[PnP] Legacy of Darkness (Game)

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[PnP] Legacy of Darkness (Game)

Post by Shade »

  • ToD:....... ???
    Weather: ???

    ================================
    Heron..... HP: 30/30 . | . MP: 05/05 . | . Front
    ================================

    ================================
    Tal.......... HP: 20/20 . | . MP: 10/10 . | . Front
    ================================

It is the year 54 after DZ. DZ stands for Day Zero - a day mankind will never forget. It will always be remembered as the day of the Absolute Eclipse - according to common knowledge, this obscure phenomenon caused an incredible number of vicious, unnatural creatures to befall the world. It is said that they slaughtered almost the entire population and destroyed large areas of the world. The few people who were alive at the time and survived up to this day, however, refuse to talk about this subject when asked about it. They act as if nothing ever happened.
Yet it did happen - the eternal mark in history, Day Zero, is proof of it. And some of those creatures, nowadays better known as monsters, are still roaming around the world even today.
But is it really history? A few days ago, the sun suddenly went missing. The moon of the night disappeared, but... ...it remained dark throughout the day. Only when it was nighttime again, the moon rose into the sky to give the world a tiny amount of light. The sun has not shown up once ever since. It eeriely resembles the Absolute Eclipse from 54 years ago...
Needless to say, mankind is in panic. People have started disappearing, and while some never show up again, others return as bloody corpses. The government is powerless - how are they supposed to put up a fight if they don't even know what they're fighting against?


Spoiler: Heron
Your consciousness returns. Your vision is nearly unhindered by the darkness in this room; you seem to be in some kind of laboratory - however, it is not the one that you're used to.
There is a large iron desk in the middle of the room, as well as a smaller, wooden one directly next to the wall to your left. Except for a few dried bloodstains, the iron desk is completely empty. On the wooden one, however, there are a few empty testing tubes, most of which are broken, as shown by the glass shards scattered around. There are also a few lockers next to the wall to your right, but they seem to be empty. All in all, judging by all the shards scattered throughout the room and by how bad of a condition everything in here seems to be in, you get the impression that there's been a fight here, or that someone plundered this place. Whatever it was, though, it must have been a long time ago, as everything in this room is covered by a thick layer of dust.
There are two exits to this room. One is to your right, just next to the lockers, the door of which seems to have been kicked down despite being made of iron. The other door, also made of iron, is directly opposite to yourself and seems to be intact.

What do you wish to do?
Spoiler: Tal
You wake up. It's very dark in here, but after your eyes get used to the darkness a bit, you can see a little. Stumbling through the darkness, you examine the room you're in.
There seems to be a very long table made of fine wood in the middle of the room, with about a dozen chairs made of the same wood around it. Some of them are broken, though, and there are a lot of notches and scratches on the table. There also are various strange machines and devices to your right, none of which you know the purpose of, or how to operate them.
This place seems to be deserted since a long time, as everything in this room is covered by a thick layer of dust. Additionally, there are a few small piles of ash scattered through the room.
There are two exits to this room. One is to your left, the door of which seems to have been kicked down despite being made of iron. The other door, also made of iron, is directly opposite to yourself and seems to be intact.

What do you wish to do?
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Post by Cimeries »

Heron, Lv1 (00) (Front)
Image
Image 30/30
Image 05/05
Wt: 0/70
6-8 Atk | 94 Hit | 04 Crt
28 Avd | 05 CEv
Weapon: Unarmed (1-3 Atk, 70 Hit, 0 Crt)
Armor: Composite Plating (20 Avd, 05 CEv)
Spoiler: Inventory & Status
Items:
- None (0 Wt | Effect)
[list] - 0 Scrap Metals ___ (0 Wt)
- 0 Crafting Supplies (0 Wt)[/list]Skills[list]Repair [1 MP]: 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. 85 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 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. +40 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: 8
AGI: 2
LUK: 0
CON: 10
SPI: 5

Miscellanea:
AP: 005

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

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.
As Heron's vision returned and the soft blue glow of his "eyes" filled the laboratory, the first instinct was a query.

