Deliverance PnP - Game Thread

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Re: Deliverance PnP - Game Thread

Post by Shade »

Kirisa, Lv 5.42 [Cover]
HP: 19/19
MP: ■■■■■■■
1-4 Dmg | -3 Hit | 10 AC
- [10/10] Throwing Knives [1d4 dmg]
- Jack's Hat [Bonus EXP for pacifist conduct in battle]
- Apprentice Robe [1 AC]
- Padded Cloak [1 AC]
Spoiler:
Inventory
[list][*][5/5] Healing Flasks [ Restores 5 HP ]
[*]Ring of Spell Storing [ White Wind ]
[*]Alain's Dagger [ 1d5 dmg | +1 Hit ]
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]30 Corsairs
-----------------
[*][Q] Stained Dress[/list]

Spellbook
[list][*]Cyclone
[Current: 2d4+9 dmg, +13 Hit]
Conjured Blades of solidified air spin and strike the entire front row of enemies with 2d4 + WILL x 1.5 wind based damage. Each blade's To-hit is WILL + INT.
[*]White Wind
[Current: 60%]
A restorative breeze recovers 30 + WILL x 5 % of the target's maximum HP.
[*]Alacrity
A bolstering gust of wind increases the Agility of a single creature by 3, or that of every single party member by 1.
[*]Thorned Mirror Image
[Current: 3 images]
Creates a mirror image of the caster. The mirror image cannot act (but will appear to) and is otherwise indistinguishable from the original to your foes. The mirror image will vanish upon taking damage. Every 3 points of INT create an additional mirror image.
The mirror images created by this spell will explode in a volley of thorns when destroyed, dealing 1d6 damage to their destroyer. If the mirror images are dismissed by the caster himself, however, he will take 1d3 damage for each.
[*]Focused Thunderwall
[Current: 2d2+7 dmg, 8 turns]
Creates a stationary barrier of contained lightning that stays active for INT+1 turns. Anything passing through it will take 2d2 + WILL + 1 lightning damage.
Casting this spell requires both a major and a minor action.
[*]Crushing Cold Snap
[Current: 9+12 dmg | DC 17]
Flash freezes a single target with a sudden blast of arctic air, inflicting WILLx1.5 cold damage, and an additional [12 - (target's FORT)] blunt damage, to the target, and half of that to anyone standing adjacently to them. Due to the sudden nature of the spell, it cannot be dodged. Those hit by the spell must make a FORT check vs 10+INT or also become chilled for two turns.
[*] ---[/list]

Runes [ Chapter 0 reward ]
[list][*]Convoluted Circle of Empowering
Cost: 1 Spellpoint, Creation Time: 3 Turns.
When channeled with energy by another mage, all spells cast by the mage inside the circle will have their powers multiplied by those of the channeler. The empowerment occurs exponentially for every additional channeler, and uses spellpoints from the channelers instead of the caster. An additional cost, randomly determined, will also be taken from each channeler for every spell cast.[/list]

Active Abilities[list][*]Magic Eye [ 2 / 2 ] [ 100 AP ]
If she just stares at an individual hard enough, Kirisa actually sees more than first meets the eye. At the cost of her minor action, all combat-relevant stats of the target are revealed.
[list][*]Mark for Death [ Chapter 2a reward ]
This is an upgrade to your Magic Eye ability. Targets you have "scanned" will take 1 more point of damage from any source, and have their FORT and WILL checks penalized by 5. The effect lasts until the end of combat. You may choose when the effect is applied and when it isn't.
[list][*]Malice [ Chapter 4 reward ]
Your encounter with the Serpent has given you a deeper understanding of true Malice.
This is an upgrade to your Marked For Death ability. Targets marked for death will receive 10% more damage from your own attacks and spells.
[/list]
[*]Daunt [ Chapter 3 reward ]
This is an upgrade to your Magic Eye ability. When activating Magic Eye, you may also cause a strong sensation of fear and horrifying visions in your target, disorienting them. This cannot be used in conjunction with Mark for Death.[/list]
[*]Sign of The Witch [ 1 / 1 ] [ 140 AP ]
This is a minor action. Using a secret (and pretty draining) technique, Kirisa drastically increases the power of her next spell, causing all of its effects to be increased by 50% (rounded up).
[*]Indomitable Soul [ 1 / 1 ] [ Chapter 1 reward ]
When dealing with circle magic, you may consume 1 use of this ability to negate 1 spellpoint cost, and a single instance of the chaotic circle effects.
[*][R] Magic Imitation [ 2 / 2 ] [ 180 AP ]
Whenever an unfamiliar spell (or a different version of a familiar) is cast, there is a 25% chance Kirisa may be able to learn that spell as well (always optional - I have to make my decision in my next post after the check is passed.); however, there is a random chance that she may not learn the exact same spell, but a slightly different version instead (based on what she sees and how well she manages to copy it). The chance of success is increased to 50% if Kirisa has used her Magic Eye ability on the user of the spell beforehand (but she might still not learn the same spell). This ability can also be used to "upgrade" spells she already knows, if she manages to see someone use an improved version of such a spell (and the differences are not just due to the user having a higher Int/Will than her). The chances of success are the same.
In any case, if the check is passed, I will be shown the spell Kirisa would learn before I choose whether I want her to learn it or not.
Paying this much attention to others' spells in combat requires a lot of concentration; after two attempts (successful or not), her concentration dwindles enough that she can still fight normally, but no longer pay attention to others' spells well enough to copy them.
[/list]

Sustained Abilities[list][*]Boundary of Life and Death [ 130 AP ]
This ability can only be activiated if Kirisa's remaining HP are at 1/2 or less.
In this condition, Kirisa's WIL is doubled. At the same time, however, reaction abilities will no longer trigger, and triggering Magic Shield completely depletes her remaining MP instead of only using one. If she is knocked out in this condition, she will take significantly longer to recover than usual.

[*]Mana Battery [ 130 AP ]
At any time, Kirisa can enter a state of trance. In this state, her physical capabilities are reduced, but she gains the ability to absorb the magical power of others' spells to restore her own mana. Her Finesse, Agility and Perception are reduced by 1 and reaction abilities (as well as Magic Shield) will no longer trigger, but any spell targeting Kirisa will restore one spell point in addition to any of its other effects (even if it knocks her out or completely misses).[/list]

Passive Abilities[list][*]Magic Shield [ 100 AP ]
If Kirisa gets hit by an attack that would normally knock her out, she instead uses 1 MP to withstand the attack with 1 HP remaining. This ability will not work if she doesn't have any MP left or already is at 1 HP beforehand. Passive damage from status ailments will not be blocked either.
[*]Pragmatism [ 120 AP ]
Kirisa is quick to grasp the basics of a spell, and tends to find ways to improve them that don't occur to others.
When learning a new spell, she gets a +6 bonus on the Luck check determining its effectiveness.

[*]Endurance [ Chapter 2 reward ]
After all she has endured up to this point, Kirisa has developed the ability to withstand even wounds that other people of her build would never be able to survive. Kirisa's max. HP are increased by 4.
[*]Cute [ 0 AP ]
NPCs - enemy or not - have a tendency to react not as hostilely to Kirisa as they might to other people. Their intentions behind this, however, vary...[/list]

Attributes:
-3 Mettle
±0 Finesse
+4 Agility
-1 Fortitude
+7 Intellect
+6 Willpower
±0 Perception
-4 Luck

Misc.:
AP: 0

Appearance:
- Middle-length purple hair with a red barrette
- Heterochromia; red left eye, purple right eye
- Not very tall
- A little pale
- Light blue dress, goes down roughly to the knees
- Wears a glowing crimson bracelet at the right hand
- White socks
- Light blue shoes
- Appears to be fairly young (around 13 or 14 maybe), but acts more maturely than her appearance would suggest

Picture by AoD, with Jack's hat:
Image
Kirisa's head aches. These things too are demons. Beings of supernatural power, with an impossible drive to kill.
"We can't 'kill' them without a banishment circle or something similar... We can only destroy their bodies, but they'll eventually regenerate."

