with the Groltu symbol (0 Def, 1 Res, 5 Avd, 3 Fort, 3 Wt)
Armadillo Leather Battlecoat (1 Def, 15 Avd, 5 Fort, 4 Wt)
ImageImageImage
Image
ImageImageImageImageImageImageImage
Load 62/89
Theft [3/3]
Sudden Thrust [4/5]
Spoiler: Inventory & Status
Image

Pilfered Rubbish and Stolen Junk:
+ Lockpick [3]: Unarmed HIT chance of working. The Avd of the lock indicates its strength. [2 Wt each]
+ Newt Sandwich (contains a preserved dead newt, heals 3 to 6 HP for Stul'p when eaten) [3 Wt]
+ Shuriken [2] [6-6 Atk, 60 Hit, 15 Crt, 3 Wt each]
+ Immaterial Token of Pizza: Proof that Stul'p likes Pizza. Cannot be lost or discarded. Useless. Since empty abilities would block a slot in this ruleset and wasted slots are no fun, it is an immaterial item instead. [0 Wt]
+ A Tome - "XXV" with attached lens (4 Wt | Unidentified)
+ 2 Jeweled bands (1 Wt | Unidentified)
+ Unlocked Top Secret folder (5 Wt)
+ 3 Casino Chips
+ 1 Fancy Lockpick (2 Wt | +10 Hit | Won't break until it failed 2 more attempts)
+ 1 Bag of Caltrops (10 Wt | Covers the ground in nasty spikes)
+ 4 Darts (2 Wt | 1-3 Atk, 80 Hit, 10 Crt)
+ 1 Sealed Can of Grease (12 Wt | Covers the ground in slippery flammable grease)
+ Note about information scroll + used information scroll about zorkmids

Rock Bag (for stones and other small things) [1 Wt]
+ Empty emptiness [not usable, removed once something else is put into the bag, 0 Wt]

Skills:

Theft [x/3] [110 AP]
Stul'p steals a random item from an enemy, including equipped ones. Success and critical hit chance equal that of an unarmed attack. Crt "scans" the enemy inventory and steals an item of choice.

Sudden Thrust [x/5] [120 AP]
Stul'p quickly switches to the front row, attacks from there and directly jumps back again. The drawback is: while he thrusts, he suffers -10 Avd and his defense is set to 0.

Abilities:
Sneaky Strike [200 AP]
Stul'p's natural crit value is doubled. Also, his attacks' critical hits poison the enemy with [SKL]% poison, because he is such a sneaky guy. [Curr: 10% poison]

Traits:

Stats:
POW: 6
SKL: 10
AGI: 10
CON: 3
WIS: 0 (1 Ability)
INT: 6 (2 Skills/Spells)

Misc:
120 spare AP
3 spare stat points
2 skills max
1 ability max
HP mod: 2
Crt damage: +100% (+10% poison)
Battles: 2
Thefts: 0
Crits: 0
Enemies Defeated: 0
Times Fainted: 0
Locks Picked (successes/attempts): 2/2
:cookie: x2

Background:
Stulp grew up happily as a newt hunter in the hubbin village of Fruggle. He was not completely like other hubbins. His face looked a bit... blueish sometimes, and unlike other hubbins, he considered the peace and quiet of the village 'boring' and rathered to run around as a wannabe rogue, stealing everything he could grab and later, also ambushing and robbing people. When dark elves attacked the village (third of the hubbins being killed, another third being enslaved and treated cruelly, and the rest preparing a secret uprise), he suddenly got the idea how nice it would be to be like them. Instead of supporting the defenders of his village, he grabbed the most valuable stuff of the village and fled.
Since then, he roamed the lands, pillaging houses and robbing everywhere. One day, he joined the cult of the Worshippers of the Blob of Groltu and became a stalwart stalwart of Groltunism.
His life was horribly changed when he was captured by thugs of Deucce Baaj, who used him as a doormat for his minions (no, not literally... well, okay, sometimes.) until the Lich Lord noticed the amount of stuff that his henchmen were missing and found the secret hideout of Stul'p. He realized the potential of the jive hubbin and used him for emptying the pockets of the foolish intruders who dared entering his realm. Sadly, Stul'p could not keep much of the stuff he looted...
On the quest against Deucce Baaj, he hopes to regain the things that he once had stolen, but were given to Deucce Baaj's minions.
[spoiler="Unlearned"]
Skills:
Knee Kick [x/3] [90 AP]
Stul'p kicks against an enemy's knee, probably causing severe pain. This is a normal unarmed attack, but works from the back row and also causes a random reaction:
20%:Dazzles enemy for 3 turns
20%:Kicks enemy to the ground, stunning them for 2 turns
20%:nothing special happens except the damage
20%:certain crit
10%:Stul'p strains his leg and loses 2 HP
5%:permanently reduces enemy's Avd by 10
5%:instantly causes an attack from the kicked enemy with Stul'p as a target


Jive Dodge [x/1] [40 AP]
Stul'p can once per battle avoid an attack that would normally have hit him.

Poison Lacing [x/2] [45 AP]
Minor action. The next attack from an ally that hits an enemy will inflict [6+Lvl]% poison. [Curr: 7%] s
[/spoiler]
The slightly embarassed, irritated, disgusted look on Stul'p's face slowly wears off as he notices that he just levelled up.
"Don't be so panicky, Shade. I know skeletons. They're generally harmless. In most cases, they don't even move!"
Not sure about upgrades yet.
Cimeries
Lumberjack (Developer)
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Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: Ascent PnP (Press Start to Die!)

Post by Cimeries »

No status table for the moment on account that the tags are having a major malfunction right now.

When we last left our protagonists (in lack of a better term), they were heading onwards past the hall with the checkered floor. Literally 2 seconds later, they have arrived.

The hall ends with a pair of wooden doors at the far north wall, and the passage turns to the east just where you are standing, effectively placing your party in yet another devious navigational dilemma while the GM gathers his marbles. :)

A crude, short and flat altar piled with skulls of various shapes, sizes, and stages of decomposition stands at the end of the hall, between the two doors, as well as, parallel to the passage eastbound, what seems to be a short improvised fortification made of some crude brick. The fortification casts a conspicuous, cloaking shadow over a small corner of the hall, and you could have sworn you saw a pair of small, red eyes gleaming at you from those shadows for a split second.

Image
:wink:
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