Image
"Marcus?"

No answer. Heron's voice came out at a softly resonating, fairly high pitch, absolutely not what one would expect from his appearance. He couldn't remember if it was always this way. Either his memory or his vocal functions must have gone hazy from his long slumber.
And long it was. He couldn't even recognize his surroundings. Could this be his old home? Judging by the layer of dust, if was long ago left to the elements, as was he, so he knew Marcus had still not returned.
Since he had lost track of time it was probably wise to try and orient himself with his surroundings again. He feared that he had slept for ages and that Marcus will not be coming back, but it seems that this is the reality he exists in, and he will need to find a new purpose for his being.

Heron slowly rose up. His massive metal frame cackled and squeaked as particles of dust and rust swirled around the room. He examined his surroundings: There appear to be two ways out of this room, one in the form of a closed sturdy iron door directly in front of him, and another in the form of another such door that was kicked down, despite its apparent durability. This piqued Heron's interest, and he decided to follow the latter. If the door was indeed knocked out, then it was done for a reason. This could give him clues as to where he was, or what purpose this building served during his "absence".
:wink:
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Post by Ditto »

Tal, Lvl 1 Half-D'warf-Elf Priest [0/100] (Front)
Image 20/20
Image 10/10
Image 0/65
Weapon: Unarmed (1-3 Atk, 70 Hit, 0 Crt, 0 Wt)
Armor: Unarmored (0 Avd, 0 CEv, 0 Wt)
1-3 Atk | 80 Hit | 10 Crt
50 Avd | 10 CEv
Spoiler: Inventory and Status
Stuff:
-Empty

Spells:
-Aura Wave [Up to 3 Mana]-
(Current- 11 HP per charge, 2 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 a/both his minor actions. This spell can only be cast once a turn. [140 AP]

-Godly Blessing [1 Mana]-
Tal gathers up all the radiant energy of healing around him and prays for Thor and Elbereth's blessing in a battle. A total of all HP overhealed is counted for Tal's party through any healing effects used by them. Whenever Tal uses this skill, the total goes down to 0, and Tal creates a shield over all of his allies that absorbs an amount of damage equal to the points in the total. [185 AP]

Abilities:
-None

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

Info:
Ability Points: 0
[spoiler="Planned Skills/Abilities"]
-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 2 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. [115 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 grey hairs on his head would suggest he isn't old, either.

[/spoiler]

Blackness blurred into a dank room as the person in the middle of the room sat up. Where was he? ...Who was he?

Was he a he? The vessel of flesh sat up and looked at its body... yes, he was a he. Upon looking at himself further, the man discovered that he was what looked like a mix of a d'warf and an elf. Hm? How did he know what a d'warf and elf were? Knowledge shot straight to the man's mind as he looked over his body further. He was in a white robe plated by gold in several areas, buttoned together tightlly... it looked pretty fancy. Above the robe, a blue cloak was wrapped around his shoulders, looping full circle around the front of his chest and his backbone. His hair was long, and bright red, like fire. His body had the grace of the elves and the strength of the d'warves at the same time. The man searched for a name, forming sounds in his mind. "Th... El... Ta... Ta? Tal." He liked that. He would be called Tal from now on.

Tal suddenly realized that he had spoken out loud, and quickly shut his mouth to avoid being noticed. Was someone around? Maybe not. Wherever he was, as long as he didn't know who he was or who was around, it was probably safer not to expose himself. A faint sound rung in Tal's ear, and he started to panic... and then relax. For some reason, the sound didn't seem wrong. The sound made Tal remember two names... Thor and Elbereth. Were they his friends? No... they were his masters. He worshipped them, for whatever reason. Whatever he was doing before, he should probably keep on doing now. His eyes flashed with golden sparks. So that was why he worshipped them... for this power. Putting his hand up in front of his face, he realized that his entire eyes projected a golden light upon his hands. He really liked that.

