[RPG] A Goddamn PnP - Game

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[RPG] A Goddamn PnP - Game

Post by Agent of Dread »

=Party==================================
Jörn, .......level 1 | 19/19 HP | 06/06 MP | 0 EXP | Front
James, ....level 1 | 15/15 HP | 10/10 MP | 0 EXP | Front
Oinkiver, level 1 | 25/25 HP | 00/00 MP | 0 EXP | Front
======================================


Your dogs in good care at the local healer's house, you set foot at the entrance to Zorg the Evil's 34-story castle. It's quite impressive, and the purple mist surrounding it complements tonight's full moon very well. It's cold, so you pull your garments tighter around you and open the door. Unlocked... that was easy. It's dark but for flickering candles on the walls. You hear the chattering of small feet in the depths of this enormous reception room. Where to now? That is the question.
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Post by octagon »

Jörn, Lv1 [00] Barbarian [Front]
19/19 HP
6/6 MP
20 Atk | 110 Hit | 20 Crt
10 Def | 19 Avd
base [10 Atk | 110 Hit | 10 Crt
3 Def | 29 Avd]

Axe of Axiness [10 Atk, 10 Crt]
Heavy Platemail [7 Def, -10 Avd]

Spoiler: ƗƞƲƐƝÞøƦƴ ᶓ s#$t
Items
2x Spiced Dinosaur Meat (Restores d20 HP and d6 MP when eaten)
Image

Skills
Grim Growl [2 MP] 100 AP
Growls at an enemy and makes a threatening gesture. Halves enemy's Avd and Def for this round. Hit and Critical chance equal that of his normal attacks - crits stun the enemy for 2 turns. Minor action.
Provocation [4 MP] 70 AP
Normal hit chance, deals no damage. Provoked enemies are forced to attack him physically and cannot do anything else. Lasts 3 goddamn turns.

Abilities
Hardened 225 AP
Jörn has a flat DEF bonus of 3.


Stats
STR 10
DEX 10
AGI 3
INT 0
WIS 3
LUK 10

HP Mod 3
MP Mod -2


Story
Jörn hails from the friggin' frigid northlands. He was raised as a barbarian, and a barbarian's life suits him. He likes camping, campsites, campfires, beer [well, actually he does not react well to alcohol, but he is supposed to], puppet theater, haggling [though he can't count, so he fails at it], awful poetry and brawls.

Asses kicked: 000
Minions necklifted: 000
Times camped: 000
Mugs of beer quaffed: 000
Left AP: 55
Stomping through the room, Jörn growls to his comrades: "Let's kick Zorg's evil ass. He kicked our doggies. No one messes with us or our doggies.
I'm sure that the riff-raff that must be in there can show us the way to whereever that meanie hides."

He looks into the dark, searching for any small minion to neck-lift and bully.
Why didn't I idiot take a darn torch?
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Post by Ditto »

Sir Oinkiver, Level 1 Porc Knight
Image
ImageImageImage
HP: 25/25
19 Atk | 113 Hit | 10 Crt
11 Atk | 113 Hit | 10 Crt
10 Def | 54 Avd
ImageWeapon: Steak Knife (8 Atk)
ImageShield: Top of a Soup Pot (2 Def)
ImageArmor: Kitchen-Forged Armor (5 Def)
Spoiler: Inventory and Status
Stuff (1/7):
-Beef Sandwich (Restores 25 HP)

Skills:
-Blessed Bacon-
Sir Oinkiver sacrifices as much of his HP as he wishes to to create delicious bacon in front of a target. This bacon is indeed so delicious that the target is forced to eat it so quickly that it does not take up an action, healing them for the amount of HP Sir Oinkiver sacrifices.
(25 AP)


Abilities:
-Shield Bash-
Sir Oinkiver can give up his secondary action to bash any enemy in the front row with his shield, dealing unarmed damage and dazing the target for a turn.
(140 AP)


-Ham of Steel-
A lot of people have tried to kill and devour poor Sir Oinkiver. Because of this, Sir Oinkiver is trained to defend himself against weapons and spells designed to kill him, cook him, and eat him. Sir Oinkiver gains 3 defense.
(225 AP)


-Shield of Meat-
Sir Oinkiver is a meatshield. Literally. Whenever Sir Oinkiver is in the front row, fatal attacks aimed at allies in the cover row are redirected to him.
(+50 AP)