And yet it is only after Oswin is heavily injured that the little witch really realizes the incredible strength of these beings. What is she doing standing so close to them, practically begging to be killed? She wouldn't survive a blow half as devastating as that!
"Oswin...! Hold on, I'll help you..."
As Kirisa retreats back into cover, she at the same time treats Oswins injuries with her White Wind spell.
Last edited by Shade on Tue Nov 06, 2012 2:46 pm, edited 1 time in total.
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Re: Deliverance PnP - Game Thread

Post by Agent of Dread »

Carlos, Level 5 [09]
Telekinetic
  • HP: 15/15
    AP: 160

    [Face Fault: 1/2] [Spells: 4/6]
    4-9 Dmg | +11 Hit | +7 AC

    Weapon: Magical Forces [1-6 Dmg]
    Armour: Leather coat [2 AC]
Spoiler: Inventory and Stuff
Items: 2/10 -- Corsairs: 100
-Healing Flasks [5/5][Restores 5 HP]
-Mana Crystal [3/3][Restores 1 Spellpoint]
-
-
-
-
-
-
-
-

Abilities
Telekinesis: Carlos can use Magical Forces [1-6] in place of physical weapons. When wielding Magical Forces, his Intelligence replaces his Mettle for purposes of damage and attack bonuses. [320 AP]
_________
Sense Motive: When conversing with NPCs, you will automatically make perception checks against them. Successful results yield additional information through body language, inflection, manner of speech, etc. [Chapter end gain]
_________
Overwhelming Conviction: Carlos has discovered that he can use his telekinetic powers directly on other people's minds. Once per person he may attempt a WILL check against them to make them see his side of things. [Chapter end gain]
_________
Inner Gale: While in battle, Carlos creates a general outwards force around himself, giving him +5 AC against melee attacks. [230 AP]
_________
Face Fault [2 uses]: Carlos closes a force around the target's head and draws it straight down to the ground, inflicting WILx2 + INT damage and leaving the enemy unable to act for the next turn as they get up again. The latter effect does not apply to magical floating enemies and the like. [100 AP]
_________


Spells [6/6 total] [6 per battle]

Shock Bolt: Deals WILLx1.5 lightning damage to a single target, and has an [INTx2]% chance to stun them for a turn. Targets soaked in water or clad in metal will take additional damage and are even more likely to be dazed.

Mirror Image: Creates a mirror image of the caster. The mirror image cannot act (but will appear to) and is otherwise indistinguishable from the original to your foes. The mirror image will vanish upon taking damage. Every 3 points of INT create an additional mirror image.

Empowered Thunderwall: Creates a stationary barrier of contained lightning that stays active for INT turns. Anything passing through it will take 2d2 + WILL +2 lightning damage.

Jagged Lightning Bolt: Summons a direct strike of lightning at a single target, dealing 25 + WILLx2 lightning damage. This spell has an innate +2 bonus to hit, and will cause its victim to be stunned for INT/3 turns, unless they pass a FORT check of 7+INT. This spell can only be cast outside, and requires both a major and a minor action.

Hindering White Wind: A restorative breeze recovers 30 + WILL x 5 % of the target's maximum HP, and lowers their Hit bonus with all attacks and spells by 3 for a turn.

Regulating Cyclone: Conjured blades of solidified air spin and strike the entire front row of enemies with 2d4 + WILL x 1.5 wind based damage. Each blade's To-hit is WILL + INT.You may directly control one of the projectiles conjured by this spell, increasing its damage by 2 and actively guiding its trajectory, guaranteeing a successful hit as long as you can see your target.

Stats
-5 Mettle
+5 Finesse
-3 Agility
-4 Fortitude
+6 Intellect
+7 Willpower
+6 Perception
-3 Luck

Backstory/Personality
Carlos' birth and origin is a complete mystery. One day, while searching a small forest for wild fruit, a woman came across a baby with dull red eyes. Upon bringing it back to her town, every birth register in every town on the island continent was checked, but no-one had given birth recently enough to have been this child's mother. Having had no success creating children with her husband in the past, the woman took the baby as her own. Carlos was raised to be polite, modest enough to not come off as obnoxious but confident enough to desire making an effort. However, when he was discovered to also possess a knack for telekinesis, some people added this to the abnormal colour of his eyes and began to call him a demon, trying not to have anything to do with him. This taught Carlos not to speak and act unnecessarily where the judgemental eyes of others roam, so he generally only says what needs to be said. After having had to set out on his own because his parents could not afford living for all three of them and nobody wanting Carlos as a worker because a 'demon' could be bad for business, Carlos travelled, got money and food wherever he could earn it, and created a liveable, if not comfortable, existence for himself. He longs for something more, though. He longs to be accepted, to have true fun, and have a reason to smile. Recent events may not be so accommodating, though...

Picture
Image
Kid? Obviously Oswin was more experienced than he was, but Carlos still felt a little belittled when he was referred to as such. A passing thought told him that it was most likely more affectionate than condescending, though, so Carlos wasn't about to let himself get into some kind of inward tizzy. He quickly focused on the task at hand and decided to follow Bruce's attempted lead, reciting the motions as best he could to cast a Jagged Lightning Bolt at the closer of the beasts.
- Linktree: linktr.ee/trilbs -
Cimeries
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Joined: Wed Jul 23, 2008 6:56 am

Re: Deliverance PnP - Game Thread

Post by Cimeries »

  • Image | Carlos (AoD) ___| 15/15 | Lv 05 | [Cover] |
  • Image | Kirisa (Shade) _..| 19/19 | Lv 05 | [Cover] | [3 Mirror Images - Throned - 1d6]
  • Image | Oswin | Injured |
  • Image | Bruce| Healthy | Cover | Crippled Arm
  • Image | Rika | Heavily Injured |
  • Image | Davis | Healthy |
  • Image | Cassandra | Injured | Cover


Kirisa - Retreats to cover.

Kirisa casts - White Wind @ Oswin
Oswin - 26 HP restored.

===============================

Realizing that you have completely closed his wound, Oswin turns his head back to and raises his fist in acknowledgement, now teeming with even more fervor that before.

"You're absolutely right, but we don't have time to make a circle nor the means to lure them into one..." Bruce says.
"Our best bet is to fight them off, since escaping would be impossible, and hope that they take a long time to re-materialize."
"You don't know how fast they do it?"
"There's no way to tell reliably... the only thing that is known for sure is that more powerful demons re-materialize faster."

===============================

Carlos - Casts Jagged Lightning Bolt @ Headhunter A
Carlos: 08 + 06 + 02 = 16.
Headhunter A: 13 + 04 = 17.
Miss!

===============================

You summon a vicious, sharp bolt of energy from the sky, but, having spotted your gesturing and the buildup of electric tension under its feet, the Headhunter reacts by galloping aside quickly, causing the lightning bolt to hit the ground instead, barely escaping it in time.

===============================

Bruce casts - Lightning Bolt @ Headhunter A
Bruce Successfully cast the spell.

Bruce: 02 + 12 + 05 = 19.
Headhunter A: 15 + 04 = 19.
Re-roll.
Bruce: 20 + 12 + 05 = 37!
Headhunter A: 10 + 04 = 14.
40+1 Damage!

Fortitude check, DC 22:
Headhunter A: 04 + 15 = 19. Failed.
Headhunter A is stunned.

Special:
Offensive Spell Roll difference > 20
Bruce - Arcane Maelstrom activated.
Headhunter A receives 18+1 damage.
Bruce receives 3 damage.
===============================

Before your target even had a chance to recover from the dodge, Bruce had finally succeeded in casting his own spell, and a precision strike of lightning shoots down from the sky and punches exactly through the demon's skull cavity, stunning it and causing it to drop to the ground.
The impact appears to be so powerful, that it creates some sort of energy rift that then lifts the Headhunter up into the air and cuts it apart with raw, wild arcane force. The headhunter dissipates in a flow of black vapors that scatter around and seep down into the ground like snakes made of pure shadow, leaving no trace of the massive demon that was there just moments ago.
The ground in a small radius around the rift's point of origin is now completely scorched, and any grass or weeds that were there are gone.

You can't help but stare in awe at the black mark on the ground for a second. The others do not seem as surprised by this as you are, though.

===============================

Headhunter B advances.

Oswin - Attacks Headhunter B
Oswin: 08 + 18 = 26.
Headhunter B: 13 + 18 = 31.
Miss.

===============================

The second Headhunter approaches rapidly. Oswin runs ahead to meet it and swings his massive steel mace at it, but the Headhunter dodges and begins circling around him, mockingly.

===============================

Rika - Uses Geyser Strike on Headhunter B
Rika: 13 + 14 = 27.
Headhunter B: 03 + 18 = 21.
Dual Defense - Success!
Attack Deflected.

===============================

Rike attempts to flank it from the side, thrusting her weapon low at the demon, but it effortlessly strikes her weapon with its own, causing it to change its path and miss. The demon gradually circles in a wider and wider radius, gathering some distance, likely preparing to charge.

===============================

Davis - Uses Snare

===============================

Davis throws a small round object on the ground between the demon and your party's position. It appears to be some kind of mechanical contraption - it unfolds itself unto the ground as it falls, becoming a skeletonized flat metal frame with rows of sharp looking teeth.

===============================

Cassandra - Uses Metal Storm on Headhunter B

Cassandra: 11 + 16 + 04 = 31.
Headhunter B: 08 + 18 = 26.
Hit! 5 damage.

Cassandra: 09 + 16 + 04 = 29.
Headhunter B: 07 + 18 = 25.
Hit! 5 damage.

Cassandra: 18 + 16 + 04 = 38.
Headhunter B: 02 + 18 = 20.
Hit! 7 damage.

Cassandra: 18 + 16 + 04 = 38.
Headhunter B: 09 + 18 = 27.
Hit! 7 damage.

Cassandra: 17 + 16 + 04 = 37.
Headhunter B: 02 + 18 = 20.
Hit! 3 damage.

Cassandra: 11 + 16 + 04 = 32.
Headhunter B: 20 + 18 = 38.
Miss.

