[PnP] Legacy of Darkness (Game)

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Shade
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Post by Shade »

Spoiler: Helena & Tal
[list]ToD:....... Night
Weather: Hard Rain

================================
Helena.v. HP: 45/45 . | . MP: 01/06 . | . Front
Tal.......... HP: 25/25 . | . MP: 12/12 . | . Cover
================================[/list]

Tal takes a nap.
HP and MP fully recovered.

You go back into the factory's reception room. With the massive steel door now lying on the ground, there is now nothing preventing you from checking what was behind it. Taking a look from your current position, you can see a small hallway that seems to lead into some kind of laboratory.

Possible options:
- Go into the storage room again
- Go into the large hall with all the devices and machines again
- Examine the new room
Spoiler: #3 (No update)
[list]ToD:....... ???
Weather: ???

================================
#3......... HP: 25/25 . | . MP: 10/10 . | . Cover
================================[/list]

You tear off a part of your sleeve and throw it against the mirror. The surface of the mirror behaves much like a liquid would do when the piece of cloth touches it and becomes blurred with waves; however, you can't see the piece of cloth through the mirror even after the waves have calmed down again. It seems to be gone, or at least it no longer seems to be inside this room.
Spoiler: Ell
[list]ToD:....... ???
Weather: ???

================================
Ell.......... HP: 20/20 . | . MP: 10/10 . | . Front
================================[/list]

You look for a means of descending into the hole and eventually discover a set of rusty iron bars attached to one side of the shaft that are probably intended to be used as a ladder.
What will you do?
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Post by Agent of Dread »

Image
Ell, the elven Bard
Level 1 [00] - Front
20/20 HP
10/10 MP
.2-4 Atk | 112 Hit | 07 Crt
.28 Avd | 02 CEv

Weapon: Unarmed [1-3 Atk | 70 Hit | 0 Crt]
Armour: Nothing
Inventory (0/77)
-

Notes
Death Note [1MP] - Damages up to two random enemies for 8 HP. Has a 90% chance of inflicting the effect. 75 AP
Life Note [1MP] - Heals up to two random friendlies for 8 HP. 55 AP
Low Note [2MP] - Dispirits the enemy; reduces two random enemies' Hit and Avd by 10. Lasts two turns. Has a 90% chance of success. 80 AP
Cacophony [2MP] - A terribly out-of-tune note which will redirect enemies' attacks to Ell for a single turn. Targets all enemies at once, if an enemy is unable to attack Ell (for example, if she is in Cover) they ignore the effect. 70 AP

Skills
Chord [1MP + Notes/2 MP] - Ell plays three notes on an instrument, with magic in each one. Causes the effect of each note played, stacking if necessary. 130 AP

Stats
POW: 3
SKL: 10
AGI: 6
LUK: 2
CON: 4
SPI: 10

Story
Ell was born in 13 A.Z, and raised among her family quite exclusively. Homeschooled, trained to sing and play music. However, there was little reason for song in her life at any point - it was heard among her village that she had never smiled once in her life. She made a living off of her music, but never really found a purpose. It was something she could do, and that was it. She searches the Earth and her soul for something missing - taken from her at a very young age. Her happiness.

Other
80 AP
♪ And I'm gonna buy this place is what I said... blame it upon a rush of blood to the head...
Good... Ell secures her footing on the rusting rungs, and slowly descends into the darkness.
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Post by octagon »

#3, Lv1 [0] Spellcaster [Cover]
0 Atk | 0 Hit | 0 Crt
45 Avd | 5 CEv
Unarmed (/)
Unarmored (-)

0/80 Load
Image
Image
ImageImageImageImageImageImage
Image
Spoiler: Inventory and Status
Items


Skills
Magic Missile [1 MP/missile] 95 AP
Creates up to [Lvl+1] energy missiles with [SPI Atk, 100 Hit, 0 Crt].
Curr: 10 Atk, 100 Hit, 0 Crt

Shock Field [2 MP] 90 AP
Spread among a random amount of enemies. Always targets at least 2 enemies, and acts as if it would even when targeting a single enemy. [[(2*SPI±4)/amount of affected enemies] Atk, 100 Hit, 0 Crt]
Curr: (16-24)/amount of affected enemies Atk, 100 Hit, 0 Crt

Radiation Burst [3 MP] 140 AP
[SPI-3±5 Atk, 100+3*SPI Hit, 2*SPI Crt]. Radiates the target for [Lvl+1] subsequent rounds (duration doubled by criticals), dealing [SPI/2±1] passive damage and increasing all other damage the target takes by 2. If someone is hit with this spell while already radiated, the effect does not increase.
Curr: 2-12 Atk, 130 Hit, 20 Crt, 2 rounds, 4-6 passive damage

[x MP] x AP
Curr: Atk, Hit, Crt


Abilities
Weakness +50 AP
From his early childhood on, #3 is used to solve even the most basic tasks with magic. Because of this, he neither learned how to fight nor ever did any hard physical work.
He is entirely incapable of physically attacking someone.
Arcane Force 130 AP
If his MP are below [Lvl], #3 regains 1 MP per turn.

[spoiler="Planned"]
Skills
Force Slash [1 MP] 95 AP
Can retarget twice if it misses. Cannot attack the same enemy twice in the same turn. [SPI+Lvl±3 Atk, 80+2*SPI Hit, 0 Crt]

Abilities
Enhanced Power 130 AP
Spell critical hit bonus damage formula: [(5+Lvl)*d10]%
Stats
POW 0
SKL 0
AGI 10
LUK 5
CON 10
SPI 10


Base Secondary Stats
45 Avd | 5 CEv


(I'll one day insert a fitting image from SCF's drawing blog here.)