Stats:
STR: 11
DEX: 11
AGI: 11
INT: 0
WIS: 0
LUK: 5

Misc:
HP: +3
MP: -2
AP: 10
"Indeed. Zorg is a feeble coward- he has brutally attacked our young friends, and unable to accept the same pain he inflicted upon them, he fled the scene in fear of our retribution. Zorg's end draws near... he may have gotten away with assaulting many other poor canines, but he will not escape this time! No one can escape the righteous wrath of the caretakers of these proud beasts!" With a great war snort of defiance, Sir Oinkiver draws his blade and prepares to fight. "My name is Sir Oinkiver the fifth, and no one- no one- touches my doggie!" Holding his thick, steel shortblade in front of him and holding the glass, steel rimmed shield he is armored with in front of his chest, Sir Oinkley walks into the room, ready for the battle that is to come.
"It only hurts when my squad won't f***ing heal me."

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Post by Cimeries »

James Crowhorn IV, lvl 1 [0] Illusionist
Image 15/15
Image 10/10
10 Atk | 110 Hit | 4 Crt
3 Def | 61 Avd
Snazzy Fedora [+10 Smarm]
Cane [5 Atk, +5 Avd]
Leather Cuirass [3 Def]
Spoiler: Inventory and s#$t
Image
Items [2/7]
- Length of Rope
- Deck of cards

Skills/Spells[list]Knifethrow [3 MP]: Throws a stack of concealed knives at the enemy front line.
Each knife hits one of the possible targets at random, has a base ATK of 2, a hit of 80 and a crt of 5.
The number of knives thrown equals Int/2.
These knives are considered standard throwing weapons, and not a magical attack. 120 AP
Currently: 4 Knives: 7 Atk, 110, 9 Crt each.

Alacrity [1/1]: Convert one secondary action into one primary action.
Disables MP recovery on the turn it was used.
Recovers one use at the end of each battle. 80 AP[/list]
Abilities/Traits[list]Sleight of Hand: James can perform 2 secondary actions per turn. 70 AP

Theatrics: James recovers 1 more MP per turn. 60 AP

Escape Artist: James always successfully escapes from battle.
If he is caught, held, or bound in some way, he can always set himself free using either one primary action or two secondary actions.
Cages, traps, and the likes are no match for him and he can escape them as well, in a matter of moments.
If he's bound by a spell though, he's screwed. 150 AP

[/list]Stats
STR: 5
DEX: 10
AGI: 6
INT: 8
WIS: 4
LUK: 2

Miscellanea:
AP: 20
HP/MP mod: +0/+1
MP Recovery: 2/turn

Background: James is a Magician, so to speak. He practices Illusion, the art of deceiving the audience through quick, careful movement. All illusionists belong to the official "Guild of Honest Gentlemen", and take a vow of secrecy before they are taught the tricks of the trade.
Now as it just so happens, James has been accused of revealing said trade secrets to a non-member (which he may or may not have done, that too is a secret), so the guild is pretty pissed and are trying to get a hold of him.
That is why he can't stay in one place for too long, and has to travel the lands until he can clear his name or until the whole thing is forgotten. Accompanying James, his trusty sidekick sir Mutt... Or, he did, at least, back when sir Mutt was still well. For now he travels alone. :(
James followed his two bulky comrades into the spooky castle. The full moon piercing the darkness of the reception room through the gothic windows, throws light and shadow over the room in a magnificent grim pattern, and sets the scene for a spectacular show tonight. James adjusts his monocle, props his fedora and walks through the entryway into the reception room, tapping his cane on the floor cheerfully with every other step. Tonight begins the grand show that is the vengeance of sir Mutt and any number of other small-to-medium sized furry canine quadrupeds.
"Careful there Jörn, those critters could be diseased, or worse, dirty."
:wink:
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Re: [RPG] A Goddamn PnP - Game

Post by Agent of Dread »

=Party==================================
Jörn, .......level 1 | 19/19 HP | 06/06 MP | 0 EXP | Front
James, ....level 1 | 15/15 HP | 10/10 MP | 0 EXP | Front
Oinkiver, level 1 | 25/25 HP | 00/00 MP | 0 EXP | Front
Callum, ...level 1 | 14/14 HP | 11/11 MP | 0 EXP | Front
======================================

======================================
Gantua | ??/?? HP | ??/?? MP
======================================