===============================

From above you, in the corner of your eye, you catch several glints of metal. As you look up you barely spot a barrage of steel darts flying straight at the remaining Headhunter. Cassandra expertly pelts her target from her advantageous position atop the trees, lodging the darts into key positions on the demon's massive frame.

The headhunter, now heavily injured but still displaying impossible pain tolerance, now charges forward furiously, lodged darts and all, straight at your front line!

===============================

Headhunter B - Is Shattering the Phalanx - Oswin, Cassandra (special)
Snare triggered.
Headhunter B takes 7 damage. AGI reduced by 4.

Oswin - Trampled.
Hit! 14 Damage!

===============================

The massive demon charges straight ahead, oblivious to the trap that Davis left in its path. The device closes on one of its legs and draws blood, but despite this, the Headhunted continues his charge without so much as an acknowledgement.
Oswin stands in its path, ready to go toe to toe with it, yet the Headhunter runs over him with extreme force and tramples him beneath its hooves as it passes.

===============================

Headhunter B - Special Maneuver - Tackle @ Cassandra
Balance check (1/2 AGI, 1/2 Fort), DC 25:
Cassandra: 18 + 06 + 00 = 24. Failed.
Reflex check (1/2 AGI, 1/2 Luck), DC 25:
Cassandra: 14 + 06 + 02 = 22. Failed.
Cassandra falls down. 10 Damage.

===============================

Passing right over Oswin, barely losing any momentum, it rams, with full force, into the tree Cassandra is hidden atop. The impact is so fierce that the tree shakes and cracks, causing Cassandra to lose her balance and fall flat to the ground, bruising badly.

===============================

Headhunter B - Attacks Rika
Headhunter B: 17 + 22 = 39.
Rika: 13 + 16 = 29.
Hit! 19 Damage!

Headhunter B - Attacks Davis
Headhunter B: 14 + 22 - 08 = 18.
Davis: 08 + 15 = 23.
Miss.

===============================

Without breaking fluid motion, it then makes a sharp 180 degree turn and swipes both weapons - one at Rika and another at Davis. Davis manage to dodge in time but Rika sustains a nasty cut. The Headhunter then rebounds to its previous position, ready to attack again.
  • Image | Headhunter B | 31/70 | Front | -4 AGI (Snare)
Image
:wink:
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Shade
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Re: Deliverance PnP - Game Thread

Post by Shade »

Kirisa, Lv 5.42 [Cover]
HP: 19/19
MP: ■■■■■■■
1-4 Dmg | -3 Hit | 10 AC
- [10/10] Throwing Knives [1d4 dmg]
- Jack's Hat [Bonus EXP for pacifist conduct in battle]
- Apprentice Robe [1 AC]
- Padded Cloak [1 AC]
Spoiler:
Inventory
[list][*][5/5] Healing Flasks [ Restores 5 HP ]
[*]Ring of Spell Storing [ White Wind ]
[*]Alain's Dagger [ 1d5 dmg | +1 Hit ]
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]30 Corsairs
-----------------
[*][Q] Stained Dress[/list]

Spellbook
[list][*]Cyclone
[Current: 2d4+9 dmg, +13 Hit]
Conjured Blades of solidified air spin and strike the entire front row of enemies with 2d4 + WILL x 1.5 wind based damage. Each blade's To-hit is WILL + INT.
[*]White Wind
[Current: 60%]
A restorative breeze recovers 30 + WILL x 5 % of the target's maximum HP.
[*]Alacrity
A bolstering gust of wind increases the Agility of a single creature by 3, or that of every single party member by 1.
[*]Thorned Mirror Image
[Current: 3 images]
Creates a mirror image of the caster. The mirror image cannot act (but will appear to) and is otherwise indistinguishable from the original to your foes. The mirror image will vanish upon taking damage. Every 3 points of INT create an additional mirror image.
The mirror images created by this spell will explode in a volley of thorns when destroyed, dealing 1d6 damage to their destroyer. If the mirror images are dismissed by the caster himself, however, he will take 1d3 damage for each.
[*]Focused Thunderwall
[Current: 2d2+7 dmg, 8 turns]
Creates a stationary barrier of contained lightning that stays active for INT+1 turns. Anything passing through it will take 2d2 + WILL + 1 lightning damage.
Casting this spell requires both a major and a minor action.
[*]Crushing Cold Snap
[Current: 9+12 dmg | DC 17]
Flash freezes a single target with a sudden blast of arctic air, inflicting WILLx1.5 cold damage, and an additional [12 - (target's FORT)] blunt damage, to the target, and half of that to anyone standing adjacently to them. Due to the sudden nature of the spell, it cannot be dodged. Those hit by the spell must make a FORT check vs 10+INT or also become chilled for two turns.
[*] ---[/list]

Runes [ Chapter 0 reward ]
[list][*]Convoluted Circle of Empowering
Cost: 1 Spellpoint, Creation Time: 3 Turns.
When channeled with energy by another mage, all spells cast by the mage inside the circle will have their powers multiplied by those of the channeler. The empowerment occurs exponentially for every additional channeler, and uses spellpoints from the channelers instead of the caster. An additional cost, randomly determined, will also be taken from each channeler for every spell cast.[/list]

Active Abilities[list][*]Magic Eye [ 1 / 2 ] [ 100 AP ]
If she just stares at an individual hard enough, Kirisa actually sees more than first meets the eye. At the cost of her minor action, all combat-relevant stats of the target are revealed.
[list][*]Mark for Death [ Chapter 2a reward ]
This is an upgrade to your Magic Eye ability. Targets you have "scanned" will take 1 more point of damage from any source, and have their FORT and WILL checks penalized by 5. The effect lasts until the end of combat. You may choose when the effect is applied and when it isn't.
[list][*]Malice [ Chapter 4 reward ]
Your encounter with the Serpent has given you a deeper understanding of true Malice.
This is an upgrade to your Marked For Death ability. Targets marked for death will receive 10% more damage from your own attacks and spells.
[/list]
[*]Daunt [ Chapter 3 reward ]
This is an upgrade to your Magic Eye ability. When activating Magic Eye, you may also cause a strong sensation of fear and horrifying visions in your target, disorienting them. This cannot be used in conjunction with Mark for Death.[/list]
[*]Sign of The Witch [ 0 / 1 ] [ 140 AP ]
This is a minor action. Using a secret (and pretty draining) technique, Kirisa drastically increases the power of her next spell, causing all of its effects to be increased by 50% (rounded up).
[*]Indomitable Soul [ 1 / 1 ] [ Chapter 1 reward ]
When dealing with circle magic, you may consume 1 use of this ability to negate 1 spellpoint cost, and a single instance of the chaotic circle effects.
[*][R] Magic Imitation [ 2 / 2 ] [ 180 AP ]
Whenever an unfamiliar spell (or a different version of a familiar) is cast, there is a 25% chance Kirisa may be able to learn that spell as well (always optional - I have to make my decision in my next post after the check is passed.); however, there is a random chance that she may not learn the exact same spell, but a slightly different version instead (based on what she sees and how well she manages to copy it). The chance of success is increased to 50% if Kirisa has used her Magic Eye ability on the user of the spell beforehand (but she might still not learn the same spell). This ability can also be used to "upgrade" spells she already knows, if she manages to see someone use an improved version of such a spell (and the differences are not just due to the user having a higher Int/Will than her). The chances of success are the same.
In any case, if the check is passed, I will be shown the spell Kirisa would learn before I choose whether I want her to learn it or not.
Paying this much attention to others' spells in combat requires a lot of concentration; after two attempts (successful or not), her concentration dwindles enough that she can still fight normally, but no longer pay attention to others' spells well enough to copy them.
[/list]

Sustained Abilities[list][*]Boundary of Life and Death [ 130 AP ]
This ability can only be activiated if Kirisa's remaining HP are at 1/2 or less.
In this condition, Kirisa's WIL is doubled. At the same time, however, reaction abilities will no longer trigger, and triggering Magic Shield completely depletes her remaining MP instead of only using one. If she is knocked out in this condition, she will take significantly longer to recover than usual.

[*]Mana Battery [ 130 AP ]
At any time, Kirisa can enter a state of trance. In this state, her physical capabilities are reduced, but she gains the ability to absorb the magical power of others' spells to restore her own mana. Her Finesse, Agility and Perception are reduced by 1 and reaction abilities (as well as Magic Shield) will no longer trigger, but any spell targeting Kirisa will restore one spell point in addition to any of its other effects (even if it knocks her out or completely misses).[/list]

Passive Abilities[list][*]Magic Shield [ 100 AP ]
If Kirisa gets hit by an attack that would normally knock her out, she instead uses 1 MP to withstand the attack with 1 HP remaining. This ability will not work if she doesn't have any MP left or already is at 1 HP beforehand. Passive damage from status ailments will not be blocked either.
[*]Pragmatism [ 120 AP ]
Kirisa is quick to grasp the basics of a spell, and tends to find ways to improve them that don't occur to others.
When learning a new spell, she gets a +6 bonus on the Luck check determining its effectiveness.