Tal looked at the room. This place was a bit of a mess. Tal found himself oddly interested looking at the machines to his right, and yet a faint voice in his head told him it wasn't right. Tal decided to leave them alone. Climbing up to the ground, Tal looks at the doors. A door was intact in front of him, and a door was kicked down to his left... it was probably better to check out the knocked down door first. There was more likely to be something existent there. Tal walks through the opening.
"It only hurts when my squad won't f***ing heal me."

http://guildedage.net/
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Re: [PnP] Legacy of Darkness (Game)

Post by Shade »

  • ToD:....... ???
    Weather: ???

    ================================
    Heron..... HP: 30/30 . | . MP: 05/05 . | . Front
    Tal.......... HP: 20/20 . | . MP: 10/10 . | . Front
    ================================


Spoiler: Heron
You take the exit with the broken door. It seems to lead into some kind of narrow passage, which ends up leading to another broken door after about 20 meters. From here, you can see into what seems to be some kind of massive abandoned factory; it's a huge room 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. Oddly, one of them is actually running, but doesn't transport anything. Said conveyor is also the only one that 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...
There's an intact iron door at the right end of the room.
Opposite to yourself is another broken door. Actually, there's someone standing there! He's clearly smaller than you, and judging from his overall appearance, he seems to be some kind of dwarf - but it's a living person, that's certain. His eyes emanate a warm, golden glow.
Spoiler: Tal
You take the exit with the broken door. It seems to lead into some kind of narrow passage, which ends up leading to another broken door after about 20 meters. From here, you can see into what seems to be some kind of massive abandoned factory; it's a huge room 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. Oddly, one of them is actually running, but doesn't transport anything. Said conveyor is also the only one that 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...
There's an intact iron door at the right end of the room.
Opposite to yourself is another broken door. Actually, there's someone - or something - standing there... The figure is a lot bigger than you, and its eyes emanate an eerie blue glow. It might also be your own eyes deceiving you in this darkness, but its "skin" seems to be made of... ...steel?
Cimeries
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Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Post by Cimeries »

Heron, Lv1 (00) (Front)
Image
Image 30/30
Image 05/05
Wt: 0/70
6-8 Atk | 94 Hit | 04 Crt
28 Avd | 05 CEv
Weapon: Unarmed (1-3 Atk, 70 Hit, 0 Crt)
Armor: Composite Plating (20 Avd, 05 CEv)
Spoiler: Inventory & Status
Items:
- None (0 Wt | Effect)
[list] - 0 Scrap Metals ___ (0 Wt)
- 0 Crafting Supplies (0 Wt)[/list]Skills[list]Repair [1 MP]: 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. 85 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 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. +40 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: 8
AGI: 2
LUK: 0
CON: 10
SPI: 5

Miscellanea:
AP: 005

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

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.
Heron was surprised to see someone else in this building. So surprised, especially from the golden glow in the person's eyes, in fact, that he flinched, or, at least, he felt like he did. In actuality his form remained perfectly rigid. A thought passed his mind about how unusual it is for him to experience an emotion of surprise. His nature practically contradicted it.
But before he could ponder this question, his thoughts had moved on to the individual standing in front of him. He was short, groomed. His appearance seemed distinct. He was obviously not human. Heron glanced at the machines in the room and wondered if he was also some kind of construct, perhaps made of different materials than Heron, of for a different purpose. He had the glowing eyes to match, at least.

After a few long moments of staring, he emitted a voice. Heron didn't have any functional facial features, the entire process was done through the magic that sustains him. His voice travels from his core (which should be roughly where his emblem is located, as Marcus explained,) through a narrow tunnel into his head, to give off the impression that he is speaking with his mouth like a human.

Image
"... Who are you? Do you know what this place is?"