You step further into the darkness, but a voice pierces the atmospheric silence.
"Critter? I'm not a critter, I'm a person!"
It's a young man, who looks quite able to hold himself in a fight... and it seems as though that might be useful, as after him charges a huge beast!
Gantua enters the battle! Corny enough for you?
This hulking monstrosity stands a head taller than even Sir Oinkiver, and with the blood dripping from its terrible jaws you just know that there's going to be trouble if you leave it. It seems quite aggravated, and the pulsing muscle mass on its two front legs look like they could hit quite hard. It's not going for you just yet, though... sizing up its next meal.
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Post by Cimeries »

James Crowhorn IV, lvl 1 [0] Illusionist
Image 15/15
Image 10/10
10 Atk | 110 Hit | 4 Crt
3 Def | 61 Avd
Snazzy Fedora [+10 Smarm]
Cane [5 Atk, +5 Avd]
Leather Cuirass [3 Def]
Spoiler: Inventory and s#$t
Image
Items [2/7]
- Length of Rope
- Deck of cards

Skills/Spells[list]Knifethrow [3 MP]: Throws a stack of concealed knives at the enemy front line.
Each knife hits one of the possible targets at random, has a base ATK of 2, a hit of 80 and a crt of 5.
The number of knives thrown equals Int/2.
These knives are considered standard throwing weapons, and not a magical attack. 120 AP
Currently: 4 Knives: 7 Atk, 110, 9 Crt each.

Alacrity [1/1]: Convert one secondary action into one primary action.
Disables MP recovery on the turn it was used.
Recovers one use at the end of each battle. 80 AP[/list]
Abilities/Traits[list]Sleight of Hand: James can perform 2 secondary actions per turn. 70 AP

Theatrics: James recovers 1 more MP per turn. 60 AP

Escape Artist: James always successfully escapes from battle.
If he is caught, held, or bound in some way, he can always set himself free using either one primary action or two secondary actions.
Cages, traps, and the likes are no match for him and he can escape them as well, in a matter of moments.
If he's bound by a spell though, he's screwed. 150 AP

[/list]Stats
STR: 5
DEX: 10
AGI: 6
INT: 8
WIS: 4
LUK: 2

Miscellanea:
AP: 20
HP/MP mod: +0/+1
MP Recovery: 2/turn

Background: James is a Magician, so to speak. He practices Illusion, the art of deceiving the audience through quick, careful movement. All illusionists belong to the official "Guild of Honest Gentlemen", and take a vow of secrecy before they are taught the tricks of the trade.
Now as it just so happens, James has been accused of revealing said trade secrets to a non-member (which he may or may not have done, that too is a secret), so the guild is pretty pissed and are trying to get a hold of him.
That is why he can't stay in one place for too long, and has to travel the lands until he can clear his name or until the whole thing is forgotten. Accompanying James, his trusty sidekick sir Mutt... Or, he did, at least, back when sir Mutt was still well. For now he travels alone. :(
"There there, ferocious creature of the night, no need to wallow in hunger."
James calmly pushes Callum into the dripping jaws of Gantua.
:wink:
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Post by octagon »

Jörn, Lv1 [00] Barbarian [Front]
20 Atk | 110 Hit | 30 Crt
10 Def | 19 Avd
Image 19/19 HP
Image 4/6 MP (-2)
Axe of Axiness (10 Atk, 10 Crt, 2h)
Heavy Platemail (7 Def, -10 Avd)

ImageImage
Spoiler: ƗƞƲƐƝÞøƦƴ ᶓ s#$t
Items
2x Spiced Dinosaur Meat (Restores d20 HP and d6 MP when eaten)

Skills
Grim Growl [2 MP] 100 AP
Growls at an enemy and makes a threatening gesture. Halves enemy's Avd and Def for this round. Hit and Critical chance equal that of his normal attacks - crits stun the enemy for 2 turns. Minor action.
Provocation [4 MP] 70 AP
Normal hit chance, deals no damage. Provoked enemies are forced to attack him physically and cannot do anything else. Lasts 3 goddamn turns.


Abilities
Hardened 225 AP
Jörn has a flat DEF bonus of 3.


Stats
STR 10
DEX 10
AGI 3
INT 0
WIS 3
LUK 10

HP Mod 3
MP Mod -2


Base Secondary Stats
10 Atk | 110 Hit | 20 Crt
3 Def | 29 Avd

Story
Jörn hails from the friggin' frigid northlands. He was raised as a barbarian, and a barbarian's life suits him. He likes camping, campsites, campfires, beer [well, actually he does not react well to alcohol, but he is supposed to], puppet theater, haggling [though he can't count, so he fails at it], awful poetry and brawls.