[*]Endurance [ Chapter 2 reward ]
After all she has endured up to this point, Kirisa has developed the ability to withstand even wounds that other people of her build would never be able to survive. Kirisa's max. HP are increased by 4.
[*]Cute [ 0 AP ]
NPCs - enemy or not - have a tendency to react not as hostilely to Kirisa as they might to other people. Their intentions behind this, however, vary...[/list]

Attributes:
-3 Mettle
±0 Finesse
+4 Agility
-1 Fortitude
+7 Intellect
+6 Willpower
±0 Perception
-4 Luck

Misc.:
AP: 0

Appearance:
- Middle-length purple hair with a red barrette
- Heterochromia; red left eye, purple right eye
- Not very tall
- A little pale
- Light blue dress, goes down roughly to the knees
- Wears a glowing crimson bracelet at the right hand
- White socks
- Light blue shoes
- Appears to be fairly young (around 13 or 14 maybe), but acts more maturely than her appearance would suggest

Picture by AoD, with Jack's hat:
Image
The battle is short and brutal. The combined power of the group takes down the first rider, but the second one retaliates fiercely. So many injuries... At the pace this fight is going, there's just no time to heal all of these wounds. Not with Kirisa's current abilities.
So, what else can she do but try and help defeat it before it manages to actually kill someone?

Putting as much of her power into her next spell as possible, the little witch conjures a Cyclone and sends it at the rider.

Sign of the Witch + Cyclone @ Headhunter B.
If the Cyclone would hit our allies as well for some reason, I'll heal Rika with a regular White Wind instead.
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Re: Deliverance PnP - Game Thread

Post by Cimeries »

  • Image | Carlos (AoD) ___| 15/15 | Lv 05 | [Cover] |
  • Image | Kirisa (Shade) _..| 19/19 | Lv 05 | [Cover] | [3 Mirror Images - Thorned - 1d6]
  • Image | Oswin | Injured |
  • Image | Bruce| Healthy | Cover | Crippled Arm
  • Image | Rika | Injured |
  • Image | Davis | Healthy |
  • Image | Cassandra | Injured | Cover


Kirisa - Casts Witch's Cyclone @ Headhunter B
Kirisa: 03 + 07 + 06 = 16.
Headhunter A: 10 + 00 - 04 = 06.
Hit! 16*1.5= 24 Damage!

===============================

Not wasting any time, you conjure your cyclone spell and send it after the Headhunter. Caught in the middle of a turn, and with the snare still clutched to its leg, slowing him down, it has no chance of dodging the spell.

===============================

Carlos - Invokes Face Fault @ Headhunter B
Special condition: Headhunter A's Warhorse ability reduces damage by 8.
Headhunter A receives 12 damage.
Headhunter A is slain.

===============================

You grab the Headhunter by the neck and slam it down into the ground another time, and Its face slams into the dirt with force. Upon impact it immediately breaks away and dissipates into a stream of black vapor, like the previous one had, leaving no trace...

Battle Resolved
15 exp - Victory
07 exp - Oswin: Ability - Leadership (+50% base xp for all other party members)
Total: 22 exp

Kirisa - Bonus exp:
+02 exp - Healing Allies
+01 exp - Tactics
Carlos - Bonus exp:
+02 exp - Tactics

Cassandra and Davis approach to gather and retrieve their equipment (the darts and the snare, respectively). Rika downs a healing flask to take the edge off of her newly acquired wound.
"Alright, we had best move on now." Bruce says.
"Just like that? You said they'll return - we can set up a proper ambush now, banishment circle and all." Oswin says.
"Like I said, we don't know how long this will take them. Could be hours, could be months, years even. We had best move on and hope that these things don't hold a grudge."
"So they can just catch us off guard again at any time? That doesn't seem like an issue we can just leave un-addressed." Rika interjects.
"We'll think of something."
"If those things leave the forest looking for us, they'll find the camp... And if we set up a watchtower here in the forest, it's only a matter of time until the "Headhunters", or something else, finds it... who knows what else is in these forests."
"Sounds like we should advise Sterling to just scrap the whole watchtower idea altogether and fortify the beach instead. These things will have a harder time attacking us on sand."
"We should still get to that stone shelf to get a better view of the area."
"And there's still that sigil nearby, don't forget."

Image
:wink:
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Re: Deliverance PnP - Game Thread

Post by Shade »

Kirisa, Lv 5.67 [Cover]
HP: 19/19
MP: ■■■■■■■
1-4 Dmg | -3 Hit | 10 AC
- [10/10] Throwing Knives [1d4 dmg]
- Jack's Hat [Bonus EXP for pacifist conduct in battle]
- Apprentice Robe [1 AC]
- Padded Cloak [1 AC]
Spoiler:
Inventory
[list][*][5/5] Healing Flasks [ Restores 5 HP ]
[*]Ring of Spell Storing [ White Wind ]
[*]Alain's Dagger [ 1d5 dmg | +1 Hit ]
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]30 Corsairs
-----------------
[*][Q] Stained Dress[/list]

Spellbook
[list][*]Cyclone
[Current: 2d4+9 dmg, +13 Hit]
Conjured Blades of solidified air spin and strike the entire front row of enemies with 2d4 + WILL x 1.5 wind based damage. Each blade's To-hit is WILL + INT.
[*]White Wind
[Current: 60%]
A restorative breeze recovers 30 + WILL x 5 % of the target's maximum HP.
[*]Alacrity
A bolstering gust of wind increases the Agility of a single creature by 3, or that of every single party member by 1.
[*]Thorned Mirror Image
[Current: 3 images]
Creates a mirror image of the caster. The mirror image cannot act (but will appear to) and is otherwise indistinguishable from the original to your foes. The mirror image will vanish upon taking damage. Every 3 points of INT create an additional mirror image.
The mirror images created by this spell will explode in a volley of thorns when destroyed, dealing 1d6 damage to their destroyer. If the mirror images are dismissed by the caster himself, however, he will take 1d3 damage for each.
[*]Focused Thunderwall
[Current: 2d2+7 dmg, 8 turns]
Creates a stationary barrier of contained lightning that stays active for INT+1 turns. Anything passing through it will take 2d2 + WILL + 1 lightning damage.
Casting this spell requires both a major and a minor action.
[*]Crushing Cold Snap
[Current: 9+12 dmg | DC 17]
Flash freezes a single target with a sudden blast of arctic air, inflicting WILLx1.5 cold damage, and an additional [12 - (target's FORT)] blunt damage, to the target, and half of that to anyone standing adjacently to them. Due to the sudden nature of the spell, it cannot be dodged. Those hit by the spell must make a FORT check vs 10+INT or also become chilled for two turns.
[*] ---[/list]

Runes [ Chapter 0 reward ]
[list][*]Convoluted Circle of Empowering
Cost: 1 Spellpoint, Creation Time: 3 Turns.
When channeled with energy by another mage, all spells cast by the mage inside the circle will have their powers multiplied by those of the channeler. The empowerment occurs exponentially for every additional channeler, and uses spellpoints from the channelers instead of the caster. An additional cost, randomly determined, will also be taken from each channeler for every spell cast.[/list]

Active Abilities[list][*]Magic Eye [ 1 / 2 ] [ 100 AP ]
If she just stares at an individual hard enough, Kirisa actually sees more than first meets the eye. At the cost of her minor action, all combat-relevant stats of the target are revealed.
[list][*]Mark for Death [ Chapter 2a reward ]
This is an upgrade to your Magic Eye ability. Targets you have "scanned" will take 1 more point of damage from any source, and have their FORT and WILL checks penalized by 5. The effect lasts until the end of combat. You may choose when the effect is applied and when it isn't.
[list][*]Malice [ Chapter 4 reward ]
Your encounter with the Serpent has given you a deeper understanding of true Malice.
This is an upgrade to your Marked For Death ability. Targets marked for death will receive 10% more damage from your own attacks and spells.
[/list]
[*]Daunt [ Chapter 3 reward ]
This is an upgrade to your Magic Eye ability. When activating Magic Eye, you may also cause a strong sensation of fear and horrifying visions in your target, disorienting them. This cannot be used in conjunction with Mark for Death.[/list]
[*]Sign of The Witch [ 0 / 1 ] [ 140 AP ]
This is a minor action. Using a secret (and pretty draining) technique, Kirisa drastically increases the power of her next spell, causing all of its effects to be increased by 50% (rounded up).
[*]Indomitable Soul [ 1 / 1 ] [ Chapter 1 reward ]
When dealing with circle magic, you may consume 1 use of this ability to negate 1 spellpoint cost, and a single instance of the chaotic circle effects.
[*][R] Magic Imitation [ 2 / 2 ] [ 180 AP ]
Whenever an unfamiliar spell (or a different version of a familiar) is cast, there is a 25% chance Kirisa may be able to learn that spell as well (always optional - I have to make my decision in my next post after the check is passed.); however, there is a random chance that she may not learn the exact same spell, but a slightly different version instead (based on what she sees and how well she manages to copy it). The chance of success is increased to 50% if Kirisa has used her Magic Eye ability on the user of the spell beforehand (but she might still not learn the same spell). This ability can also be used to "upgrade" spells she already knows, if she manages to see someone use an improved version of such a spell (and the differences are not just due to the user having a higher Int/Will than her). The chances of success are the same.
In any case, if the check is passed, I will be shown the spell Kirisa would learn before I choose whether I want her to learn it or not.
Paying this much attention to others' spells in combat requires a lot of concentration; after two attempts (successful or not), her concentration dwindles enough that she can still fight normally, but no longer pay attention to others' spells well enough to copy them.
[/list]

Sustained Abilities[list][*]Boundary of Life and Death [ 130 AP ]
This ability can only be activiated if Kirisa's remaining HP are at 1/2 or less.
In this condition, Kirisa's WIL is doubled. At the same time, however, reaction abilities will no longer trigger, and triggering Magic Shield completely depletes her remaining MP instead of only using one. If she is knocked out in this condition, she will take significantly longer to recover than usual.

