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Ditto
Jungle Warrior (Committed contributor)
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Post by Ditto »

Sir Oinkley, Lvl 1 Porc Black Knight [64/100] (Cover)
Image
Image 29/31 [Normal]
Image 49/130 [2 Item Groups]
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)
8-10 Atk | 95 Hit | 5 Crt
6-8 Atk | 85 Hit | 5 Crt [Shield Slam]
3 Def | 0 Res | 45 Avd | 0 Fort
Spoiler: Inventory and Status
Stuff:
-Beef Sandwich (Restores 25 HP, 5 Wt)
-Casino Chips [38]

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: 10
Skill: 5
Agility: 10
Constitution: 10
Wisdom: 0
Intelligence: 0

Info:
Ability Points: 20
HP Mod: +4
Critical Hit: 150%
Sir Oinkley's manly cologne blocks out the terrible smell of the goblin shrugs off the terrible odor of the fat boozefatarian goblin, leaving him healthy enough to not interfere in the battle. Shade and Gaunt were not so lucky, however... "...It is not an important matter. He is a perfectly fine shield for now. Would either of you be so kind as to run behind him and tell the goblin his 'moneyz' are located inside of Gaunt? I'd prefer not to have to endure that terrible odor ever again. Besides, you already seem fairly... affected by him." Sir Oinkley smiles slightly, holding out his sword towards the goblin. "Let's see if I can get rid of whatever cursed bodily function allows you to belch out your insides on us." Attempting to open the goblin's mouth and grant him a toothache by bashing his jaw in with a shield bash, Sir Oinkley jabs his sword in the opening created.
"It only hurts when my squad won't f***ing heal me."

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Cimeries
Lumberjack (Developer)
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Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Post by Cimeries »

---[ Party ]------------------------------------------------------
HP: 16/17 | Front | Shade (Clonkinator) | Poison [9%]
HP: 29/31 | Front | Sir Oinkley (Ditto) | Poison [6%]
HP: 16/16 | Cover | Stul'p (Octagon) | Poison [6%]
HP: 28/45 | Front | Gaunt (Injected Companion) | Melting [4%]
-------------------------------------------------------------------
Spoiler: Info
Location: Dog Lounge - Deucce Baaj's Dungeon - BF24
Time: Pfft, like you need that here.
Gold: 487

Points of Interest:
+ Stairs up to BF23

+ The barrier wall.
___+ Metal Doors flanking the mysterious sinks.
___+ Aforementioned mysterious sinks. Now dry, and liberated of their shiny metal bands.
___+ Square holes in the wall where barriers used to stand.

+ Dog Lounge, lot's of dog books.
"Sure, let's use my valuable exoskeleton as the damage sponge, it's not like we have what is essentially a canned slab of meat walking around here."
Shade - Attacks Boozetafarian Goblin - Miss.
Shade - CON save vs. Stench [lv10] - 9 + 4 = 13. Success.
Shade - Hurt by Poison - 1 Damage.
-----------------------------------------------
Shade lunges forward to strike at the goblin, but his balance is compromised due to nausea and he misses.
-----------------------------------------------
Sir Oinkley - Bashes Boozetafarian Goblin (Maneuver) - Hit! 3 Damage, prepped for follow-up.
Sir Oinkley - Attacks Boozetafarian Goblin (Maneuver) - Hit! Success! DEF ignored! 10! Damage.
Sir Oinkley - CON save vs. Stench [lv10] - Irrelevant.
-----------------------------------------------
Sir Oinkley smacks the goblin's jaw sideways, knocking out several gray bloodsoaked teeth and leaving his jaw ajar, at which point he feeds the goblin his steak knife.
-----------------------------------------------
Stul'p - Twiddles his thumbs - Success.
-----------------------------------------------
Gaunt - Shanks Boozetafarian Goblin - Hit! 6 damage.
Gaunt - CON save vs. Stench [lv10] - Immune.
Gaunt - "I'm meltiiiiiiiing!" - 1 Damage.
-----------------------------------------------
Gaunt seems pissed by the recent turn of events, and so he stops what he is doing, takes out his blade and buries it into the goblin. It seems to have done the job as the goblin is losing his balance.
-----------------------------------------------
Boozetafarian Goblin falls on his knees.

Gaunt takes out a napkin and wipes his knife clean.

...