Description
You see a tall young man, clad in an inornate long buttoned coat. His short hair and determined-looking eyes are dark, and his face shows a pensive expression most of the time.
He is quite paranoid and secretive, and most likely no one without Shinigami eyes knows his name. For whatever reason, he prefers being called "Third One" or "Number Three".
#3 is used to survive on his own and to fight his way through the abominations that roam the world.
It's unknown where he got his magical abilities from. Anyway, he apparently values knowledge over anything else.


Battles: 000
Kills: 000

Left AP: 45

Image
[/spoiler]

A reaction as strange as he had expected. He had no choice...
#3 carefully touched the strange mirror with one finger, though he expected the contact with the strange substance to be less than pleasant. He would do anything just to escape this room, because the eerie atmosphere and his claustrophobia prevented him from thinking properly. Which he considered about the worst thing that could happen to him.

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Post by Ditto »

Tal, Lvl 2 Half-D'warf-Elf Priest [07/100] (Cover)
Image 25/25 [Normal]
Image 12/12
Image 47/65
Weapon: Old Gun [07/20 Ammo] [7-12 Atk | 85 Hit | 15 Crt | 25 Wt]
Armor: Unarmored (0 Avd, 0 CEv, 0 Wt)
7-12 Atk | 95 Hit | 25 Crt
50/75 (x1.5) Avd | 10 CEv
Spoiler: Inventory and Status
Stuff:
-2x Medicine [2 Wt] (Cures poison.)
-5x Healing Balm [2 Wt] (Restores 30% HP.)
-2x Healing Potion [5 Wt] (Restores 60% HP.)
-1x Herbal Tea [3 Wt] (Restores 50% MP.)

Spells:
-Aura Wave [Up to 3 Mana]-
(Current- 12 HP per charge, 3 charges maximum)
Tal calls upon the power of the light to heal his allies. When used, this spell releases a wave of charges of healing up to a maximum of [1+Lvl] charges. Each charge heals for [10+Lvl] HP or one negative status effect other than petrification. One mana is spent for each charge, capping at three mana. [175 AP]


-Grace of Light [1 Mana]-
Tal blesses the target with grace and swiftness, granting them an extra major action at the cost of his minor action. This spell can only be cast once a turn. [140 AP]

Abilities:
-Serene Stream-
Whenever Tal chooses not to act in battle, he meditates instead to restore his strength. Any time Tal does not use his major action on a turn, he regains one mana. [180 AP]

Stats:
Strength: 0
Skill: 0
Agility: 10
Luck: 10
Constitution: 5
Spirit: 12

Info:
Ability Points: 105
[spoiler="Planned Skills and Abilities"]
-Pillar of Light [2 Mana]-
Tal calls down a divine pillar that crashes light energy on the target, bathing their weapons and armor and light that heals his allies. Every time an ally attacks that enemy, they are healed for 1 HP, and every time that enemy attacks an ally, the ally is healed for 1 HP. This effect lasts until the end of a battle. [100 AP]

-Divine Dodge [1 Mana]-
In a burst of divine energy, Tal increases his agility, allowing him to move faster than normally possible. When used, Tal gains speed for a short while. This multiplies his avoid by 1.5 for the rest of the turn, and can be used for other effects as well. This spell can only be cast once a turn, and uses a minor action. [65 AP]
Description:
A figure stands below you, around a foot or two shorter than the average young man's height. Garbed in a regal looking robe is a man that appears to be a mix of a rather short elf and d'warf. With a finely groomed fiery orange beard and hair tied together into complex patterns by gold rings, the man's thick eyebrows and confident expression give him a somewhat regal look. Behind the thick hair, beard, and eyebrows is an angular face and long ears. A golden band is around the man's forehead. The man's eyes are completely bright gold, and he has no pupils- the light from them shines nearly an inch out from his face. While this might seem unnatural or inhuman on one man, the light is not frightening but welcoming, a sign of the vast amount of good contained within this short man. Maybe he has more power than he has control over. The man stands tall and broad for his short figure. He doesn't seem young, even by d'warf standards, but the lack of gray hairs on his head would suggest he isn't old, either.

[/spoiler]

Tal wakes up to find himself within the factory again. He was disappointed not to be somewhere else- even after everything that happened, he still had a little hope that this had all been a bizarre dream. Tal discharged some power into his hands, creating bright yellow sparks. His power was returned to full. "*yawn*. Where would be the best spot to look. We already fought the golem in the hall with the devices, so we probably would have noticed if someone was there, or they would have noticed that we were there, so we can probably rule that out for now. We might have missed someone in the storage room, so..." Tal notices the new room behind the steel door. "...But, we haven't even explored that new room yet, so lets go." Tal realized that people may have been able to get out now that Marcus wasn't in there anymore, but he wasn't going to bring that up in conversation.

Cime, you going to boost your armor with that AP or something?
"It only hurts when my squad won't f***ing heal me."

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Post by Cimeries »

Helena, Lv2 [07] (Front)
Image
Image 45/45
Image 01/06
Wt: 47/70
11-13 Atk | 102 Hit | 24 Crt
28 Avd | 05 CEv
Weapon: Makeshift Voulge [6 - 8 Atk | 75 Hit | 20 Crt | 21 Wt]
Armor: Composite Plating [20 Avd | 05 CEv]
Spoiler: Inventory & Status
Items:
- None (0 Wt | Effect)
[list] - 6 Scrap Metals ___ (3 Wt)
- 2 Crafting Supplies (4 Wt)[/list]Skills[list]Repair: Repairs SKLx2 damage to self (or other metal constructs if such present themselves). This can also be used to undo 1 "rank" of damage on a weapon degraded by the Juggernaut ability.
Requires 1 Scrap Metal. Scrap metals are collected at the end of a fight from leftovers of broken enemy armor and weapons. May only be used outside of combat. 60 AP