[*]Mana Battery [ 130 AP ]
At any time, Kirisa can enter a state of trance. In this state, her physical capabilities are reduced, but she gains the ability to absorb the magical power of others' spells to restore her own mana. Her Finesse, Agility and Perception are reduced by 1 and reaction abilities (as well as Magic Shield) will no longer trigger, but any spell targeting Kirisa will restore one spell point in addition to any of its other effects (even if it knocks her out or completely misses).[/list]

Passive Abilities[list][*]Magic Shield [ 100 AP ]
If Kirisa gets hit by an attack that would normally knock her out, she instead uses 1 MP to withstand the attack with 1 HP remaining. This ability will not work if she doesn't have any MP left or already is at 1 HP beforehand. Passive damage from status ailments will not be blocked either.
[*]Pragmatism [ 120 AP ]
Kirisa is quick to grasp the basics of a spell, and tends to find ways to improve them that don't occur to others.
When learning a new spell, she gets a +6 bonus on the Luck check determining its effectiveness.

[*]Endurance [ Chapter 2 reward ]
After all she has endured up to this point, Kirisa has developed the ability to withstand even wounds that other people of her build would never be able to survive. Kirisa's max. HP are increased by 4.
[*]Cute [ 0 AP ]
NPCs - enemy or not - have a tendency to react not as hostilely to Kirisa as they might to other people. Their intentions behind this, however, vary...[/list]

Attributes:
-3 Mettle
±0 Finesse
+4 Agility
-1 Fortitude
+7 Intellect
+6 Willpower
±0 Perception
-4 Luck

Misc.:
AP: 0

Appearance:
- Middle-length purple hair with a red barrette
- Heterochromia; red left eye, purple right eye
- Not very tall
- A little pale
- Light blue dress, goes down roughly to the knees
- Wears a glowing crimson bracelet at the right hand
- White socks
- Light blue shoes
- Appears to be fairly young (around 13 or 14 maybe), but acts more maturely than her appearance would suggest

Picture by AoD, with Jack's hat:
Image
As the last demon disintegrates for the time being, a big sigh of relief escapes the little witch. These things were incredibly dangerous; had the fight gone on any longer than this, there might have been deaths. That feeling when an enemy vastly outclasses someone who in turn outclasses you isn't very pleasant...
"That was a bit too close for comfort...
Carlos, would you lend me hand and help me take care of their injuries?"


While treating Rika with her White Wind, Kirisa thinks about what the others have said.
"In my opinion, we should get a view of the area as planned, and then turn back for the time being. As you yourself have said, Bruce, we don't know how long it'll take these things to regenerate their bodies. In the event that it takes only a few hours, we might run into them again on our way back, or they might attack the camp without anyone there being prepared. I don't think we should allow that to happen."
The little witch stares at her surroundings somewhat absentmindedly.
"Add to this that there's no telling if getting that sigil is as simple as walking in, grabbing it and heading back out, and we've already expended part of our power in this battle. I don't really feel like running out of magical power in a life-or-death situation ever again.
So, after getting a clear overview of the area, I vote that we head back to the camp, tell everyone there to strengthen their defenses and rest up before trying again."
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Re: Deliverance PnP - Game Thread

Post by Agent of Dread »

Carlos, Level 5 [33]
Telekinetic
  • HP: 15/15
    AP: 160

    [Face Fault: 0/2] [Spells: 3/6]
    4-9 Dmg | +11 Hit | +7 AC

    Weapon: Magical Forces [1-6 Dmg]
    Armour: Leather coat [2 AC]
Spoiler: Inventory and Stuff
Items: 2/10 -- Corsairs: 100
-Healing Flasks [5/5][Restores 5 HP]
-Mana Crystal [3/3][Restores 1 Spellpoint]
-
-
-
-
-
-
-
-

Abilities
Telekinesis: Carlos can use Magical Forces [1-6] in place of physical weapons. When wielding Magical Forces, his Intelligence replaces his Mettle for purposes of damage and attack bonuses. [320 AP]
_________
Sense Motive: When conversing with NPCs, you will automatically make perception checks against them. Successful results yield additional information through body language, inflection, manner of speech, etc. [Chapter end gain]
_________
Overwhelming Conviction: Carlos has discovered that he can use his telekinetic powers directly on other people's minds. Once per person he may attempt a WILL check against them to make them see his side of things. [Chapter end gain]
_________
Inner Gale: While in battle, Carlos creates a general outwards force around himself, giving him +5 AC against melee attacks. [230 AP]
_________
Face Fault [2 uses]: Carlos closes a force around the target's head and draws it straight down to the ground, inflicting WILx2 + INT damage and leaving the enemy unable to act for the next turn as they get up again. The latter effect does not apply to magical floating enemies and the like. [100 AP]
_________


Spells [6/6 total] [6 per battle]

Shock Bolt: Deals WILLx1.5 lightning damage to a single target, and has an [INTx2]% chance to stun them for a turn. Targets soaked in water or clad in metal will take additional damage and are even more likely to be dazed.

Mirror Image: Creates a mirror image of the caster. The mirror image cannot act (but will appear to) and is otherwise indistinguishable from the original to your foes. The mirror image will vanish upon taking damage. Every 3 points of INT create an additional mirror image.

Empowered Thunderwall: Creates a stationary barrier of contained lightning that stays active for INT turns. Anything passing through it will take 2d2 + WILL +2 lightning damage.

Jagged Lightning Bolt: Summons a direct strike of lightning at a single target, dealing 25 + WILLx2 lightning damage. This spell has an innate +2 bonus to hit, and will cause its victim to be stunned for INT/3 turns, unless they pass a FORT check of 7+INT. This spell can only be cast outside, and requires both a major and a minor action.

Hindering White Wind: A restorative breeze recovers 30 + WILL x 5 % of the target's maximum HP, and lowers their Hit bonus with all attacks and spells by 3 for a turn.

Regulating Cyclone: Conjured blades of solidified air spin and strike the entire front row of enemies with 2d4 + WILL x 1.5 wind based damage. Each blade's To-hit is WILL + INT.You may directly control one of the projectiles conjured by this spell, increasing its damage by 2 and actively guiding its trajectory, guaranteeing a successful hit as long as you can see your target.

Stats
-5 Mettle
+5 Finesse
-3 Agility
-4 Fortitude
+6 Intellect
+7 Willpower
+6 Perception
-3 Luck

Backstory/Personality
Carlos' birth and origin is a complete mystery. One day, while searching a small forest for wild fruit, a woman came across a baby with dull red eyes. Upon bringing it back to her town, every birth register in every town on the island continent was checked, but no-one had given birth recently enough to have been this child's mother. Having had no success creating children with her husband in the past, the woman took the baby as her own. Carlos was raised to be polite, modest enough to not come off as obnoxious but confident enough to desire making an effort. However, when he was discovered to also possess a knack for telekinesis, some people added this to the abnormal colour of his eyes and began to call him a demon, trying not to have anything to do with him. This taught Carlos not to speak and act unnecessarily where the judgemental eyes of others roam, so he generally only says what needs to be said. After having had to set out on his own because his parents could not afford living for all three of them and nobody wanting Carlos as a worker because a 'demon' could be bad for business, Carlos travelled, got money and food wherever he could earn it, and created a liveable, if not comfortable, existence for himself. He longs for something more, though. He longs to be accepted, to have true fun, and have a reason to smile. Recent events may not be so accommodating, though...