"BUUUUUuuuuuuurrrrrppppp!!!!"
Boozetafarian Goblin - Triggers Last Breath Belch
Shade - CON save vs. Stench [lv18] - 5 + 4 = 9. Dazed for 4 turns, Poison Worsened to 9%. Healing Stream Drained by 1.
Sir Oinkley - CON save vs. Stench [lv18] - 2 + 10 = 12. Dazed for 3 turns, Poisoned by 6%.
Stul'p - CON save vs. Stench [lv18] - 8 + 4 = 12. Dazed for 3 turns, Poisoned by 6%. Sudden Thrust drained by 1.
Gaunt - CON save vs. Stench [lv18] - Immune...
Gaunt - Takes 10 corrosive damage. Melting worsened to 4%
"sdsdfadf!"
-----------------------------------------------
-2/42 | Front | Fat Boozetafarian Goblin | Dazed [0] | Intoxicated | Stench | Asploded
-----------------------------------------------
The goblin lets out one last belch of doom and despair, pure life draining, hair-burning, gut-twisting malice in gas form. It engulfs everything in sight for a few brief moments, and that is all it takes to throw all four of you down on your knees, vomiting, twisting, wheezing, and, in the case of Gaunt, displaying fireworks from your chest.

When the "fog of war" clears, you see the goblin's remains blasted open and smeared on the floor. Ewwwww.

Shade: +35 exp
Sir Oinkley: +35 exp; Showmanship, +5 exp
Stul'p: +35 exp

Sir Oinkley Leveled up!:
+ 7 Hit Points
+ 3 Stat Points
+ 100 Ability Points

Loot:
Smellytar (3 - 9 Atk, 70 Hit, 15 Crt, 8 Wt, Stench Aura [8])
Cheap Goblin Moonshine (3 Wt | Alcohol [-2])
4 Goblin Teeth (0 Wt | Grim Trophy)
A small coin pouch (1 Wt | ?)

A few notes:
1. Gaunt does not have the Aura of Despair as a passive ability since the rule change, as it's kind of annoying to keep track of it.
2. Stench Aura on the Smellytar will affect both the wielder and the target. You'll have to make a save every turn you wield it. To prevent abuse, Rolling 1 is still a failure regardless of your CON. The roll is 1d10.
3. Alcohol will daze you but also give you a bonus to damage for the duration of the battle. (Additional bonuses and penalties depend on quality and type. Hur hur.)
4. Manuevaring (what Sir Oinkley did) gives a penalty to hit and can give various extra effects. The penalty is usually small (10 or so) to encourage using it more often. Highly situational, as usual.
5. You'll start detoxing from poison next turn. You'll take one hit of poison and your % will be reduced by 1. This will continue until it's gone again. Gaunt's Melting behaves the same, in case you even care. Resting, eating and drinking helps detox with less damage.
:wink:
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Shade
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Post by Shade »

Image
Shade, Lv01 [90] (Front)
16/17 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: 18/92):
- Medicine (4 Wt | Heals 10 HP)
- Deck of playing cards (2 Wt)

Skills:
None

Spells:
[2/3] 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%
Noooooo, I took damage! q_q

After enduring another, even worse belch than the previous one, Shade eventually decides to point out the obvious:
"...Porky. ...you only made it worse."
He gets up and throws a disgusted look at the items the goblin dropped upon his death.
"There's no way I'm going to touch any of that."
He averts his eyes from the goblin's disgusting remains and grumpily heads back to the dog lounge in order to take a short rest ,annoyed by the fact that he didn't level up.
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Ditto
Jungle Warrior (Committed contributor)
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Post by Ditto »

Sir Oinkley, Lvl 2 Porc Black Knight [04/100] (Cover)
Image
Image 41/43 [Normal]
Image 49/138 [2 Item Groups]
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]

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%
The battle had been won. They had been hurt, injured, and poisoned, but they had defeated this foul (smelling) menace. Sir Oinkley vomits. Then, he walks, stands one foot on the body of the goblin, aims his face towards the sky for a great war snort... and then he vomits again. Sir Oinkley stumbles a few feet away from the corpse of the goblin, and faces his allies. "When we escape this treacherous dungeon, I suggest we do not recount this event. I assume that is acceptable." Sir Oinkley observes the smellytar. "Shade, while I understand that no person in their right mind would want to touch that blade, from a tactical viewpoint, it does seem as if you would be a good candidate to wield that weapon. Stul'p, you might be small enough that you could make that alcoholic beverage last longer." Sir Oinkley grabs the tooth, and pulls out a string from la la land that he somehow stabs through the tooth, tying it as a trophy necklace around his neck... even though it definitely wasn't going to get him any ladies.