Augment [3 MP]: Adds a small bonus of choice (1 atk, +5 Hit/avd, etc.) to a metal weapon or armor. Requires 3 Crafting Supplies to use, which Heron will salvage after battle. Heron's Composite Plating cannot be augmented.
Augmenting a piece of equipment will permanently increase its weight by 1. 125 AP[/list]
Abilities/Traits[list]Composite Plating: Heron's body is covered in and, in fact, made of armor. His plating acts as his body armor, and confers 20 Avd and 5 CEv. It also reduces his carrying capacity by 60 due to its weight. Heron can't equip normal body armor due to his size. 150 AP

Living Construct: Recovery items only affect Heron if they are of a magical nature (like potions, but not medicine, food, etc.) and only offer 50% of their standard effect when used on Heron, due to his mechanical nature. Heron does not regain consciousness until his HP is positive again (>0) when knocked out, and can go into the negative numbers as his plating simply breaks further. +45 AP

Juggernaut: Heron's massive frame and tough, jagged metal body are every swordsman's worst nightmare. Whenever Heron is hit by a melee weapon, that weapon is chipped and ruined, losing 1 Atk and 5 Hit permanently. This malus stacks up to 3 times. 175 AP[/list]Stats:
POW: 10
SKL: 9
AGI: 2
LUK: 0
CON: 10
SPI: 6

Miscellanea:
AP: 95

Scripts:
- If MP >=3 and supplies are adequate, before resting, use leftover MP to Augment.

Description: What you thought at first to be a knight or an armored warrior appears to be a mechanical humanoid of some kind.

Lurching over you is a monstrosity of steel and wood, the eerie blue glow emanating from its eyes pierces the darkness. The glow seems surprisingly sentient and intelligent, almost possessed.

The construct is clad in tough, jagged metal plating. On its chest, an unusual design: A shining blue eight-tipped star, bearing black eyes and nasal holes. The emblem is disturbing to look at, despite bearing fairy common symbolism.

ImageImage[spoiler="Background:"]Some years before the events of Day Zero, Heron awoke to find himself standing in some kind of basement full of alchemical, arcane and forging equipment. A tall, thin, bearded, and pale looking man in black robes stood in front of him, holding a thick open tome, in one hand, and leaning on his quarterstaff with the other. He was observing Heron.

Heron? Was that his name? He tried to remember how he could have gotten here, or who this man was, he seemed familiar somehow, but he couldn't recall anything about that. In fact, he couldn't recall anything about any topic at all. It is as if he was just born, fully aware and intelligent.

He knew this wasn't right. How could this be? He held his arms up. They felt heavy, they were made of metal. That fact seemed odd to him, even though he couldn't tell why. The pale man finally set his tome on a nearby desk and explained everything:

It seems that Heron was a golem, created to serve his maker, in this case, the robed man, who introduced himself as Marcus.
Heron served as his laborer and forging assistant. Marcus was an artificer, a creator of magically enchanted equipment, but as his former assistant recently perished, and Marcus was in no physical condition to be doing the actual metalworking aspect of his craft, he created Heron to assist him. And so Heron did. He wasn't sure why, but he had mixed feelings of compassion and hatred for Marcus. He had served Marcus for several years this way.

Following the events of Day Zero, Marcus disappeared and left Heron alone in his workshop. Not knowing what to do with himself, he returned to the laboratory where he was forged, set himself down, and let his consciousness drift away. A form of sleep, if you can call it that.

However, recently, some 50 years later, in the empty ransacked laboratory, something has awoken Heron again.
[/spoiler]
She turned her head to Tal.
"I don't think we'll find anyone else in here like us, I believe they'd already be walking about around here."

She couldn't really tell why she thought like that, but she did, nonetheless. A few more paces towards the unexplored room and a thought crossed her mind, which she immediately put into words.

"Do you think Marcus was responsible for your nature as well? He didn't mention anything, but he regarded you with almost complete nonchalance. I don't think it was my presence, or his madness, I think he already knew who or what you are."
She continued to pace towards the unexplored room.
:wink:
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Ditto
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Post by Ditto »

Tal, Lvl 2 Half-D'warf-Elf Priest [07/100] (Cover)
Image 25/25 [Normal]
Image 12/12
Image 47/65
Weapon: Old Gun [07/20 Ammo] [7-12 Atk | 85 Hit | 15 Crt | 25 Wt]
Armor: Unarmored (0 Avd, 0 CEv, 0 Wt)
7-12 Atk | 95 Hit | 25 Crt
50/75 (x1.5) Avd | 10 CEv
Spoiler: Inventory and Status
Stuff:
-2x Medicine [2 Wt] (Cures poison.)
-5x Healing Balm [2 Wt] (Restores 30% HP.)
-2x Healing Potion [5 Wt] (Restores 60% HP.)
-1x Herbal Tea [3 Wt] (Restores 50% MP.)

Spells:
-Aura Wave [Up to 3 Mana]-
(Current- 12 HP per charge, 3 charges maximum)
Tal calls upon the power of the light to heal his allies. When used, this spell releases a wave of charges of healing up to a maximum of [1+Lvl] charges. Each charge heals for [10+Lvl] HP or one negative status effect other than petrification. One mana is spent for each charge, capping at three mana. [175 AP]


-Grace of Light [1 Mana]-
Tal blesses the target with grace and swiftness, granting them an extra major action at the cost of his minor action. This spell can only be cast once a turn. [140 AP]

Abilities:
-Serene Stream-
Whenever Tal chooses not to act in battle, he meditates instead to restore his strength. Any time Tal does not use his major action on a turn, he regains one mana. [180 AP]