Picture
Image
Carlos treats Oswin's wounds with his rendition of the White Wind spell as the discussion continues.
"I'm not completely familiar with circle magic, but would it not be possible to set up a banishing circle of a much larger size around any area we choose to fortify?
At any rate, I agree with Kirisa now. Since we know where to expect this Sigil to be, we can prepare ourselves better for any mishaps that may occur retrieving it."
Last edited by Agent of Dread on Sun Nov 18, 2012 12:00 pm, edited 2 times in total.
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Re: Deliverance PnP - Game Thread

Post by Shade »

Kirisa, Lv 5.67 [Cover]
HP: 19/19
MP: ■■■■■■■
1-4 Dmg | -3 Hit | 10 AC
- [10/10] Throwing Knives [1d4 dmg]
- Jack's Hat [Bonus EXP for pacifist conduct in battle]
- Apprentice Robe [1 AC]
- Padded Cloak [1 AC]
Spoiler:
Inventory
[list][*][5/5] Healing Flasks [ Restores 5 HP ]
[*]Ring of Spell Storing [ White Wind ]
[*]Alain's Dagger [ 1d5 dmg | +1 Hit ]
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]30 Corsairs
-----------------
[*][Q] Stained Dress[/list]

Spellbook
[list][*]Cyclone
[Current: 2d4+9 dmg, +13 Hit]
Conjured Blades of solidified air spin and strike the entire front row of enemies with 2d4 + WILL x 1.5 wind based damage. Each blade's To-hit is WILL + INT.
[*]White Wind
[Current: 60%]
A restorative breeze recovers 30 + WILL x 5 % of the target's maximum HP.
[*]Alacrity
A bolstering gust of wind increases the Agility of a single creature by 3, or that of every single party member by 1.
[*]Thorned Mirror Image
[Current: 3 images]
Creates a mirror image of the caster. The mirror image cannot act (but will appear to) and is otherwise indistinguishable from the original to your foes. The mirror image will vanish upon taking damage. Every 3 points of INT create an additional mirror image.
The mirror images created by this spell will explode in a volley of thorns when destroyed, dealing 1d6 damage to their destroyer. If the mirror images are dismissed by the caster himself, however, he will take 1d3 damage for each.
[*]Focused Thunderwall
[Current: 2d2+7 dmg, 8 turns]
Creates a stationary barrier of contained lightning that stays active for INT+1 turns. Anything passing through it will take 2d2 + WILL + 1 lightning damage.
Casting this spell requires both a major and a minor action.
[*]Crushing Cold Snap
[Current: 9+12 dmg | DC 17]
Flash freezes a single target with a sudden blast of arctic air, inflicting WILLx1.5 cold damage, and an additional [12 - (target's FORT)] blunt damage, to the target, and half of that to anyone standing adjacently to them. Due to the sudden nature of the spell, it cannot be dodged. Those hit by the spell must make a FORT check vs 10+INT or also become chilled for two turns.
[*] ---[/list]

Runes [ Chapter 0 reward ]
[list][*]Convoluted Circle of Empowering
Cost: 1 Spellpoint, Creation Time: 3 Turns.
When channeled with energy by another mage, all spells cast by the mage inside the circle will have their powers multiplied by those of the channeler. The empowerment occurs exponentially for every additional channeler, and uses spellpoints from the channelers instead of the caster. An additional cost, randomly determined, will also be taken from each channeler for every spell cast.[/list]

Active Abilities[list][*]Magic Eye [ 1 / 2 ] [ 100 AP ]
If she just stares at an individual hard enough, Kirisa actually sees more than first meets the eye. At the cost of her minor action, all combat-relevant stats of the target are revealed.
[list][*]Mark for Death [ Chapter 2a reward ]
This is an upgrade to your Magic Eye ability. Targets you have "scanned" will take 1 more point of damage from any source, and have their FORT and WILL checks penalized by 5. The effect lasts until the end of combat. You may choose when the effect is applied and when it isn't.
[list][*]Malice [ Chapter 4 reward ]
Your encounter with the Serpent has given you a deeper understanding of true Malice.
This is an upgrade to your Marked For Death ability. Targets marked for death will receive 10% more damage from your own attacks and spells.
[/list]
[*]Daunt [ Chapter 3 reward ]
This is an upgrade to your Magic Eye ability. When activating Magic Eye, you may also cause a strong sensation of fear and horrifying visions in your target, disorienting them. This cannot be used in conjunction with Mark for Death.[/list]
[*]Sign of The Witch [ 0 / 1 ] [ 140 AP ]
This is a minor action. Using a secret (and pretty draining) technique, Kirisa drastically increases the power of her next spell, causing all of its effects to be increased by 50% (rounded up).
[*]Indomitable Soul [ 1 / 1 ] [ Chapter 1 reward ]
When dealing with circle magic, you may consume 1 use of this ability to negate 1 spellpoint cost, and a single instance of the chaotic circle effects.
[*][R] Magic Imitation [ 2 / 2 ] [ 180 AP ]
Whenever an unfamiliar spell (or a different version of a familiar) is cast, there is a 25% chance Kirisa may be able to learn that spell as well (always optional - I have to make my decision in my next post after the check is passed.); however, there is a random chance that she may not learn the exact same spell, but a slightly different version instead (based on what she sees and how well she manages to copy it). The chance of success is increased to 50% if Kirisa has used her Magic Eye ability on the user of the spell beforehand (but she might still not learn the same spell). This ability can also be used to "upgrade" spells she already knows, if she manages to see someone use an improved version of such a spell (and the differences are not just due to the user having a higher Int/Will than her). The chances of success are the same.
In any case, if the check is passed, I will be shown the spell Kirisa would learn before I choose whether I want her to learn it or not.
Paying this much attention to others' spells in combat requires a lot of concentration; after two attempts (successful or not), her concentration dwindles enough that she can still fight normally, but no longer pay attention to others' spells well enough to copy them.
[/list]

Sustained Abilities[list][*]Boundary of Life and Death [ 130 AP ]
This ability can only be activiated if Kirisa's remaining HP are at 1/2 or less.
In this condition, Kirisa's WIL is doubled. At the same time, however, reaction abilities will no longer trigger, and triggering Magic Shield completely depletes her remaining MP instead of only using one. If she is knocked out in this condition, she will take significantly longer to recover than usual.

[*]Mana Battery [ 130 AP ]
At any time, Kirisa can enter a state of trance. In this state, her physical capabilities are reduced, but she gains the ability to absorb the magical power of others' spells to restore her own mana. Her Finesse, Agility and Perception are reduced by 1 and reaction abilities (as well as Magic Shield) will no longer trigger, but any spell targeting Kirisa will restore one spell point in addition to any of its other effects (even if it knocks her out or completely misses).[/list]

Passive Abilities[list][*]Magic Shield [ 100 AP ]
If Kirisa gets hit by an attack that would normally knock her out, she instead uses 1 MP to withstand the attack with 1 HP remaining. This ability will not work if she doesn't have any MP left or already is at 1 HP beforehand. Passive damage from status ailments will not be blocked either.
[*]Pragmatism [ 120 AP ]
Kirisa is quick to grasp the basics of a spell, and tends to find ways to improve them that don't occur to others.
When learning a new spell, she gets a +6 bonus on the Luck check determining its effectiveness.

[*]Endurance [ Chapter 2 reward ]
After all she has endured up to this point, Kirisa has developed the ability to withstand even wounds that other people of her build would never be able to survive. Kirisa's max. HP are increased by 4.
[*]Cute [ 0 AP ]
NPCs - enemy or not - have a tendency to react not as hostilely to Kirisa as they might to other people. Their intentions behind this, however, vary...[/list]

Attributes:
-3 Mettle
±0 Finesse
+4 Agility
-1 Fortitude
+7 Intellect
+6 Willpower
±0 Perception
-4 Luck

Misc.:
AP: 0

Appearance:
- Middle-length purple hair with a red barrette
- Heterochromia; red left eye, purple right eye
- Not very tall
- A little pale
- Light blue dress, goes down roughly to the knees
- Wears a glowing crimson bracelet at the right hand
- White socks
- Light blue shoes
- Appears to be fairly young (around 13 or 14 maybe), but acts more maturely than her appearance would suggest

Picture by AoD, with Jack's hat:
Image
"A banishment circle of that size? That doesn't seem very likely."
Kirisa half-heartedly points at her red eye.
"Besides, remember what Bruce told you and Gideon back in Fellspire? Even if it was possible, it'd probably kill me, too, unless I happened to not be around at the time."
Last edited by Shade on Sun Nov 18, 2012 11:56 am, edited 2 times in total.
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Re: Deliverance PnP - Game Thread

Post by Agent of Dread »

Carlos, Level 5 [33]
Telekinetic
  • HP: 15/15
    AP: 160

    [Face Fault: 0/2] [Spells: 3/6]
    4-9 Dmg | +11 Hit | +7 AC

    Weapon: Magical Forces [1-6 Dmg]
    Armour: Leather coat [2 AC]
Spoiler: Inventory and Stuff
Items: 2/10 -- Corsairs: 100
-Healing Flasks [5/5][Restores 5 HP]
-Mana Crystal [3/3][Restores 1 Spellpoint]
-
-
-
-
-
-
-
-

Abilities
Telekinesis: Carlos can use Magical Forces [1-6] in place of physical weapons. When wielding Magical Forces, his Intelligence replaces his Mettle for purposes of damage and attack bonuses. [320 AP]
_________
Sense Motive: When conversing with NPCs, you will automatically make perception checks against them. Successful results yield additional information through body language, inflection, manner of speech, etc. [Chapter end gain]
_________
Overwhelming Conviction: Carlos has discovered that he can use his telekinetic powers directly on other people's minds. Once per person he may attempt a WILL check against them to make them see his side of things. [Chapter end gain]
_________
Inner Gale: While in battle, Carlos creates a general outwards force around himself, giving him +5 AC against melee attacks. [230 AP]
_________
Face Fault [2 uses]: Carlos closes a force around the target's head and draws it straight down to the ground, inflicting WILx2 + INT damage and leaving the enemy unable to act for the next turn as they get up again. The latter effect does not apply to magical floating enemies and the like. [100 AP]
_________


Spells [6/6 total] [6 per battle]

Shock Bolt: Deals WILLx1.5 lightning damage to a single target, and has an [INTx2]% chance to stun them for a turn. Targets soaked in water or clad in metal will take additional damage and are even more likely to be dazed.