When Shade walks off, somewhat enraging Sir Oinkley, Sir Oinkley devices a cunning plan to avoid wielding the weapon. With incredibly clever methods, Sir Oinkley touches his nose with his index finger. "Noses, good sir. I would suggest that you take that drink, pouch and blade, and you- along with gaunt there- head into that room. Despite how repulsive it may sound, I do plan on searching the pile our dear goblin friend has left for us." Sir Oinkley starts searching the pile of goblin s*** for any bones or goblin meat or anything that could be used for anything useful for fighting or eating. He was half pig, half orc after all.

Hey, it ain't cannibalism. He's a different species.

Boosted power, agility, constitution, and HP by 1, 1, 1, and 4 respectively, along with the base increases.
"It only hurts when my squad won't f***ing heal me."

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Cimeries
Lumberjack (Developer)
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Posts: 7720
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Post by Cimeries »

---[ Party ]------------------------------------------------------
HP: 13/17 | Front | Shade (Clonkinator) |
HP: 41/43 | Front | Sir Oinkley (Ditto) |
HP: 16/16 | Cover | Stul'p (Octagon) |
HP: 43/45 | Front | Gaunt (Injected Companion) |
-------------------------------------------------------------------
Spoiler: Info
Location: Dog Lounge - Deucce Baaj's Dungeon - BF24
Time: Pfft, like you need that here.
Gold: 487

Points of Interest:
+ Stairs up to BF23

+ The barrier wall.
---+ Metal Doors flanking the mysterious sinks.
---+ Aforementioned mysterious sinks. Now dry, and liberated of their shiny metal bands.
---+ Square holes in the wall where barriers used to stand.

+ Dog Lounge, lot's of dog books.
---+ Alpha's Armchair, has a red button on its arm.

+ Hall past the barrier wall, symmetrical. 2 fountains of water(?), continues around the corners to the east and west.
Loot:
Smellytar (3 - 9 Atk, 70 Hit, 15 Crt, 8 Wt, Stench Aura [8])
Cheap Goblin Moonshine (3 Wt | Alcohol [-2])
3 Goblin Teeth (0 Wt | Grim Trophy)
A small coin pouch (1 Wt | ?)

Sir Oinkley digs around in the mess
Sir Oinkley - CON save vs. Stench [lv15] - 1 + 10 = 11. Dazed for 2 turns.

Bloody Mess:
4 Goblin Bones (1 Wt | Grim Trophy | Tasty Marrow?)
17 Armor Pieces (1 Wt | Junk)
24 (Wt worth of) Smelly Goblin meat
Goblin Heart (2 Wt | ?)
7 Large Kidney Stones (1-1 Atk, 80 Hit, 0 Crt, 1 Wt, can be thrown in large stacks)
-----------------------------------------------
Gaunt - Melting 2 1 1 1
5 Damage, Recovered from Melting.
Gaunt - Repair @ Self - 20 HP restored.

Shade - Detoxing 2 1 1 0 1 0 1 1
7 Damage, Recovered from Poison.

Stul'p - Detoxing 1 1 0 0 0 0
2 Damage, Recovered from Poison.

Sir Oinkley - Detoxing 3 2 2 1 1 1
10 Damage, Recovered from Poison.
-----------------------------------------------

Resting:
Shade: 4 Hp recovered, all Skills recharged by 1.
Stul'p: 4 Hp recovered, all Skills recharged by 1.
Sir Oinkley: 10 Hp recovered.
Gaunt: All Skills recharged by 1.

When you return to the dog lounge to rest, you sit down on the chairs and come across a discovery!
The armchair the alpha dog was sitting on has a round red button on its arm. Will you press it?
:wink:
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Shade
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Post by Shade »

Image
Shade, Lv01 [90] (Front)
13/17 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: 18/92):
- Medicine (4 Wt | Heals 10 HP)
- Deck of playing cards (2 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).