Asses kicked: 000
Minions necklifted: 000
Times camped: 000
Mugs of beer quaffed: 000
Left AP: 55
"Crap. I expected a goblin or something, and now... Anyway, THIS UGLY THING LOOKS EVIL! LET'S CLOBBER IT! RRRRHAAARGH!!"
He is so occupied with growling at the abomination to intimidate it and ferociously charging towards it that he doesn't even notice James' action.
Grim Growl + standard attack
[edit]-Changed char sheet layout, inserted some icons
-Corrected Crt
-Specified action[/edit]
Last edited by octagon on Mon Dec 13, 2010 1:50 pm, edited 17 times in total.
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Post by Ditto »

Sir Oinkiver, Level 1 Porc Knight
Image
Image 25/25
19 Atk | 113 Hit | 10 Crt
11 Atk | 113 Hit | 10 Crt
10 Def | 54 Avd
ImageWeapon: Steak Knife (8 Atk)
ImageShield: Top of a Soup Pot (2 Def)
ImageArmor: Kitchen-Forged Armor (5 Def)
Spoiler: Inventory and Status
Stuff (1/7):
-Beef Sandwich (Restores 25 HP)

Skills:I considered making Hart insane, but he kind of turned into just reckless and violent.
-Blessed Bacon-
Sir Oinkiver sacrifices as much of his HP as he wishes to to create delicious bacon in front of a target. This bacon is indeed so delicious that the target is forced to eat it so quickly that it does not take up an action, healing them for the amount of HP Sir Oinkiver sacrifices.
(25 AP)


Abilities:
-Shield Bash-
Sir Oinkiver can give up his secondary action to bash any enemy in the front row with his shield, dealing unarmed damage and dazing the target for a turn.
(140 AP)


-Ham of Steel-
A lot of people have tried to kill and devour poor Sir Oinkiver. Because of this, Sir Oinkiver is trained to defend himself against weapons and spells designed to kill him, cook him, and eat him. Sir Oinkiver gains 3 defense.
(225 AP)


-Shield of Meat-
Sir Oinkiver is a meatshield. Literally. Whenever Sir Oinkiver is in the front row, fatal attacks aimed at allies in the cover row are redirected to him.
(+50 AP)


Stats:
STR: 11
DEX: 11
AGI: 11
INT: 0
WIS: 0
LUK: 5

Misc:
HP: +3
MP: -2
AP: 10

Enemies Killed: 00
Bosses Slain: 00
Ninja edit, didn't notice that it was callum who was being pushed in.

"Bah! Have you gone mad, fool!" Sir Oinkley rushes towards the "mage" and swats poor Callum out of his arms, seperating his party and the abomination with his armor and shield. "Stay back, you traitorous scumbag. You as well, young squire. Let me and this brave northlander handle this treacherous ogre."
Last edited by Ditto on Sun Dec 12, 2010 8:33 pm, edited 5 times in total.
"It only hurts when my squad won't f***ing heal me."

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Post by Cimeries »

James Crowhorn IV, lvl 1 [0] Illusionist
Image 15/15
Image 10/10
10 Atk | 110 Hit | 4 Crt
3 Def | 61 Avd
Snazzy Fedora [+10 Smarm]
Cane [5 Atk, +5 Avd]
Leather Cuirass [3 Def]
Spoiler: Inventory and s#$t
Image
Items [2/7]
- Length of Rope
- Deck of cards

Skills/Spells[list]Knifethrow [3 MP]: Throws a stack of concealed knives at the enemy front line.
Each knife hits one of the possible targets at random, has a base ATK of 2, a hit of 80 and a crt of 5.
The number of knives thrown equals Int/2.
These knives are considered standard throwing weapons, and not a magical attack. 120 AP
Currently: 4 Knives: 7 Atk, 110, 9 Crt each.