Stats:
Strength: 0
Skill: 0
Agility: 10
Luck: 10
Constitution: 5
Spirit: 12

Info:
Ability Points: 105
[spoiler="Planned Skills and Abilities"]
-Pillar of Light [2 Mana]-
Tal calls down a divine pillar that crashes light energy on the target, bathing their weapons and armor and light that heals his allies. Every time an ally attacks that enemy, they are healed for 1 HP, and every time that enemy attacks an ally, the ally is healed for 1 HP. This effect lasts until the end of a battle. [100 AP]

-Divine Dodge [1 Mana]-
In a burst of divine energy, Tal increases his agility, allowing him to move faster than normally possible. When used, Tal gains speed for a short while. This multiplies his avoid by 1.5 for the rest of the turn, and can be used for other effects as well. This spell can only be cast once a turn, and uses a minor action. [65 AP]
Description:
A figure stands below you, around a foot or two shorter than the average young man's height. Garbed in a regal looking robe is a man that appears to be a mix of a rather short elf and d'warf. With a finely groomed fiery orange beard and hair tied together into complex patterns by gold rings, the man's thick eyebrows and confident expression give him a somewhat regal look. Behind the thick hair, beard, and eyebrows is an angular face and long ears. A golden band is around the man's forehead. The man's eyes are completely bright gold, and he has no pupils- the light from them shines nearly an inch out from his face. While this might seem unnatural or inhuman on one man, the light is not frightening but welcoming, a sign of the vast amount of good contained within this short man. Maybe he has more power than he has control over. The man stands tall and broad for his short figure. He doesn't seem young, even by d'warf standards, but the lack of gray hairs on his head would suggest he isn't old, either.

[/spoiler]

Tal stumbles, falling flat on his face. Memories rushed to his head.

A man stood far above Tal's height, less than a foot in front of him. A face- no, Tal's face, was grim and mirrored that of a sentinel, fiercely guarding that which he was destined to protect. Tal- in this memory, without the glowing golden eyes but simply with normal, emerald green eyes, stood in front of an orb glowing pure white, covered by spinning plates of metal, surrounded by rings of pure darkness. The object radiated incomprehensible power. The man spoke. The tone was incomprehensible to Tal, but the words were as clear as possible. "I'll offer you this one more time. You can give me the machine, or I will destroy the machine." Tal stood in one place, saying nothing, changing his stance or expression none other than lightly shaking his head left to right. The man spoke again- the identity was still incomprehensible, but his words were filled with pure, unbridled fury. "...Damn you, and damn everything about you. Damn you. You-" The man drew a blade, and sliced it across Tal's chest. Tal grunted with pain, and his skin turned slightly whiter, but his expression stayed the same. "-know how much I need that machine! Give it to me!" A mouth that hardly seemed to belong to Tal opened, speaking words without hatred, but with pity. "I'm sorry. I can't let you have the machine. I can't let you have this power. I don't trust you with the power to twist life and death to your own will. I wouldn't trust it to any one man, not even myself." The man stood still for a minute, and then made a noise that rose from a low wail to a loud howl. Drawing a sword, the man pierced it through Tal's chest. Tal's vision faded to a blur...

Tal awoke with a quickly inhaled breath. He was on the factory floor again. Looking to his side, he saw Helena. "...Be... careful what you ask in the future. Memories can become an onslaught of knowledge when you push them too far." Tal got up to the ground. What was that machine? Who was that man? Instead of these memories teaching him something, they had just delivered another torrent of questions to his mind. Tal looked at Helena's plating, structure, and composition with newfound understanding. Maybe he was more than just a priest. "No. I don't think Marcus is responsible for me being like this. I think, in some way, I am. But, Marcus or not, I'm sure someone is at fault for bringing me to this place. I have to find out who- it could be my key to escaping this place." Tal continues to walk down the corridor. He needed answers, now more than ever.
"It only hurts when my squad won't f***ing heal me."

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Shade
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Post by Shade »

Spoiler: Helena & Tal
[list]ToD:....... Night
Weather: Hard Rain

================================
Helena.v. HP: 45/45 . | . MP: 01/06 . | . Front
Tal.......... HP: 25/25 . | . MP: 12/12 . | . Cover
================================[/list]

You enter the new room. Everything in this room is pretty chaotic; there are various tables with dozens of testing tubes holding very colorful liquids - some bubbling - on them. There are also a couple shelves with large number of books in them. Most seem to be related to chemistry, but you can also spot some books about magic - mostly dark magic and necromancy - among them. Furthermore, there is a chest placed in front of the wall on the opposite side of the room.
Perhaps the most interesting thing in this room, however, is a large circle painted on the floor with what looks like chalk. There is another, slightly smaller circle in it, as well as an unfinished star; it's probably an unfinished pentagram.

There don't seem to be any other exits to this room.
Spoiler: #3
[list]ToD:....... ???
Weather: ???

================================
#3......... HP: 25/25 . | . MP: 10/10 . | . Cover
================================[/list]

You touch the surface of the mirror with your finger, causing the same blurry waves as before; however, it isn't as unpleasant as you expected. The surface of the mirror feels like a paper-thin layer of water, and you can actually feel the same stuffy air at the tip of your finger as in this room. You pull your finger back, and it's still in one piece.

Will you stride through the mirror?
Spoiler: Ell
[list]ToD:....... ???
Weather: ???

================================
Ell.......... HP: 20/20 . | . MP: 10/10 . | . Front
================================[/list]

Using the ladder, you cautiously descend into the hole. However, after about a meter, one of the bars breaks away when you try to put your weight on it.

