Deliverance PnP - Game Thread

This is a section where the forums games and forum rpg's reside.

Moderator: Developers

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

Re: Deliverance PnP - Game Thread

Post by Cimeries »

  • Image | Carlos (AoD) ___| 14/14 | Lv 04 | [Front] |
  • Image | Kirisa (Shade) _..| 18/18 | Lv 04 | [Front] |
  • Image | Bruce| Healthy | Crippled Arm
  • Image | Oswin | Healthy |
  • Image | Rika | Injured |
  • Image | Davis | Moderately Injured |
  • Image | Cassandra | Healthy | [Climbing]


"Wake up call, sure..." Bruce mutters quietly as he casts his spell.

===============================
Kirisa - Magic Eye - 1d100
Knock - 39/75. Failed.
===============================

Brilliant white light forms at the surface of his extended palm. You recognize this spell, it is the same one he used to break off the chains that kept you in the Kraken's slave pen.

===============================
Bruce - Casts Dire Knock on Giant Hermit Crab
Fortitude check
Bruce: 10x2 + 13 = 33.
Crab: 15 + 01 = 16.
The Crab takes 23*0.1 = 2 Damage. Shell integrity reduced by 2x3=6%.
The Crab is prepped for a follow-up maneuver.
===============================

The light fires off from his palm as a pulse, and strikes the upper third of the conch, swaying it back and forth a small amount by the sheer force of the impact.
The impact, while seemingly breaking some hefty pieces off the shell, did not seem to phase the creature all that much. Its shell is very tough and will likely withstand far more punishment.
As it sways back, a large portion of its red exoskeleton is exposed, and Kirisa's spell follows immediately...

===============================
Kirisa - Casts Cyclone on Giant Hermit Crab
Special: Shell effectiveness is drastically lowered.

Kirisa: 02 + 06 + 06 = 14
Crab: 02 + 10 = 12
Hit! 13*0.5 = 6 Damage. Shell integrity reduced by 1%.

Kirisa: 04 + 06 + 06 = 14
Crab: 08 + 10 = 18
Miss...
Luck check, DC 10:
Kirisa: 14 - 04 = 10. Success.
Hit! 15*0.1 = 1 Damage. Shell integrity reduced by 1%.

Kirisa: 19 + 06 + 06 = 31
Crab: 20 + 10 = 30
Hit! 16*0.5 = 8 Damage. Shell integrity reduced by 1%.
===============================

Your cyclone blades strike at the partially exposed area, cutting the crabs front legs. Each of the blades only connected partially, though, and much of the impact was still absorbed by the tough conch. One of the blades missed the mark completely, but instead hit a higher area of the shell, still doing some minuscule damage.

The massive creature staggers silently from the barrage, and rises up on its numerous tough, red, exostkeletal legs.
Its pitch black eyes and long, spindly feelers rise into the air as it attempts to discern its surroundings, but it is met with a direct assault from the warriors circling it.

===============================
Giant Hermit Crab - Is no longer Burrowed.

Rika - Uses Leap attack on Giant Hermit Crab
Agility check, DC 15:
Rika: 07 + 07 = 14. Failed.
Luck check, DC 10:
Rika: 13 + 05 = 18. Success!

Rika - Attacks Giant Hermit Crab
Rika: 13 + 14 = 27.
Crab: 02 + 10 = 12.
Hit! 12*0.75 = 9 Damage.

Giant Hermit Crab - Pincer Counterattack
Crab: 18 + 05 = 23.
Rika: 06 + 15 = 21.
Hit! 17 Damage.
===============================

Rika spends no time and immediately jumps and attempts to swipe her massive knife at one of the crab's eyes, but she is unable to reach its eyes, and so she cuts at one of its legs instead.
The crab retaliates quickly by snapping a massive pincer at her. Still in mid-air and unable to adjust her trajectory, he catches her. She manages to slip free, but not without sustaining a gruesome cut to her abdomen. She falls down and rolls on the sand. You're not even sure if you could have survived something like that yourself, but she presses on and limps away while downing a healing flask.

===============================
Rika - Drinks Healing Flask
Rika - 05 HP restored.
===============================

"Need some assistance here!" Rika shouts to your position.

===============================
Oswin - Attacks Giant Hermit Crab
Oswin: 12 + 18 = 30.
Crab: 17 + 10 = 27.
Hit! 11*0.75*2 = 16 Damage.
===============================

Oswin hurries to swing his mace furiously at the crab. The crushing blunt impact is very effective against an exoskeleton designed to protect mostly from piercing and cutting trauma.

===============================
Davis - Uses Tangle Snare on Giant Hermit Crab
Agility check vs. Giant Hermit Crab
Davis: 01 + 08 = 09.
Crab: 17 - 02 = 15.
Failed.
===============================

Davis takes out some thick, tough looking black rope of some kind, and skillfully jumps around the crab, casting it and attempting to tie its legs down. The crab's movements are too erratic for him to keep up with, however, and he fails miserably to tie anything at all.