[3/3] 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%
Shade answers Oinkley's suggestion in an incredibly annoyed tone.
"Are you nuts? Even if I was into looting dead corpses like you guys seem to be, I value my health enough to keep a distance from something like that. Attempting to use that thing might be more dangerous than any actual enemies we come across, for damn's sake!"
Ignoring the fourth wall, he then points at the stats of his rapier.
"Besides, my blade is stronger than your lousy kitchen knife. So, go right ahead if you feel suicidal enough to use that thing, but keep it damn well away from me!"

Arriving in the dog lounge and sitting on one of the chairs, he notices a button that he didn't notice before. What might it do? It might activiate some kind of trap to get rid of unwelcome guests, but then the dogs would probably have pressed it already. Considering it's integrated into the goddamn chair that the alpha dog used to sit on, it's also unlikely that it has any direct hazardous effects to whoever actually presses the button. But then again, it might be some kind of alarm button, and he doesn't really feel like making it known to the whole dungeon that they have left their posts.
You don't just go ahead and press random buttons in an unknown place full of traps, right? For this reason, Shade decides to ignore it for the time being. They can still come back to it later if something blocks their progress.

After having mostly recovered from his nausea, he leaves the room again and goes down the left corridor they haven't explored yet.
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Ditto
Jungle Warrior (Committed contributor)
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Post by Ditto »

Sir Oinkley, Lvl 2 Porc Black Knight [04/100] (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 snarls at Shade as he leaves. Why did so many people have the viewpoint that is was so wrong to loot the bodies of enemies? They were dead, it's not like they were going to mind. Dishonoring them was leaving their remnants to rot. Oh, there would be a reckoning, human. There would be a reckoning.

Investigating the useless s***load of s***, Sir Oinkley decides not to be wasteful. He grabs the smellytar, and hides its scent in the bag as much as possible- he wasn't going to smell that again until he had reason to. He might start drinking more if he had to spend any more time with that Shade scum, so he decided to grab the moonshine as well. Maybe he could threaten some blacksmith into making something for him down here, so he took the bones, armor pieces and teeth as well- some of the other knights of King Hamsiver III used bone armor, it functioned quite well. Hearts had magical properties sometimes, and meat was tasty, so he would take that as well. Hell, even the kidney stones could be used as ammunition. Finally, Sir Oinkley picks up the pouch... sure, it looked innocent, but he didn't know what was inside, and he knew that if Stul'p found it, it would be gone and opened after a few seconds.

Sir Oinkley follows Shade back to the room, and decides to rest there along with the rest of them. After a rest, he follows Shade back out of the room- no way he was pressing a big red button. Pressing big red buttons almost always had bad results.
"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, Lv1 [86] Jive Hubbin Thief [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
31/89 Wt
Theft [3/3]
Sudden Thrust [4/5]
Spoiler: Inventory & Status
Image

Pilfered Rubbish and Stolen Junk:
+ Lockpick [2]: 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)


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:
20 spare AP
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): 1/1
: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]
After vomiting and resting for a short time, Stul'p replies to Oinkley about the moonshine.
"It's tempting, but well... Just look at my ears. (see portrait *winkwinknudgenudge*) Folks like me don't react well to booze... I learned it at the incident in the Gnoll Overlord's Wine Cellar, and I want that to happen again... One time was enough."
He is tempted to loot the bloody mess by his greed, but after a quick look (which already almost makes him vomit), he decides against it.
"Oinkley, could you cut open that pouch instead of directly opening it?
I'm sure you don't want to be splashed with even more disgusting whatever..."

Finally, he scans the shelves for a dictionary or atlas just because he feels like it, and then prepares to follow the others.

Did the stench melt the Shuriken? D:
Also: Actually the dictionary thing is caused by the fact that I initially misread "discovery" for "dictionary". ;)
Cimeries
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Post by Cimeries »

---[ Party ]------------------------------------------------------
HP: 13/17 | Front | Shade (Clonkinator) |
HP: 41/43 | Front | Sir Oinkley (Ditto) |
HP: 16/16 | Cover | Stul'p (Octagon) |
HP: 43/45 | Front | Gaunt (Injected Companion) |
-------------------------------------------------------------------
Spoiler: Info
Location: Dog Lounge - Deucce Baaj's Dungeon - BF24
Time: Pfft, like you need that here.
Zorkmids: 487

Points of Interest:
+ Stairs up to BF23

+ The barrier wall.
---+ Metal Doors flanking the mysterious sinks.
---+ Aforementioned mysterious sinks. Now dry, and liberated of their shiny metal bands.
---+ Square holes in the wall where barriers used to stand.