Check (Random + SKLx2 + AGIx2 + LUK vs. 100): 2 + 20 + 12 + 2 = 36 ---> Failure

You lose your footing and fail to grab one of the iron bars, causing you to fall. You fall for about twenty meters before the liquid stops your fall just barely before the impact with the bottom of the basin; so, fortunitally, you remain unharmed. You now also know it's just normal water, although it's pretty warm. After resurfacing, you notice that you seem to have fallen into the machine you heard - it's very loud in here and the walls are definitely those of a machine.
The entrance to the shaft is pretty far above you; there's no way you'd be able to climb back up from here.
You can see another shaft in the water below you; you can't tell where it leads to, though...
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Post by Agent of Dread »

Image
Ell, the elven Bard
Level 1 [00] - Front
20/20 HP
10/10 MP
.2-4 Atk | 112 Hit | 07 Crt
.28 Avd | 02 CEv

Weapon: Unarmed [1-3 Atk | 70 Hit | 0 Crt]
Armour: Nothing
Inventory (0/77)
-

Notes
Death Note [1MP] - Damages up to two random enemies for 8 HP. Has a 90% chance of inflicting the effect. 75 AP
Life Note [1MP] - Heals up to two random friendlies for 8 HP. 55 AP
Low Note [2MP] - Dispirits the enemy; reduces two random enemies' Hit and Avd by 10. Lasts two turns. Has a 90% chance of success. 80 AP
Cacophony [2MP] - A terribly out-of-tune note which will redirect enemies' attacks to Ell for a single turn. Targets all enemies at once, if an enemy is unable to attack Ell (for example, if she is in Cover) they ignore the effect. 70 AP

Skills
Chord [1MP + Notes/2 MP] - Ell plays three notes on an instrument, with magic in each one. Causes the effect of each note played, stacking if necessary. 130 AP

Stats
POW: 3
SKL: 10
AGI: 6
LUK: 2
CON: 4
SPI: 10

Story
Ell was born in 13 A.Z, and raised among her family quite exclusively. Homeschooled, trained to sing and play music. However, there was little reason for song in her life at any point - it was heard among her village that she had never smiled once in her life. She made a living off of her music, but never really found a purpose. It was something she could do, and that was it. She searches the Earth and her soul for something missing - taken from her at a very young age. Her happiness.

Other
80 AP
Ell surfaced, and gasped for breath. She'd taken a very sudden fall... surprisingly enough, the water was actually warm. It felt quite relaxing... but it wasn't escape. She still wasn't done. The trip had cut off her song, and she'd lost the rhythm. That didn't matter though, because she was now diving for the next shaft. And even if she didn't make it to the other end without drowning, it didn't matter... she hadn't ever truly accomplished anything anyway.
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Shade
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Post by Shade »

Spoiler: Helena & Tal (No update)
[list]ToD:....... Night
Weather: Hard Rain

================================
Helena.v. HP: 45/45 . | . MP: 01/06 . | . Front
Tal.......... HP: 25/25 . | . MP: 12/12 . | . Cover
================================[/list]

You enter the new room. Everything in this room is pretty chaotic; there are various tables with dozens of testing tubes holding very colorful liquids - some bubbling - on them. There are also a couple shelves with large number of books in them. Most seem to be related to chemistry, but you can also spot some books about magic - mostly dark magic and necromancy - among them. Furthermore, there is a chest placed in front of the wall on the opposite side of the room.
Perhaps the most interesting thing in this room, however, is a large circle painted on the floor with what looks like chalk. There is another, slightly smaller circle in it, as well as an unfinished star; it's probably an unfinished pentagram.

There don't seem to be any other exits to this room.
Spoiler: #3 (No Update)
[list]ToD:....... ???
Weather: ???

================================
#3......... HP: 25/25 . | . MP: 10/10 . | . Cover
================================[/list]

You touch the surface of the mirror with your finger, causing the same blurry waves as before; however, it isn't as unpleasant as you expected. The surface of the mirror feels like a paper-thin layer of water, and you can actually feel the same stuffy air at the tip of your finger as in this room. You pull your finger back, and it's still in one piece.

Will you stride through the mirror?
Spoiler: Ell
[list]ToD:....... ???
Weather: ???

================================
Ell.......... HP: 20/20 . | . MP: 10/10 . | . Front
================================[/list]

You take a deep breath and dive into the shaft. It seems to be shaped like an U; at first you have to dive downwards quite a bit, but then the shaft takes a turn upwards. You head for the surface as quickly as you can in order to fill your lungs with oxygen again. You find yourself in another dark room, but it's much smaller than the one you woke up in. You climb out of the water and approach a part of the wall that seems to actually be another machine. You push it forward a bit and find yourself in a large hall with a massive machine in its center that reaches up to the ceiling. There are some conveyor belts connected to it, but you can't reach up to any of them. Only one of them isn't covered by dust.
There also are several other, smaller devices next to the walls, but some of them are clearly broken, and you have no idea what any of them are supposed to do. Some of them look downright freaky and strangely resemble human faces... But none of them seem to be active. The only machine that makes noise is the one in the center.
There's an exit to this hall at the right end of the room. The iron door belonging to it is wide open.
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Post by octagon »

#3, Lv1 [0] Spellcaster [Cover]
0 Atk | 0 Hit | 0 Crt
45 Avd | 5 CEv
Unarmed (/)
Unarmored (-)

0/80 Load
Image
Image
ImageImageImageImageImageImage
Image
Spoiler: Inventory and Status
Items


Skills
Magic Missile [1 MP/missile] 95 AP
Creates up to [Lvl+1] energy missiles with [SPI Atk, 100 Hit, 0 Crt].
Curr: 10 Atk, 100 Hit, 0 Crt

Shock Field [2 MP] 90 AP
Spread among a random amount of enemies. Always targets at least 2 enemies, and acts as if it would even when targeting a single enemy. [[(2*SPI±4)/amount of affected enemies] Atk, 100 Hit, 0 Crt]
Curr: (16-24)/amount of affected enemies Atk, 100 Hit, 0 Crt

Radiation Burst [3 MP] 140 AP
[SPI-3±5 Atk, 100+3*SPI Hit, 2*SPI Crt]. Radiates the target for [Lvl+1] subsequent rounds (duration doubled by criticals), dealing [SPI/2±1] passive damage and increasing all other damage the target takes by 2. If someone is hit with this spell while already radiated, the effect does not increase.
Curr: 2-12 Atk, 130 Hit, 20 Crt, 2 rounds, 4-6 passive damage

[x MP] x AP
Curr: Atk, Hit, Crt


Abilities
Weakness +50 AP
From his early childhood on, #3 is used to solve even the most basic tasks with magic. Because of this, he neither learned how to fight nor ever did any hard physical work.
He is entirely incapable of physically attacking someone.
Arcane Force 130 AP
If his MP are below [Lvl], #3 regains 1 MP per turn.