His voice sounded out at the same soft resonance as it did before. Maybe his vocal tunnel was damaged, he will have to look into that when he has the time.
:wink:
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Ditto
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Post by Ditto »

Tal, Lvl 1 Half-D'warf-Elf Priest [0/100] (Front)
Image 20/20
Image 10/10
Image 0/65
Weapon: Unarmed (1-3 Atk, 70 Hit, 0 Crt, 0 Wt)
Armor: Unarmored (0 Avd, 0 CEv, 0 Wt)
1-3 Atk | 80 Hit | 10 Crt
50 Avd | 10 CEv
Spoiler: Inventory and Status
Stuff:
-Empty

Spells:
-Aura Wave [Up to 3 Mana]-
(Current- 11 HP per charge, 2 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 a/both his minor actions. This spell can only be cast once a turn. [140 AP]

-Godly Blessing [1 Mana]-
Tal gathers up all the radiant energy of healing around him and prays for Thor and Elbereth's blessing in a battle. A total of all HP overhealed is counted for Tal's party through any healing effects used by them. Whenever Tal uses this skill, the total goes down to 0, and Tal creates a shield over all of his allies that absorbs an amount of damage equal to the points in the total. [185 AP]

Abilities:
-None

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

Info:
Ability Points: 0Think I got amnesia when I ended up wherever here is.
[spoiler="Planned Skills/Abilities"]
-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 2 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. [115 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 grey hairs on his head would suggest he isn't old, either.

[/spoiler]

This man was quite something. More than three times his size, and with glowing blue eyes, too. Upon investigating the man further, he discovered it was actually a machine, skin made of composite steel. Which made Tal quite surprised when a high pitched voice came out that eerily resembled that of a human. Tal hesitated for a moment after the robot spoke, and then decided to open his mouth. "Not sure if I can answer that. I think I.... eh, what's it called? Right, amnesia. Yeah, I got amnesia, I think. Call me Tal, anyway. What about you?" Tal looked at the machine with an odd look. This man or machine or whatever it was looked like something right out of his imagination. Whatever he or it was, he was pretty interested in this invention of a man and whatever magic or technology it was composed of. "Do I know you? Could I know you? You seem pretty familiar to me."
"It only hurts when my squad won't f***ing heal me."

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

Post by Cimeries »

Heron, Lv1 (00) (Front)
Image
Image 30/30
Image 05/05
Wt: 0/70
6-8 Atk | 94 Hit | 04 Crt
28 Avd | 05 CEv
Weapon: Unarmed (1-3 Atk, 70 Hit, 0 Crt)
Armor: Composite Plating (20 Avd, 05 CEv)
Spoiler: Inventory & Status
Items:
- None (0 Wt | Effect)
[list] - 0 Scrap Metals ___ (0 Wt)
- 0 Crafting Supplies (0 Wt)[/list]Skills[list]Repair [1 MP]: 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. 85 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 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. +40 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: 8
AGI: 2
LUK: 0
CON: 10
SPI: 5

Miscellanea:
AP: 005

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

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.
Image
"My creator named me Heron. This used to be his workshop, I was made here. That is, I believe this is it. I was inactive for a long time, maybe I was moved, as nothing here seems familiar to me. I am trying to find my bearings."

His voice became progressively more mechanical as he spoke. The softness from earlier must have been merely a minor malfunction.
Heron took a good look at the short being.