Alacrity [1/1]: Convert one secondary action into one primary action.
Disables MP recovery on the turn it was used.
Recovers one use at the end of each battle. 80 AP[/list]
Abilities/Traits[list]Sleight of Hand: James can perform 2 secondary actions per turn. 70 AP

Theatrics: James recovers 1 more MP per turn. 60 AP

Escape Artist: James always successfully escapes from battle.
If he is caught, held, or bound in some way, he can always set himself free using either one primary action or two secondary actions.
Cages, traps, and the likes are no match for him and he can escape them as well, in a matter of moments.
If he's bound by a spell though, he's screwed. 150 AP

[/list]Stats
STR: 5
DEX: 10
AGI: 6
INT: 8
WIS: 4
LUK: 2

Miscellanea:
AP: 20
HP/MP mod: +0/+1
MP Recovery: 2/turn

Background: James is a Magician, so to speak. He practices Illusion, the art of deceiving the audience through quick, careful movement. All illusionists belong to the official "Guild of Honest Gentlemen", and take a vow of secrecy before they are taught the tricks of the trade.
Now as it just so happens, James has been accused of revealing said trade secrets to a non-member (which he may or may not have done, that too is a secret), so the guild is pretty pissed and are trying to get a hold of him.
That is why he can't stay in one place for too long, and has to travel the lands until he can clear his name or until the whole thing is forgotten. Accompanying James, his trusty sidekick sir Mutt... Or, he did, at least, back when sir Mutt was still well. For now he travels alone. :(
James waits for Sir Oinkiver to get in to position, then pushes Callum at the maw of the beast again, this time quickly and more discreetly, and then moves to the back row and begins twiddling his throwing knives.
"Oops, my hands slipped again. How clumsy of me."
Invoking Alacrity if I have to. This person which I do not know and honestly do not care for will be eaten today.
Did I mention that James is slightly insane? Huh, guess I didn't.
:wink:
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Post by ShellShocker »

Callum, Lv01 (00) Adventurer (Front)
14/14 HP
08/11 MP (-3)
11 Atk | 116 Hit | 06 Crt
03 Def | 43 Avd
Iron Shortsword (4 Atk, +5 Hit)
Adventurer's Robe (3 Def, +5 avd)
Spoiler: Inventory & Status
Items (2/7):
- Iron Two-handed Sword (6 Atk, -5 hit, +5 Crt)
- Purple Potion (Recovers 1d6 HP and 1d6 MP)

Spells:
[04 MP] Healing Word
Callum uses his magical power to restore the health of one chosen ally for INT+1d3 HP. [110 AP]

Skills:
[03 MP] Jump Attack
A simple sword technique, which requires a melee weapon. Empowers the attack, piercing through enemy defence. [120 AP]

Abilities/Restraints:
- Offensive
When Callum takes the first strike in combat against an enemy, an extra 1d6 hitpoints of damage will be dealt to the opponent. [170 AP]

Stats:
07 STR
07 DEX
07 AGI
05 INT
03 WIS
06 LUK

Misc.:
AP: 100
Kills: 0
"Woah, what the heck are you doing!?"
Callum, without thinking about his decisions carefully, strikes the beast with a quick slash of his blade in an attempt to stun him. He raises his blade in the air with a quick jump attack, aiming for the monster's body.
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Re: [RPG] A Goddamn PnP - Game

Post by Agent of Dread »

=Party==================================
Jörn, .......level 1 | 19/19 HP | 06/06 MP | 0 EXP | Front
James, ....level 1 | 15/15 HP | 10/10 MP | 0 EXP | Front
Oinkiver, level 1 | 25/25 HP | 00/00 MP | 0 EXP | Front
Callum, ...level 1 | 00/14 HP | 08/11 MP | 0 EXP | Front
======================================

======================================
Gantua | ??/?? HP | ??/?? MP
======================================


Jörn uses Grim Growl [2 MP] on Gantua! 80 Vs. 4 = Easy Hit!
Jörn attacks Gantua! 80 Vs. 88 = Miss!
While Sir Oinkiver and James bicker, Callum impulsively strikes out at the beast in self-defense!
Callum uses Jump Attack [3 MP] on Gantua! 86 Vs. 47 = Hit! 11 damage!
The attack slashes right through the bottom jaw of the beast, only further bloodying its razor jaws. It howls in agony, and prepares to retaliate!
Gantua attacks Callum! 37 Vs. 36 = Critical Hit! 10+8 damage!
And swinging only just on the mark, its mutated front leg rakes across Callum's chest, leaving a sizeable wound.