[spoiler="Planned"]
Skills
Force Slash [1 MP] 95 AP
Can retarget twice if it misses. Cannot attack the same enemy twice in the same turn. [SPI+Lvl±3 Atk, 80+2*SPI Hit, 0 Crt]

Abilities
Enhanced Power 130 AP
Spell critical hit bonus damage formula: [(5+Lvl)*d10]%
Stats
POW 0
SKL 0
AGI 10
LUK 5
CON 10
SPI 10


Base Secondary Stats
45 Avd | 5 CEv


(I'll one day insert a fitting image from SCF's drawing blog here.)

Description
You see a tall young man, clad in an inornate long buttoned coat. His short hair and determined-looking eyes are dark, and his face shows a pensive expression most of the time.
He is quite paranoid and secretive, and most likely no one without Shinigami eyes knows his name. For whatever reason, he prefers being called "Third One" or "Number Three".
#3 is used to survive on his own and to fight his way through the abominations that roam the world.
It's unknown where he got his magical abilities from. Anyway, he apparently values knowledge over anything else.


Battles: 000
Kills: 000

Left AP: 45

Image
[/spoiler]

Although he had no choice, Third One struggled. He still was not convinced that the water was harmless...
However, there was nothing else he could do, so he took a deep breath, tried to meditate and then walked straight into the mirror.
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Post by Agent of Dread »

Image
Ell, the elven Bard
Level 1 [00] - Front
20/20 HP
10/10 MP
.2-4 Atk | 112 Hit | 07 Crt
.28 Avd | 02 CEv

Weapon: Unarmed [1-3 Atk | 70 Hit | 0 Crt]
Armour: Nothing
Inventory (0/77)
-

Notes
Death Note [1MP] - Damages up to two random enemies for 8 HP. Has a 90% chance of inflicting the effect. 75 AP
Life Note [1MP] - Heals up to two random friendlies for 8 HP. 55 AP
Low Note [2MP] - Dispirits the enemy; reduces two random enemies' Hit and Avd by 10. Lasts two turns. Has a 90% chance of success. 80 AP
Cacophony [2MP] - A terribly out-of-tune note which will redirect enemies' attacks to Ell for a single turn. Targets all enemies at once, if an enemy is unable to attack Ell (for example, if she is in Cover) they ignore the effect. 70 AP

Skills
Chord [1MP + Notes/2 MP] - Ell plays three notes on an instrument, with magic in each one. Causes the effect of each note played, stacking if necessary. 130 AP

Stats
POW: 3
SKL: 10
AGI: 6
LUK: 2
CON: 4
SPI: 10

Story
Ell was born in 13 A.Z, and raised among her family quite exclusively. Homeschooled, trained to sing and play music. However, there was little reason for song in her life at any point - it was heard among her village that she had never smiled once in her life. She made a living off of her music, but never really found a purpose. It was something she could do, and that was it. She searches the Earth and her soul for something missing - taken from her at a very young age. Her happiness.

Other
80 AP
What... what in the world is that? The huge machine intrigued Ell in a way she'd never felt before. It was almost as if she'd discovered curiosity for the first time; she just wanted to know what that was, how it worked, everything.
Quickly regaining her composure, she realised that she may not live to find out if she didn't keep searching. Noticing the open door to the right, she made for it while trying to shake the water off her clothes.
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Ditto
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Post by Ditto »

Tal, Lvl 2 Half-D'warf-Elf Priest [07/100] (Cover)
Image 25/25 [Normal]
Image 12/12
Image 47/65
Weapon: Old Gun [07/20 Ammo] [7-12 Atk | 85 Hit | 15 Crt | 25 Wt]
Armor: Unarmored (0 Avd, 0 CEv, 0 Wt)
7-12 Atk | 95 Hit | 25 Crt
50/75 (x1.5) Avd | 10 CEv
Spoiler: Inventory and Status
Stuff:
-2x Medicine [2 Wt] (Cures poison.)
-5x Healing Balm [2 Wt] (Restores 30% HP.)
-2x Healing Potion [5 Wt] (Restores 60% HP.)
-1x Herbal Tea [3 Wt] (Restores 50% MP.)

Spells:
-Aura Wave [Up to 3 Mana]-
(Current- 12 HP per charge, 3 charges maximum)
Tal calls upon the power of the light to heal his allies. When used, this spell releases a wave of charges of healing up to a maximum of [1+Lvl] charges. Each charge heals for [10+Lvl] HP or one negative status effect other than petrification. One mana is spent for each charge, capping at three mana. [175 AP]


-Grace of Light [1 Mana]-
Tal blesses the target with grace and swiftness, granting them an extra major action at the cost of his minor action. This spell can only be cast once a turn. [140 AP]

Abilities:
-Serene Stream-
Whenever Tal chooses not to act in battle, he meditates instead to restore his strength. Any time Tal does not use his major action on a turn, he regains one mana. [180 AP]