Mirror Image: Creates a mirror image of the caster. The mirror image cannot act (but will appear to) and is otherwise indistinguishable from the original to your foes. The mirror image will vanish upon taking damage. Every 3 points of INT create an additional mirror image.

Empowered Thunderwall: Creates a stationary barrier of contained lightning that stays active for INT turns. Anything passing through it will take 2d2 + WILL +2 lightning damage.

Jagged Lightning Bolt: Summons a direct strike of lightning at a single target, dealing 25 + WILLx2 lightning damage. This spell has an innate +2 bonus to hit, and will cause its victim to be stunned for INT/3 turns, unless they pass a FORT check of 7+INT. This spell can only be cast outside, and requires both a major and a minor action.

Hindering White Wind: A restorative breeze recovers 30 + WILL x 5 % of the target's maximum HP, and lowers their Hit bonus with all attacks and spells by 3 for a turn.

Regulating Cyclone: Conjured blades of solidified air spin and strike the entire front row of enemies with 2d4 + WILL x 1.5 wind based damage. Each blade's To-hit is WILL + INT.You may directly control one of the projectiles conjured by this spell, increasing its damage by 2 and actively guiding its trajectory, guaranteeing a successful hit as long as you can see your target.

Stats
-5 Mettle
+5 Finesse
-3 Agility
-4 Fortitude
+6 Intellect
+7 Willpower
+6 Perception
-3 Luck

Backstory/Personality
Carlos' birth and origin is a complete mystery. One day, while searching a small forest for wild fruit, a woman came across a baby with dull red eyes. Upon bringing it back to her town, every birth register in every town on the island continent was checked, but no-one had given birth recently enough to have been this child's mother. Having had no success creating children with her husband in the past, the woman took the baby as her own. Carlos was raised to be polite, modest enough to not come off as obnoxious but confident enough to desire making an effort. However, when he was discovered to also possess a knack for telekinesis, some people added this to the abnormal colour of his eyes and began to call him a demon, trying not to have anything to do with him. This taught Carlos not to speak and act unnecessarily where the judgemental eyes of others roam, so he generally only says what needs to be said. After having had to set out on his own because his parents could not afford living for all three of them and nobody wanting Carlos as a worker because a 'demon' could be bad for business, Carlos travelled, got money and food wherever he could earn it, and created a liveable, if not comfortable, existence for himself. He longs for something more, though. He longs to be accepted, to have true fun, and have a reason to smile. Recent events may not be so accommodating, though...

Picture
Image
Carlos flinches, reminded of a situation that started with such a mistake but ended much worse. These memories have only come to him since he's been out here... and they're relentless as well. He should think more about this later.
"I-I completely forgot about that -- ...sorry for bringing it up."
- Linktree: linktr.ee/trilbs -
Cimeries
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Re: Deliverance PnP - Game Thread

Post by Cimeries »

  • Image | Carlos (AoD) ___| 15/15 | Lv 05 | [Cover] |
  • Image | Kirisa (Shade) _..| 19/19 | Lv 05 | [Cover] |
  • Image | Oswin | Barely Injured |
  • Image | Bruce| Healthy | Cover | Crippled Arm
  • Image | Rika | Healthy |
  • Image | Davis | Healthy |
  • Image | Cassandra | Barely Injured | Cover
Kirisa: +03 exp - Healing Allies
Carlos: +03 exp - Healing Allies

"Aside from Kirisa's issue, If we made one massive circle, we would have to retrace it after each use, hardly a viable solution. It would be safer, and probably more successful to leave a lot of inactive circles in key locations, but we'll need to have a mage in the vicinity, ready to activate them, that means stationing a mage in every watch tower and surrounding it in inactive circles... which is too much trouble for nothing."
"So in the end, holding the coast itself would be far more practical, and less resource-intensive." Oswin concludes.
"So what's the plan, we go find that vantage point and then come back to Sterling with a report, without firing a flare?" Rika asks.
"That seems like the best course of action given what we now know."

You follow Davis towards the stone shelf that he had spotted earlier. Thankfully, you do not run into anything else on the way there, aside from a cluster of very large, black, red-eyed, beetle-like insects that seem content in ignoring your presence in their habitat.

Your group now stands at the base of the stone shelf.
"No reason for us all to climb up there this time, right?"
"Right. Just get up there, chart whatever you can see and come back down, we'll wait here."

Davis makes his way to the top of the stone shelf with relative ease, compared to the previous two instances in which you have climbed. Now standing tall above the trees, with a vantage point in which to glimpse over the forest, Davis sketches a crude map of the nearby area.
"I'm seeing something, to the north, slightly to the east. You're not going to believe it!" He says loudly back to you from above.
"What is it? More ruins?"
"A village!"
Image
:wink:
User avatar
Shade
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Re: Deliverance PnP - Game Thread

Post by Shade »

Kirisa, Lv 5.70 [Cover]
HP: 19/19
MP: ■■■■■■■
1-4 Dmg | -3 Hit | 10 AC
- [10/10] Throwing Knives [1d4 dmg]
- Jack's Hat [Bonus EXP for pacifist conduct in battle]
- Apprentice Robe [1 AC]
- Padded Cloak [1 AC]
Spoiler:
Inventory
[list][*][5/5] Healing Flasks [ Restores 5 HP ]
[*]Ring of Spell Storing [ White Wind ]
[*]Alain's Dagger [ 1d5 dmg | +1 Hit ]
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]30 Corsairs
-----------------
[*][Q] Stained Dress[/list]

Spellbook
[list][*]Cyclone
[Current: 2d4+9 dmg, +13 Hit]
Conjured Blades of solidified air spin and strike the entire front row of enemies with 2d4 + WILL x 1.5 wind based damage. Each blade's To-hit is WILL + INT.
[*]White Wind
[Current: 60%]
A restorative breeze recovers 30 + WILL x 5 % of the target's maximum HP.
[*]Alacrity
A bolstering gust of wind increases the Agility of a single creature by 3, or that of every single party member by 1.
[*]Thorned Mirror Image
[Current: 3 images]
Creates a mirror image of the caster. The mirror image cannot act (but will appear to) and is otherwise indistinguishable from the original to your foes. The mirror image will vanish upon taking damage. Every 3 points of INT create an additional mirror image.
The mirror images created by this spell will explode in a volley of thorns when destroyed, dealing 1d6 damage to their destroyer. If the mirror images are dismissed by the caster himself, however, he will take 1d3 damage for each.
[*]Focused Thunderwall
[Current: 2d2+7 dmg, 8 turns]
Creates a stationary barrier of contained lightning that stays active for INT+1 turns. Anything passing through it will take 2d2 + WILL + 1 lightning damage.
Casting this spell requires both a major and a minor action.
[*]Crushing Cold Snap
[Current: 9+12 dmg | DC 17]
Flash freezes a single target with a sudden blast of arctic air, inflicting WILLx1.5 cold damage, and an additional [12 - (target's FORT)] blunt damage, to the target, and half of that to anyone standing adjacently to them. Due to the sudden nature of the spell, it cannot be dodged. Those hit by the spell must make a FORT check vs 10+INT or also become chilled for two turns.
[*] ---[/list]

Runes [ Chapter 0 reward ]
[list][*]Convoluted Circle of Empowering
Cost: 1 Spellpoint, Creation Time: 3 Turns.
When channeled with energy by another mage, all spells cast by the mage inside the circle will have their powers multiplied by those of the channeler. The empowerment occurs exponentially for every additional channeler, and uses spellpoints from the channelers instead of the caster. An additional cost, randomly determined, will also be taken from each channeler for every spell cast.[/list]