Crits in this PnP work like this - if your roll is in the top [your Crt] of the area needed to hit, it Crits, and an extra d10 is rolled to see the extra damage. Callum really struck out.
Last edited by Agent of Dread on Mon Dec 13, 2010 2:19 pm, edited 1 time in total.
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Post by ShellShocker »

Callum, Lv01 (00) Adventurer (Front)
00/14 HP (-14)
08/11 MP
11 Atk | 116 Hit | 06 Crt
03 Def | 43 Avd
Iron Shortsword (4 Atk, +5 Hit)
Adventurer's Robe (3 Def, +5 avd)
Spoiler: Inventory & Status
Items (2/7):
- Iron Two-handed Sword (6 Atk, -5 hit, +5 Crt)
- Purple Potion (Recovers 1d6 HP and 1d6 MP)

Spells:
[04 MP] Healing Word
Callum uses his magical power to restore the health of one chosen ally for INT+1d3 HP. [110 AP]

Skills:
[03 MP] Jump Attack
A simple sword technique, which requires a melee weapon. Empowers the attack, piercing through enemy defence. [120 AP]

Abilities/Restraints:
- Offensive
When Callum takes the first strike in combat against an enemy, an extra 1d6 hitpoints of damage will be dealt to the opponent. [170 AP]

Stats:
07 STR
07 DEX
07 AGI
05 INT
03 WIS
06 LUK

Misc.:
AP: 100
Kills: 0
"Uuugh..."
Callum collapses to the ground from a single strong attack and falls unconscious.
Last edited by ShellShocker on Tue Dec 14, 2010 12:22 am, edited 1 time in total.
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Post by Cimeries »

James Crowhorn IV, lvl 1 [0] Illusionist
Image 15/15
Image 09/10
10 Atk | 110 Hit | 4 Crt
3 Def | 61 Avd
Snazzy Fedora [+10 Smarm]
Cane [5 Atk, +5 Avd]
Leather Cuirass [3 Def]
Spoiler: Inventory and s#$t
Image
Items [2/7]
- Length of Rope
- Deck of cards

Skills/Spells[list]Knifethrow [3 MP]: Throws a stack of concealed knives at the enemy front line.
Each knife hits one of the possible targets at random, has a base ATK of 2, a hit of 80 and a crt of 5.
The number of knives thrown equals Int/2.
These knives are considered standard throwing weapons, and not a magical attack. 120 AP
Currently: 4 Knives: 7 Atk, 110, 9 Crt each.

Alacrity [1/1]: Convert one secondary action into one primary action.
Disables MP recovery on the turn it was used.
Recovers one use at the end of each battle. 80 AP[/list]
Abilities/Traits[list]Sleight of Hand: James can perform 2 secondary actions per turn. 70 AP

Theatrics: James recovers 1 more MP per turn. 60 AP

Escape Artist: James always successfully escapes from battle.
If he is caught, held, or bound in some way, he can always set himself free using either one primary action or two secondary actions.
Cages, traps, and the likes are no match for him and he can escape them as well, in a matter of moments.
If he's bound by a spell though, he's screwed. 150 AP

[/list]Stats
STR: 5
DEX: 10
AGI: 6
INT: 8
WIS: 4
LUK: 2

Miscellanea:
AP: 20
HP/MP mod: +0/+1
MP Recovery: 2/turn

Background: James is a Magician, so to speak. He practices Illusion, the art of deceiving the audience through quick, careful movement. All illusionists belong to the official "Guild of Honest Gentlemen", and take a vow of secrecy before they are taught the tricks of the trade.
Now as it just so happens, James has been accused of revealing said trade secrets to a non-member (which he may or may not have done, that too is a secret), so the guild is pretty pissed and are trying to get a hold of him.
That is why he can't stay in one place for too long, and has to travel the lands until he can clear his name or until the whole thing is forgotten. Accompanying James, his trusty sidekick sir Mutt... Or, he did, at least, back when sir Mutt was still well. For now he travels alone. :(
James, humming a merry tune, swings his hand, and, with a snap of his fingers a group of knives suddenly starts flying towards the beast.
:wink:
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octagon
Darkshine Knight (Extremist fanatic)
Darkshine Knight (Extremist fanatic)
Posts: 2589
Joined: Sat Feb 20, 2010 1:07 pm

Post by octagon »

Jörn, Lv1 [00] Barbarian [Front]
20 Atk | 110 Hit | 30 Crt
10 Def | 19 Avd
Image 19/19 HP
Image 4/6 MP
Axe of Axiness (10 Atk, 10 Crt, 2h)
Heavy Platemail (7 Def, -10 Avd)