Stats:
Strength: 0
Skill: 0
Agility: 10
Luck: 10
Constitution: 5
Spirit: 12

Info:
Ability Points: 105
[spoiler="Planned Skills and Abilities"]
-Pillar of Light [2 Mana]-
Tal calls down a divine pillar that crashes light energy on the target, bathing their weapons and armor and light that heals his allies. Every time an ally attacks that enemy, they are healed for 1 HP, and every time that enemy attacks an ally, the ally is healed for 1 HP. This effect lasts until the end of a battle. [100 AP]

-Divine Dodge [1 Mana]-
In a burst of divine energy, Tal increases his agility, allowing him to move faster than normally possible. When used, Tal gains speed for a short while. This multiplies his avoid by 1.5 for the rest of the turn, and can be used for other effects as well. This spell can only be cast once a turn, and uses a minor action. [65 AP]
Description:
A figure stands below you, around a foot or two shorter than the average young man's height. Garbed in a regal looking robe is a man that appears to be a mix of a rather short elf and d'warf. With a finely groomed fiery orange beard and hair tied together into complex patterns by gold rings, the man's thick eyebrows and confident expression give him a somewhat regal look. Behind the thick hair, beard, and eyebrows is an angular face and long ears. A golden band is around the man's forehead. The man's eyes are completely bright gold, and he has no pupils- the light from them shines nearly an inch out from his face. While this might seem unnatural or inhuman on one man, the light is not frightening but welcoming, a sign of the vast amount of good contained within this short man. Maybe he has more power than he has control over. The man stands tall and broad for his short figure. He doesn't seem young, even by d'warf standards, but the lack of gray hairs on his head would suggest he isn't old, either.

[/spoiler]

Still shaken from the memories of his vision, Tal presses on into the next room. This room... everything in this room stunk of death, destruction, and corruption. Did all priests hate dark magic? From all the prejudice he had seen already from that man Marcus towards him, he wouldn't be surprised if most priests hated dark magic just because it was so parallel to light magic. Tal considered his own views for a minute... no, he didn't hate dark magic. He hated the ways it was used. There was nothing unholy or wrong in bringing people to life from the dead, or from using the bodies of the deceased. No, there was something wrong in the way it was being used, to cause pain and death and destruction when there were so many things it could be used for to do good.

Tal regards the books, the chest, and the test tubes with interest. There was so much knowledge here. Knowledge that they needed. "Helena, check out those books, see if you can find anything interesting. Hell, even if one of those isn't helpful at all, we could at least soak its pages in something. First, check out that chest, though. Kick it open if you have to. We'll check out those chemicals once we've made sure everything else here is safe." Tal grabs some of the books on the wall and skims through some of them, seeing if there's anything worth noting in any of them.
"It only hurts when my squad won't f***ing heal me."

http://guildedage.net/
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Shade
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Post by Shade »

Spoiler: Helena & Tal
[list]ToD:....... Night
Weather: Hard Rain

================================
Helena.v. HP: 45/45 . | . MP: 01/06 . | . Front
Tal.......... HP: 25/25 . | . MP: 12/12 . | . Cover
================================[/list]

You skim through some of the books. The ones about chemistry definitely are of no interest to you, and they probably won't help you in identifying the liquids in the test tubes either. The ones about dark magic don't really contain anything that you didn't already know or wouldn't have expected; however, one about necromancy catches your interest.
[quote="Soul Sorcery"]...however, clearly one of the most difficult spells to cast is a pure, flawless resurrection. While a mindless, rotten zombie or skeleton is easy to animate and will often be sufficient for the objectives of most ambitious sorcerers, sometimes you may have a reason to go farther than that. Whatever that reason may be - the following spell will fulfill this purpose.
The amount of souls needed for this spell greatly varies depending on how long the target has been dead already and how much of its body and mind remain. While a single soul is perfectly sufficient for a normal zombie or skeleton, creating something that isn't there requires a significantly higher amount. In the case that literally nothing but the soul of your target remains, several thousand souls are needed for the success of this spell. While harvesting those should not pose much of a problem...[/quote]
You also notice a book about regular arcane magic. It only contains some basics and random tidbits, though.
[spoiler="Ditto"]However, as you read through the book, some of it appears strangely familiar to you...
[/spoiler]
Spoiler: #3
[list]ToD:....... ???
Weather: ???

================================
#3......... HP: 25/25 . | . MP: 10/10 . | . Cover
================================[/list]

You walk into the mirror. For a fraction of a second, you feel extremely cold - as if your body was freezing - and everything around you looks extremely distorted for a short moment. However, the feeling fades after you arrive at the other side of the mirror - in the same room. However, the door you saw through the mirror is now there, as well as your own mirror image standing in front of it. It stares at you with its empty look, but doesn't seem to move.

What will you do?

[list]================================
???........ HP: ??/?? . | . MP: ??/?? . | . Front
================================[/list]
Spoiler: Ell
[list]ToD:....... Night
Weather: Hard Rain

================================
Ell.......... HP: 20/20 . | . MP: 10/10 . | . Front
================================[/list]

You leave the room through the door and arrive in a small room that looks like it was used as some kind of reception room; there's a completely destroyed reception desk to your left, and some equally devastated shelves behind it. There's also a massive steel door lying on the ground, separated from its hinge. Overall, this room looks completely devastated.
The doorless doorway on your right reveals a small hallway that seems to lead into some kind of laboratory. It sounds like someone is there, however.
To your left, there's an iron door. It's slightly damaged, but still usable. A black font on it reads "Storage Room". It's slightly open.
The door directly in front of you seems to be an exit to this factory; someone left it open, though. It's night outside, and now that you're in this room, you can also hear the hard rain crackling against the building. A ghostly howling wind is moving through the leaves of a tree in your view. There are also various corpses scattered on the ground outside; they're already partially decayed. Not a nice sight.