Image
"I doubt we are acquainted. I would have remembered someone like you, but then again, I seem to have some issues with my memory myself. But you did seem familiar. Could it be that you are you a construct like me?"
:wink:
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Post by Ditto »

Tal, Lvl 1 Half-D'warf-Elf Priest [0/100] (Front)
Image 20/20
Image 10/10
Image 0/65
Weapon: Unarmed (1-3 Atk, 70 Hit, 0 Crt, 0 Wt)
Armor: Unarmored (0 Avd, 0 CEv, 0 Wt)
1-3 Atk | 80 Hit | 10 Crt
50 Avd | 10 CEv
Spoiler: Inventory and Status
Stuff:
-Empty

Spells:
-Aura Wave [Up to 3 Mana]-
(Current- 11 HP per charge, 2 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 a/both his minor actions. This spell can only be cast once a turn. [140 AP]

-Godly Blessing [1 Mana]-
Tal gathers up all the radiant energy of healing around him and prays for Thor and Elbereth's blessing in a battle. A total of all HP overhealed is counted for Tal's party through any healing effects used by them. Whenever Tal uses this skill, the total goes down to 0, and Tal creates a shield over all of his allies that absorbs an amount of damage equal to the points in the total. [185 AP]

Abilities:
-None

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

Info:
Ability Points: 0
[spoiler="Planned Skills/Abilities"]
-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 2 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. [115 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 grey hairs on his head would suggest he isn't old, either.

[/spoiler]

Tal ponders Heron's question for a minute, and follows with a quick left hook to his own face. "Ah, dammit! Yeah, I don't think I'm a machine. Unless for some reason whoever created me- if they did- decided to install a pain mechanism, which would be pretty sadistic. No, I think I'm some mix of a d'warf or an elf, with an excellent beard, if I do say so myself." Tal listens to the voice as it becomes more mechanical and less human sounding... still, he couldn't mistake the sentient glow coming out as blue light from his "eyes." Actually... Tal checks over Heron's body again. "Out of curiosity... are you damaged at all? I don't know if healing spells work on mechanical creations, but you seem sentient enough that I might be able to repair your plating. We might have a chance to get out of here if it can. If you're not damaged... I guess we'll wait and see."
Last edited by Ditto on Sat Dec 25, 2010 12:36 am, edited 1 time in total.
"It only hurts when my squad won't f***ing heal me."

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Cimeries
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Post by Cimeries »

Heron, Lv1 (00) (Front)
Image
Image 30/30
Image 05/05
Wt: 0/70
6-8 Atk | 94 Hit | 04 Crt
28 Avd | 05 CEv
Weapon: Unarmed (1-3 Atk, 70 Hit, 0 Crt)
Armor: Composite Plating (20 Avd, 05 CEv)
Spoiler: Inventory & Status
Items:
- None (0 Wt | Effect)
[list] - 0 Scrap Metals ___ (0 Wt)
- 0 Crafting Supplies (0 Wt)[/list]Skills[list]Repair [1 MP]: 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. 85 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: 8
AGI: 2
LUK: 0
CON: 10
SPI: 5

Miscellanea:
AP: 010

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

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.
Heron glances down at himself, knocks on a few key spots, and scratches off a bit of rust from under his pauldrons.
Image
"No, the core and key pieces seem to be intact, the only damage I took is to the finishes and details. It is purely aesthetic, and nothing I can't fix by myself once I find some quality metal to work with. If you can cast healing spells, they should work when I am truly damaged. I am sustained by magic, and my creator used spells to heal me several times before."

Heron's HP represents more or less not just the integrity of his body, but also how much of "the magic that sustains him" is there to hold him all together.

@Clonks: Can I change my 50% healing from items to 0% from things like medicine, bandages, etc, and 50% for things of a magical nature like potions? (Spells still heal fully, I don't want to make Ditto's life too hard. :P)
:wink:
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Re: [PnP] Legacy of Darkness (Game)

Post by Shade »

  • ToD:....... ???
    Weather: ???