ImageImage
Spoiler: ƗƞƲƐƝÞøƦƴ ᶓ s#$t
Items
2x Spiced Dinosaur Meat (Restores d20 HP and d6 MP when eaten)

Skills
Grim Growl [2 MP] 100 AP
Growls at an enemy and makes a threatening gesture. Halves enemy's Avd and Def for this round. Hit and Critical chance equal that of his normal attacks - crits stun the enemy for 2 turns. Minor action.
Provocation [4 MP] 70 AP
Normal hit chance, deals no damage. Provoked enemies are forced to attack him physically and cannot do anything else. Lasts 3 goddamn turns.


Abilities
Hardened 225 AP
Jörn has a flat DEF bonus of 3.


Stats
STR 10
DEX 10
AGI 3
INT 0
WIS 3
LUK 10

HP Mod 3
MP Mod -2


Base Secondary Stats
10 Atk | 110 Hit | 20 Crt
3 Def | 29 Avd

Story
Jörn hails from the friggin' frigid northlands. He was raised as a barbarian, and a barbarian's life suits him. He likes camping, campsites, campfires, beer [well, actually he does not react well to alcohol, but he is supposed to], puppet theater, haggling [though he can't count, so he fails at it], awful poetry and brawls.

Asses kicked: 000
Minions necklifted: 000
Times camped: 000
Mugs of beer quaffed: 000
Left AP: 55
"The poor guy.
Now pay for this, you ...thing!!"

Angry about having missed this time, Jörn attacks the horrid creature again with full force.
standard attack
It got 88 despite halved Avd? Dumb luck.
And why does Jörn still have 6 MP? He should actually have 4 because of the 2 MP for Grim Growl... (3 WIS). Gotta upgrade my WIS on level up next time. Having almost enough to regenerate 1MP per turn sucks.
Do I regenerate 1 MP every two turns now? Or no MP at all?
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Ditto
Jungle Warrior (Committed contributor)
Jungle Warrior (Committed contributor)
Posts: 1452
Joined: Mon Feb 22, 2010 10:59 pm
Location: The universe and all the other places too
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Post by Ditto »

Sir Oinkiver, Level 1 Porc Knight
Image
Image 25/25
19 Atk | 113 Hit | 10 Crt
11 Atk | 113 Hit | 10 Crt
10 Def | 54 Avd
ImageWeapon: Steak Knife (8 Atk)
ImageShield: Top of a Soup Pot (2 Def)
ImageArmor: Kitchen-Forged Armor (5 Def)
Spoiler: Inventory and Status
Stuff (1/7):
-Beef Sandwich (Restores 25 HP)

Skills:I considered making Hart insane, but he kind of turned into just reckless and violent.
-Blessed Bacon-
Sir Oinkiver sacrifices as much of his HP as he wishes to to create delicious bacon in front of a target. This bacon is indeed so delicious that the target is forced to eat it so quickly that it does not take up an action, healing them for the amount of HP Sir Oinkiver sacrifices.
(25 AP)


Abilities:
-Shield Bash-
Sir Oinkiver can give up his secondary action to bash any enemy in the front row with his shield, dealing unarmed damage and dazing the target for a turn.
(140 AP)


-Ham of Steel-
A lot of people have tried to kill and devour poor Sir Oinkiver. Because of this, Sir Oinkiver is trained to defend himself against weapons and spells designed to kill him, cook him, and eat him. Sir Oinkiver gains 3 defense.
(225 AP)


-Shield of Meat-
Sir Oinkiver is a meatshield. Literally. Whenever Sir Oinkiver is in the front row, fatal attacks aimed at allies in the cover row are redirected to him.
(+50 AP)


Stats:
STR: 11
DEX: 11
AGI: 11
INT: 0
WIS: 0
LUK: 5

Misc:
HP: +3
MP: -2
AP: 10

Enemies Killed: 00
Bosses Slain: 00
Again? This man had no soul! Poor, poor Callum. "I would not be so quick to hum, scoundrel, for you will soon be in the same state as him- if not worse." In a spinning motion, Sir Oinkiver smashes the ogre with the shield on his left arm and follows the bash with a blade strike across his chest from his right arm.
"It only hurts when my squad won't f***ing heal me."

http://guildedage.net/
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