What will you do?
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Post by Agent of Dread »

Image
Ell, the elven Bard
Level 1 [00] - Front
20/20 HP
10/10 MP
.2-4 Atk | 112 Hit | 07 Crt
.28 Avd | 02 CEv

Weapon: Unarmed [1-3 Atk | 70 Hit | 0 Crt]
Armour: Nothing
Inventory (0/77)
-

Notes
Death Note [1MP] - Damages up to two random enemies for 8 HP. Has a 90% chance of inflicting the effect. 75 AP
Life Note [1MP] - Heals up to two random friendlies for 8 HP. 55 AP
Low Note [2MP] - Dispirits the enemy; reduces two random enemies' Hit and Avd by 10. Lasts two turns. Has a 90% chance of success. 80 AP
Cacophony [2MP] - A terribly out-of-tune note which will redirect enemies' attacks to Ell for a single turn. Targets all enemies at once, if an enemy is unable to attack Ell (for example, if she is in Cover) they ignore the effect. 70 AP

Skills
Chord [1MP + Notes/2 MP] - Ell plays three notes on an instrument, with magic in each one. Causes the effect of each note played, stacking if necessary. 130 AP

Stats
POW: 3
SKL: 10
AGI: 6
LUK: 2
CON: 4
SPI: 10

Story
Ell was born in 13 A.Z, and raised among her family quite exclusively. Homeschooled, trained to sing and play music. However, there was little reason for song in her life at any point - it was heard among her village that she had never smiled once in her life. She made a living off of her music, but never really found a purpose. It was something she could do, and that was it. She searches the Earth and her soul for something missing - taken from her at a very young age. Her happiness.

Other
80 AP
Ell stopped walking, to catch her breath. Not exactly the greatest place to stand around and admire the scenery... corpses. Ew.
She didn't exactly like the idea of wandering through the rain in the night, although if she could see well, perhaps...
If there's enough light outside to make a path, Ell heads out. Otherwise, she searches the storage room.
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Post by Ditto »

Tal, Lvl 2 Half-D'warf-Elf Priest [07/100] (Cover)
Image 25/25 [Normal]
Image 12/12
Image 47/65
Weapon: Old Gun [07/20 Ammo] [7-12 Atk | 85 Hit | 15 Crt | 25 Wt]
Armor: Unarmored (0 Avd, 0 CEv, 0 Wt)
7-12 Atk | 95 Hit | 25 Crt
50/75 (x1.5) Avd | 10 CEv
Spoiler: inventory and Status
Stuff:
-2x Medicine [2 Wt] (Cures poison.)
-5x Healing Balm [2 Wt] (Restores 30% HP.)
-2x Healing Potion [5 Wt] (Restores 60% HP.)
-1x Herbal Tea [3 Wt] (Restores 50% MP.)
-Basic Arcane Book

Spells:
-Aura Wave [Up to 3 Mana]-
(Current- 12 HP per charge, 3 charges maximum)
Tal calls upon the power of the light to heal his allies. When used, this spell releases a wave of charges of healing up to a maximum of [1+Lvl] charges. Each charge heals for [10+Lvl] HP or one negative status effect other than petrification. One mana is spent for each charge, capping at three mana. [175 AP]


-Grace of Light [1 Mana]-
Tal blesses the target with grace and swiftness, granting them an extra major action at the cost of his minor action. This spell can only be cast once a turn. [140 AP]

Abilities:
-Serene Stream-
Whenever Tal chooses not to act in battle, he meditates instead to restore his strength. Any time Tal does not use his major action on a turn, he regains one mana. [180 AP]

Stats:
Strength: 0
Skill: 0
Agility: 10
Luck: 10
Constitution: 5
Spirit: 12

Info:
Ability Points: 105

Info:
-Pillar of Light [2 Mana]-
Tal calls down a divine pillar that crashes light energy on the target, bathing their weapons and armor and light that heals his allies. Every time an ally attacks that enemy, they are healed for 1 HP, and every time that enemy attacks an ally, the ally is healed for 1 HP. This effect lasts until the end of a battle. [100 AP]

-Divine Dodge [1 Mana]-
In a burst of divine energy, Tal increases his agility, allowing him to move faster than normally possible. When used, Tal gains speed for a short while. This multiplies his avoid by 1.5 for the rest of the turn, and can be used for other effects as well. This spell can only be cast once a turn, and uses a minor action. [65 AP]

Description:
A figure stands below you, around a foot or two shorter than the average young man's height. Garbed in a regal looking robe is a man that appears to be a mix of a rather short elf and d'warf. With a finely groomed fiery orange beard and hair tied together into complex patterns by gold rings, the man's thick eyebrows and confident expression give him a somewhat regal look. Behind the thick hair, beard, and eyebrows is an angular face and long ears. A golden band is around the man's forehead. The man's eyes are completely bright gold, and he has no pupils- the light from them shines nearly an inch out from his face. While this might seem unnatural or inhuman on one man, the light is not frightening but welcoming, a sign of the vast amount of good contained within this short man. Maybe he has more power than he has control over. The man stands tall and broad for his short figure. He doesn't seem young, even by d'warf standards, but the lack of gray hairs on his head would suggest he isn't old, either.
Tal shuts the book with a quiet snap, burying it in his bags before Helena can see. How the hell did he know these symbols? This was another piece of his past, that he was sure of. With all the emotional trauma Helena was probably already going through, he didn't want her to get involved in something else, so this would stay in his mind for now. Having gone over all the books, Tal walks over to the chest and sees if it will open. Tal speaks to Helena, but keeps his gaze over the chest, examining its belongings. "Did you find anything in any of those books? Chemistry and dark magic don't seem like they'd be any help."
(Pretending not to have seen soul sorcery)
"It only hurts when my squad won't f***ing heal me."

http://guildedage.net/
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