Active Abilities[list][*]Magic Eye [ 1 / 2 ] [ 100 AP ]
If she just stares at an individual hard enough, Kirisa actually sees more than first meets the eye. At the cost of her minor action, all combat-relevant stats of the target are revealed.
[list][*]Mark for Death [ Chapter 2a reward ]
This is an upgrade to your Magic Eye ability. Targets you have "scanned" will take 1 more point of damage from any source, and have their FORT and WILL checks penalized by 5. The effect lasts until the end of combat. You may choose when the effect is applied and when it isn't.
[list][*]Malice [ Chapter 4 reward ]
Your encounter with the Serpent has given you a deeper understanding of true Malice.
This is an upgrade to your Marked For Death ability. Targets marked for death will receive 10% more damage from your own attacks and spells.
[/list]
[*]Daunt [ Chapter 3 reward ]
This is an upgrade to your Magic Eye ability. When activating Magic Eye, you may also cause a strong sensation of fear and horrifying visions in your target, disorienting them. This cannot be used in conjunction with Mark for Death.[/list]
[*]Sign of The Witch [ 0 / 1 ] [ 140 AP ]
This is a minor action. Using a secret (and pretty draining) technique, Kirisa drastically increases the power of her next spell, causing all of its effects to be increased by 50% (rounded up).
[*]Indomitable Soul [ 1 / 1 ] [ Chapter 1 reward ]
When dealing with circle magic, you may consume 1 use of this ability to negate 1 spellpoint cost, and a single instance of the chaotic circle effects.
[*][R] Magic Imitation [ 2 / 2 ] [ 180 AP ]
Whenever an unfamiliar spell (or a different version of a familiar) is cast, there is a 25% chance Kirisa may be able to learn that spell as well (always optional - I have to make my decision in my next post after the check is passed.); however, there is a random chance that she may not learn the exact same spell, but a slightly different version instead (based on what she sees and how well she manages to copy it). The chance of success is increased to 50% if Kirisa has used her Magic Eye ability on the user of the spell beforehand (but she might still not learn the same spell). This ability can also be used to "upgrade" spells she already knows, if she manages to see someone use an improved version of such a spell (and the differences are not just due to the user having a higher Int/Will than her). The chances of success are the same.
In any case, if the check is passed, I will be shown the spell Kirisa would learn before I choose whether I want her to learn it or not.
Paying this much attention to others' spells in combat requires a lot of concentration; after two attempts (successful or not), her concentration dwindles enough that she can still fight normally, but no longer pay attention to others' spells well enough to copy them.
[/list]

Sustained Abilities[list][*]Boundary of Life and Death [ 130 AP ]
This ability can only be activiated if Kirisa's remaining HP are at 1/2 or less.
In this condition, Kirisa's WIL is doubled. At the same time, however, reaction abilities will no longer trigger, and triggering Magic Shield completely depletes her remaining MP instead of only using one. If she is knocked out in this condition, she will take significantly longer to recover than usual.

[*]Mana Battery [ 130 AP ]
At any time, Kirisa can enter a state of trance. In this state, her physical capabilities are reduced, but she gains the ability to absorb the magical power of others' spells to restore her own mana. Her Finesse, Agility and Perception are reduced by 1 and reaction abilities (as well as Magic Shield) will no longer trigger, but any spell targeting Kirisa will restore one spell point in addition to any of its other effects (even if it knocks her out or completely misses).[/list]

Passive Abilities[list][*]Magic Shield [ 100 AP ]
If Kirisa gets hit by an attack that would normally knock her out, she instead uses 1 MP to withstand the attack with 1 HP remaining. This ability will not work if she doesn't have any MP left or already is at 1 HP beforehand. Passive damage from status ailments will not be blocked either.
[*]Pragmatism [ 120 AP ]
Kirisa is quick to grasp the basics of a spell, and tends to find ways to improve them that don't occur to others.
When learning a new spell, she gets a +6 bonus on the Luck check determining its effectiveness.

[*]Endurance [ Chapter 2 reward ]
After all she has endured up to this point, Kirisa has developed the ability to withstand even wounds that other people of her build would never be able to survive. Kirisa's max. HP are increased by 4.
[*]Cute [ 0 AP ]
NPCs - enemy or not - have a tendency to react not as hostilely to Kirisa as they might to other people. Their intentions behind this, however, vary...[/list]

Attributes:
-3 Mettle
±0 Finesse
+4 Agility
-1 Fortitude
+7 Intellect
+6 Willpower
±0 Perception
-4 Luck

Misc.:
AP: 0

Appearance:
- Middle-length purple hair with a red barrette
- Heterochromia; red left eye, purple right eye
- Not very tall
- A little pale
- Light blue dress, goes down roughly to the knees
- Wears a glowing crimson bracelet at the right hand
- White socks
- Light blue shoes
- Appears to be fairly young (around 13 or 14 maybe), but acts more maturely than her appearance would suggest

Picture by AoD, with Jack's hat:
Image
Kirisa warily eyes the insects as the group passes by them, but luckily, they don't seem to mind their presence.

While drawing a map of the surroundings, Davis suddenly points out that he... ...found a village?
"You mean village ruins, right? I can't imagine there'd be people living here when there are furious demons around."
...or maybe it's a village of demons...
"I have a bad feeling about this... Let's stay away from there for now, okay?"
Last edited by Shade on Sun Nov 25, 2012 6:19 am, edited 1 time in total.
User avatar
Agent of Dread
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Re: Deliverance PnP - Game Thread

Post by Agent of Dread »

Carlos, Level 5 [33]
Telekinetic
  • HP: 15/15
    AP: 160

    [Face Fault: 0/2] [Spells: 3/6]
    4-9 Dmg | +11 Hit | +7 AC

    Weapon: Magical Forces [1-6 Dmg]
    Armour: Leather coat [2 AC]
Spoiler: Inventory and Stuff
Items: 2/10 -- Corsairs: 100
-Healing Flasks [5/5][Restores 5 HP]
-Mana Crystal [3/3][Restores 1 Spellpoint]
-
-
-
-
-
-
-
-

Abilities
Telekinesis: Carlos can use Magical Forces [1-6] in place of physical weapons. When wielding Magical Forces, his Intelligence replaces his Mettle for purposes of damage and attack bonuses. [320 AP]
_________
Sense Motive: When conversing with NPCs, you will automatically make perception checks against them. Successful results yield additional information through body language, inflection, manner of speech, etc. [Chapter end gain]
_________
Overwhelming Conviction: Carlos has discovered that he can use his telekinetic powers directly on other people's minds. Once per person he may attempt a WILL check against them to make them see his side of things. [Chapter end gain]
_________
Inner Gale: While in battle, Carlos creates a general outwards force around himself, giving him +5 AC against melee attacks. [230 AP]
_________
Face Fault [2 uses]: Carlos closes a force around the target's head and draws it straight down to the ground, inflicting WILx2 + INT damage and leaving the enemy unable to act for the next turn as they get up again. The latter effect does not apply to magical floating enemies and the like. [100 AP]
_________


Spells [6/6 total] [6 per battle]

Shock Bolt: Deals WILLx1.5 lightning damage to a single target, and has an [INTx2]% chance to stun them for a turn. Targets soaked in water or clad in metal will take additional damage and are even more likely to be dazed.

Mirror Image: Creates a mirror image of the caster. The mirror image cannot act (but will appear to) and is otherwise indistinguishable from the original to your foes. The mirror image will vanish upon taking damage. Every 3 points of INT create an additional mirror image.

Empowered Thunderwall: Creates a stationary barrier of contained lightning that stays active for INT turns. Anything passing through it will take 2d2 + WILL +2 lightning damage.

Jagged Lightning Bolt: Summons a direct strike of lightning at a single target, dealing 25 + WILLx2 lightning damage. This spell has an innate +2 bonus to hit, and will cause its victim to be stunned for INT/3 turns, unless they pass a FORT check of 7+INT. This spell can only be cast outside, and requires both a major and a minor action.

Hindering White Wind: A restorative breeze recovers 30 + WILL x 5 % of the target's maximum HP, and lowers their Hit bonus with all attacks and spells by 3 for a turn.

Regulating Cyclone: Conjured blades of solidified air spin and strike the entire front row of enemies with 2d4 + WILL x 1.5 wind based damage. Each blade's To-hit is WILL + INT.You may directly control one of the projectiles conjured by this spell, increasing its damage by 2 and actively guiding its trajectory, guaranteeing a successful hit as long as you can see your target.

Stats
-5 Mettle
+5 Finesse
-3 Agility
-4 Fortitude
+6 Intellect
+7 Willpower
+6 Perception
-3 Luck

Backstory/Personality
Carlos' birth and origin is a complete mystery. One day, while searching a small forest for wild fruit, a woman came across a baby with dull red eyes. Upon bringing it back to her town, every birth register in every town on the island continent was checked, but no-one had given birth recently enough to have been this child's mother. Having had no success creating children with her husband in the past, the woman took the baby as her own. Carlos was raised to be polite, modest enough to not come off as obnoxious but confident enough to desire making an effort. However, when he was discovered to also possess a knack for telekinesis, some people added this to the abnormal colour of his eyes and began to call him a demon, trying not to have anything to do with him. This taught Carlos not to speak and act unnecessarily where the judgemental eyes of others roam, so he generally only says what needs to be said. After having had to set out on his own because his parents could not afford living for all three of them and nobody wanting Carlos as a worker because a 'demon' could be bad for business, Carlos travelled, got money and food wherever he could earn it, and created a liveable, if not comfortable, existence for himself. He longs for something more, though. He longs to be accepted, to have true fun, and have a reason to smile. Recent events may not be so accommodating, though...

Picture
Image
Carlos observes silently, watching for anything and everything there is to be learned about this strange land. He makes a note to be on his guard for the beetles, as well; despite the group being able to nonchalantly stride through their territory this time, he wouldn't be surprised if that did not apply to a future encounter.
Hearing of a village caused a more notable reaction in Carlos. The implications of that were many, and few of them good.
"She's right. It'd be too contrived for there to be a surviving band of humans in the middle of a place as malevolent as this."
- Linktree: linktr.ee/trilbs -
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