    ================================
    Heron..... HP: 30/30 . | . MP: 05/05 . | . Front
    Tal.......... HP: 20/20 . | . MP: 10/10 . | . Front
    ================================

Suddenly, something that resembles a human's manic laughter, albeit strangely distorted, interrupts your conversation. It seems to come from above, possibly inside the huge machine in the center of the room or in a room above it. Shortly afterwards, one of the devices near the walls seems to have been activiated - two buttons on it now emit a strong red light. In fact, they eeriely resemble human eyes. You almost get the feeling that you're indeed being watched...
But that is not the only thing different from before - the conveyor belt that was running now is tinted red, too. Actually, the red color seems to come from the viscous liquid that is now running down the conveyor...
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Ditto
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Post by Ditto »

Tal, Lvl 1 Half-D'warf-Elf Priest [0/100] (Cover)
Image 20/20
Image 10/10
Image 0/65
Weapon: Unarmed (1-3 Atk, 70 Hit, 0 Crt, 0 Wt)
Armor: Unarmored (0 Avd, 0 CEv, 0 Wt)
1-3 Atk | 80 Hit | 10 Crt
50 Avd | 10 CEv
Spoiler: Inventory and Status
Stuff:
-Empty

Spells:
-Aura Wave [Up to 3 Mana]-
(Current- 11 HP per charge, 2 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 a/both his minor actions. This spell can only be cast once a turn. [140 AP]

-Godly Blessing [1 Mana]-
Tal gathers up all the radiant energy of healing around him and prays for Thor and Elbereth's blessing in a battle. A total of all HP overhealed is counted for Tal's party through any healing effects used by them. Whenever Tal uses this skill, the total goes down to 0, and Tal creates a shield over all of his allies that absorbs an amount of damage equal to the points in the total. [185 AP]

Abilities:
-None

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

Info:
Ability Points: 0
[spoiler="Planned Skills/Abilities"]
-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 2 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. [115 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 grey hairs on his head would suggest he isn't old, either.

[/spoiler]

Tal gulps, and moves a few paces behind Heron. "...If that's so, I think I'll let you take the front position right now." Tal cautiously examines the conveyor belt to see what the liquid on the conveyor belt is, praying that it isn't blood. "...Heron. I don't know how fearful you ever get, or if you even get afraid, but if you do, don't give this son of a *censored* the satisfaction of seeing us panic. You seem to have more mechanical knowledge than me, so check out those machines, see if you can figure anything out."
"It only hurts when my squad won't f***ing heal me."

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

Post by Cimeries »

Heron, Lv1 (00) (Front)
Image
Image 30/30
Image 05/05
Wt: 0/70
6-8 Atk | 94 Hit | 04 Crt
28 Avd | 05 CEv
Weapon: Unarmed (1-3 Atk, 70 Hit, 0 Crt)
Armor: Composite Plating (20 Avd, 05 CEv)
Spoiler: Inventory & Status
Items:
- None (0 Wt | Effect)
[list] - 0 Scrap Metals ___ (0 Wt)
- 0 Crafting Supplies (0 Wt)[/list]Skills[list]Repair [1 MP]: 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. 85 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: 8
AGI: 2
LUK: 0
CON: 10
SPI: 5

Miscellanea:
AP: 010

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]

So someone, or something was watching them, it seems. Heron began speculating that he may have been captured from his home and brought here by another mage for their own gains. This made him furious.

He shambled over to the conveyor belt, making sure to hit his heavy feet on the floor with extreme force, causing the floor to tremor slightly.
Heron did not fear "Death", nor did he ever feel pain. In fact, complete annihilation felt to him, for a very brief moment, like something he would want for himself.

Image
"This looks like blood at first glance."

His voice was more pleasant once more, leaning somewhere between the soft tone he used earlier and the heavy mechanical voice he should have.
He sampled a bit of the red liquid with his finger, and brought it close to his eyes to examine, which illuminated it and gave it a violet hue.
He then approached the processor and lifted the machine's curtain to see if something was trapped in there.
:wink:
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Post by Shade »

  • ToD:....... ???
    Weather: ???