+ Dog Lounge, lot's of dog books.
---+ Alpha's Armchair, has a red button on its arm.

+ Hall past the barrier wall, symmetrical. 2 fountains of water(?), continues around the corners to the east and west.
You carefully cut open the sack and let its contents fall to the floor. The contents of the coin pouch are, big surprise: Coins! They fall on the floor with a cling, glittering and shining. A large iron key and a scrap of paper also fall out.
Loot:
6 Zorkmids
Large Iron Key (2 Wt)
A scrap of paper with a note.
Spoiler: The note reads
Dear Gukk, here is some of the money I owe you. The rest is behind the large iron door closest to the stairs up to BF23. The key here should open it.
Best of regards, and see you in hell, Kevin.
You search for a dictionary among the dogs' books, and you indeed come across something almost like a dictionary.
Loot:
Bark Lexicon (4 Wt | Unidentified )

It's pulsing with magical energy, you can actually sense it, but when you try to read it, you discover that the writing is incomprehensible.

You grab whatever you decide to grab and Shade leads the way onwards to the left side on the hall. When you pass the corner, you see a wide empty hall open before you. Dimmed torches line the walls, and the section of the stone floor before you is checkered, like a chess board. Across the "board" you can see a skinny figure facing you, waving around and flailing its legs in the darkness, almost seems to be dancing.

Image
:wink:
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Shade
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Post by Shade »

Image
Shade, Lv01 [90] (Front)
13/17 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: 18/92):
- Medicine (4 Wt | Heals 10 HP)
- Deck of playing cards (2 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).


[3/3] 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%
Unbothered by the contents of the pouch - he doesn't care much about treasure unless it's directly useful to him - Shade eventually arrives in a large hall filled with lots of... ...nothing. Well, nothing except what appears to be an oversized chessboard and someone who dances around at the other side of the board as if he had a fit of spasms. Shade stops. There totally is some kind of trap involved here - unfortunitally, it isn't quite as obvious what that trap might actually be. For the time being, it is probably best to stay away from the 'chessboard'.
He shouts over to the stranger.
"Hey! Stop flailing around like a complete retard and tell us what you're doing here!"
Cimeries
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Post by Cimeries »

---[ Party ]------------------------------------------------------
HP: 13/17 | Front | Shade (Clonkinator) |
HP: 41/43 | Front | Sir Oinkley (Ditto) |
HP: 16/16 | Cover | Stul'p (Octagon) |
HP: 43/45 | Front | Gaunt (Injected Companion) |
-------------------------------------------------------------------
Spoiler: Info
Location: Dog Lounge - Deucce Baaj's Dungeon - BF24
Time: Pfft, like you need that here.
Zorkmids: 487

Points of Interest:
+ Stairs up to BF23

+ The barrier wall.
---+ Metal Doors flanking the mysterious sinks.
---+ Aforementioned mysterious sinks. Now dry, and liberated of their shiny metal bands.
---+ Square holes in the wall where barriers used to stand.

+ Dog Lounge, lot's of dog books.
---+ Alpha's Armchair, has a red button on its arm.

+ Hall past the barrier wall, symmetrical. 2 fountains of water(?), continues around the corners to the east and west.
Loot:
6 Zorkmids
Large Iron Key (2 Wt)
Bark Lexicon (4 Wt | Unidentified )
A scrap of paper with a note.
Spoiler: The note reads
Dear Gukk, here is some of the money I owe you. The rest is behind the large iron door closest to the stairs up to BF23. The key here should open it.
Best of regards, and see you in hell, Kevin.
The figure stops for a moment, stands still, with its gaze fixed at you. You hear something that sounds like someone hitting a pair of coconuts together really fast a few times, and then the figure resumes flailing around like a complete retard.

Image
:wink:
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Shade
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Post by Shade »

Image
Shade, Lv01 [90] (Front)
13/17 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: 18/92):
- Medicine (4 Wt | Heals 10 HP)
- Deck of playing cards (2 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).


[3/3] 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%
Annoyed by the figure's completely useless reaction, but still unwilling to risk activiating a trap, and also unwilling to initiate combat over this distance for no real reason, Shade decides to let the figure be right now, takes, following a sudden whim, the key out of the pouch and goes back to the door it belongs to and opens it up. Maybe it's worth checking out after all - there might be something else in there in addition to just money. And even if there isn't, he doesn't feel like dealing with the figure right now, so any reason not to do so is welcome.
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Ditto
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Location: The universe and all the other places too
Contact:

Post by Ditto »

Sir Oinkley, Lvl 2 Porc Black Knight [04/100] (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 considers Stul'p's size, the actions he took with the sink and the dog, the fact that he didn't want to walk across the tiles, and how much this flailing man of below normal intelligence irritated him, but decides against the course of action that would be a solution to this problem. Sir Oinkley follows Shade, deciding that his best idea probably wasn't as effective as Shade's idea for the time being.
"It only hurts when my squad won't f***ing heal me."

http://guildedage.net/
Cimeries
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Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Post by Cimeries »

---[ Party ]------------------------------------------------------
HP: 02/17 | Front | Shade (Clonkinator) |
HP: 30/43 | Front | Sir Oinkley (Ditto) |
HP: 16/16 | Cover | Stul'p (Octagon) |
HP: 43/45 | Front | Gaunt (Injected Companion) |
-------------------------------------------------------------------
Spoiler: Info
Location: Dog Lounge - Deucce Baaj's Dungeon - BF24
Time: Pfft, like you need that here.
Zorkmids: 487

Points of Interest:
+ Stairs up to BF23

+ The barrier wall.
---+ Metal Doors flanking the mysterious sinks.
---+ Aforementioned mysterious sinks. Now dry, and liberated of their shiny metal bands.
---+ Square holes in the wall where barriers used to stand.

+ Dog Lounge, lot's of dog books.
---+ Alpha's Armchair, has a red button on its arm.

+ Hall past the barrier wall, symmetrical. 2 fountains of water(?), continues around the corners to the east and west.
You return to the Iron door that was mentioned in the note. Now that you have the appropriate key, you sink it cheerfully into the keyhole and turn it to the sound of clicks and a slight rumble. Odd. You reach to push the door open, but before you realize it, it has already opened on its own.

Shade - AGI save vs. Trap [lv15] - 3 + 10 = 13. Squish! 11 Damage!
Sir Oinkley - AGI save vs. Trap [lv15] - 1 + 11 = 12. Squish! 14 Damage!
Stul'p - AGI save vs. Trap [lv15] - 8 + 10 = 18. Evaded
Gaunt - AGI save vs. Trap [lv15] - 7 + 8 = 15. Evaded

Unless the money you came here to pick up is inside the massive boulder rolling at your direction, it is safe to assume you fell victim to a vicious yet comical deception. Shade and Sir Oinkley get caught right in the boulder's trail, and the boulder subsequently runs right over them, their blood staining the floor. You hear some bones break. This is definetly going to hurt tomorrow, if you live that long.
Stul'p deftly dodges the boulder and Gaunt moves out of the way on the very last moment, as a piece of his protruding large pauldron breaks off. He leans against the wall with surprise, the glow in Gaunt's eyes magnified, as if his they were wide open.

The boulder continues to roll on and crashes into the wall opposite of the door, breaking into many fragments, forming a pile of debris.

Image

While Shade and Sir Oinkley lie on the floor weeping like little girls, Stul'p and Gaunt reluctantly glimpse into the room. There's some sort of large siege mechanism directly in front of the door, connected with strings and wires to the lock, the device was evidently designed to throw massive chunks of solid pwn and doom at anyone opening the door.

A few other rounded boulders are stacked in the side of the room, suggesting that the siege weapon must be loaded manually and cranked again before it can set loose another boulder, so you're probably safe for now.
Next to the boulders is a wooden ladder that leads to a hatch in the ceiling. On the west wall is a frail looking wooden door with a simple lock and a sign that reads "Confidential, classified personnel only."
:wink:
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Shade
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Post by Shade »

Image
Shade, Lv01 [90] (Front)
02/17 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: 18/92):
- Medicine (4 Wt | Heals 10 HP)
- Deck of playing cards (2 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%
Fail. Should've called that. Wonder why I didn't.

"...argh."
He slowly gets up again. His nose felt broken. His left arm felt broken, too. And probably some other bones.
"Great. I guess that Kevin guy wasn't kidding when he wrote 'see you in hell'."
He magically undoes all harm done to him by the trap with one use of one of his spells - Healing Stream - and enters the room. He approaches the door and attempts to kick it down.
"I survived your blasted trap, scum. That totally makes me classified personnel."
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