    ================================
    Heron..... HP: 30/30 . | . MP: 05/05 . | . Front
    Tal.......... HP: 20/20 . | . MP: 10/10 . | . Cover
    ================================

Heron looks into the machine, but the only thing he sees in there is a set of extremely sharp blades moving in a way that anything passing by them is very likely to be chopped into unrecognizable little pieces.
At the same time, Tal examines the liquid dripping down the conveyor, only to find out that his prayer was useless - it is indeed blood. Or is it? The pool of blood that is forming on the floor seems to disobey the physical laws and slowly builds up to what looks like the upper half of a human body. The liquid grows arms and a head, and the head eventually reveals a distorted face without eyes. The abomination opens its mouth and emits a booming voice.
"HUNGER."
  • =====================================
    Blood Golem..... HP: 43/43 . | . MP: 14/14 . | . Front
    =====================================
Last edited by Shade on Sat Dec 25, 2010 6:11 pm, edited 1 time in total.
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Ditto
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Post by Ditto »

Tal, Lvl 1 Half-D'warf-Elf Priest [0/100] (Cover)
Image 20/20
Image 9/10
Image 0/65
Weapon: Unarmed (1-3 Atk, 70 Hit, 0 Crt, 0 Wt)
Armor: Unarmored (0 Avd, 0 CEv, 0 Wt)
1-3 Atk | 80 Hit | 10 Crt
50 Avd | 10 CEv
Spoiler: Inventory and Status
Stuff:
-Empty

Spells:
-Aura Wave [Up to 3 Mana]-
(Current- 11 HP per charge, 2 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 a/both his minor actions. This spell can only be cast once a turn. [140 AP]

-Godly Blessing [1 Mana]-
Tal gathers up all the radiant energy of healing around him and prays for Thor and Elbereth's blessing in a battle. A total of all HP overhealed is counted for Tal's party through any healing effects used by them. Whenever Tal uses this skill, the total goes down to 0, and Tal creates a shield over all of his allies that absorbs an amount of damage equal to the points in the total. [185 AP]

Abilities:
-None

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

Info:
Ability Points: 0
[spoiler="Planned Skills/Abilities"]
-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 2 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. [115 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 grey hairs on his head would suggest he isn't old, either.

[/spoiler]

In case it isn't clear, I'm moving into cover and using grace of light as minor actions and grabbing any "weapon" as a major action.
Tal quickly leaps back into whatever shelter he can find behind Heron. "Damn... we don't even have any equipment yet. Hold on-" Pooling divine power around his hands, Tal lets it flow and splash against Heron, increasing his speed. "That should last until I can find a weapon." Tal searches any part of the room cut off from the golem by Heron or something else to try and find any stick, lever, stone or anything that could be used as a makeshift weapon for Heron.
Last edited by Ditto on Sat Dec 25, 2010 7:23 pm, edited 2 times in total.
"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 »

Heron, Lv1 (00) (Front)
Image
Image 30/30
Image 05/05
Wt: 0/70
6-8 Atk | 94 Hit | 04 Crt
28 Avd | 05 CEv
Weapon: Unarmed (1-3 Atk, 70 Hit, 0 Crt)
Armor: Composite Plating (20 Avd, 05 CEv)
Spoiler: Inventory & Status
Items:
- None (0 Wt | Effect)
[list] - 0 Scrap Metals ___ (0 Wt)
- 0 Crafting Supplies (0 Wt)[/list]Skills[list]Repair [1 MP]: 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: 8
AGI: 2
LUK: 0
CON: 10
SPI: 5

Miscellanea:
AP: 035

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.
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Heron felt his joints become more flexible, and his arms moved with increased alacrity for a short while. He lunged forward, and, with the entire weight of his body, threw a haymaker at the blood golem with the back of his armored hand, followed by a powerful straight punch with the same hand at the center of its face. Fancy way of saying: I attack it twice unarmed.

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"See if you can find anything for me as well. I'll hold it."
Last edited by Cimeries on Sat Dec 25, 2010 10:21 pm, edited 1 time in total.
:wink:
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