===============================
Cassandra - Climbing
Agility check, DC 18.
Cassandra: 13 + 12 = 25. Success!
===============================

Cassandra does not attack. Instead she approaches the backside of the crab and leaps atop the shell, seemingly unfelt and unnoticed by the crab. Partially crouched, partially clinging on the conch, she begins making her way towards the front swiftly and carefully, dagger in hand...

===============================
Giant Hermit Crab - Swiping Attack
Crab: 17 + 05 = 22.
Oswin: 14 + 18 = 32.
Miss!
Davis: 04 + 14 = 18.
Hit! 9 Damage.
===============================

The giant crab swings one of its pincers at an arc towards Oswin and Davis. Oswin manages to break the attack with his armor, being merely pushed back, but Davis sustains a blunt strike and is flung back a fair distance before landing on his feet.
  • Image | Giant Hermit Crab | 94/130 | ImageShell: 91% |
Image
:wink:
User avatar
Agent of Dread
Protector (Senior Member)
Protector (Senior Member)
Posts: 8991
Joined: Wed Jul 23, 2008 8:46 pm
Location: Australia
Contact:

Re: Deliverance PnP - Game Thread

Post by Agent of Dread »

Carlos, Level 4 [39]
Telekinetic
  • HP: 14/14
    AP: 60

    [Face Fault: 2/2] [Spells: 5/6]
    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 [5/6 total] [6 per battle]
Patch: The target of this spell will recover [WILL]+[INT/2] HP.

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.

-

Stats
-5 Mettle
+5 Finesse
-3 Agility
-4 Fortitude
+6 Intellect
+7 Willpower
+5 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 was notably frustrated when he realised that any of the spells he could actually attack with would be out of the question if they wanted to make this thing a meal.
He basically had to stand there and watch as they all began their efforts, to varying degrees of success. He found it interesting that a spell like Knock could be made to work over such a long range as well.
Then Rika took a pretty nasty hit. The healing flask she immediately downed didn't seem to provide much relief, which meant there was still something Carlos could do.
"Don't busy yourselves healing the others when they're hurt; you'd best let me take care of that."
He then endeavoured to gather up the white magic in his palms and transfer its warmth to Rika's limping form [Patch]. Then... despite their difference in heritage, personality and attire, Carlos was still profusely reminded of the days when they would practise their...
"No... no. I'm not thinking about that today."
This small utterance seemed to work well enough; he reapplied his mind to fighting (or rather, aiding the fight).
Perhaps the relatively peaceful night of sleep had something to do with it...
- Linktree: linktr.ee/trilbs -
User avatar
Shade
Potion Mimic (Senior Member)
Potion Mimic (Senior Member)
Posts: 7349
Joined: Thu Jul 24, 2008 12:25 pm
Location: Gensokyo

Re: Deliverance PnP - Game Thread

Post by Shade »

Kirisa, Lv 4.83 [Front]
HP: 18/18
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, +12 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: 2 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, 7 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.
[*]Treacherous Lightning Bolt
[Current: 32 dmg, +11 Hit | 2 turn stun, DC 16]
Summons a direct strike of lightning at a single target, dealing 20 + WILLx2 lightning damage. This spell has an innate +5 bonus to hit, and will cause its victim to be stunned for INT/3 turns, unless they pass a FORT check of 10+INT. This spell can only be cast outside, and requires both a major and a minor action. If this spell misses, it may hit a random party member instead.[/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.
[*]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
+6 Intellect
+6 Willpower
±0 Perception
-4 Luck

Misc.:
AP: 20

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
This thing is more dangerous than it looked like... Looks like her healing efforts will have to begin right away.
Carlos seems to be taking care of Rika, so Kirisa decides to tend to Davis' wounds instead.
"Please be careful..."
She invokes her White Wind to heal Davis.
Cimeries
Lumberjack (Developer)
Lumberjack (Developer)
Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: Deliverance PnP - Game Thread

Post by Cimeries »

  • Image | Carlos (AoD) ___| 14/14 | Lv 04 | [Front] |
  • Image | Kirisa (Shade) _..| 18/18 | Lv 04 | [Front] |
  • Image | Bruce| Healthy | Crippled Arm
  • Image | Oswin | Injured | -02 Armor AC
  • Image | Rika | Barely Injured |
  • Image | Davis | Healthy |
  • Image | Cassandra | Healthy | [Climbing]


"Clear!" Bruce shouts as he casts another spell. The combatants at the front wait for the spell to strike before attacking.

===============================
Bruce - Casts Cold Snap on Giant Hermit Crab
10 damage!
Fortitude check DC 22
Crab: 15 + 10 = 25.
The Crab resists the chilling effect.
===============================

The front section of the crab suddenly bursts into an icy explosion. White mist slowly clears off from the point of impact.

===============================
Kirisa - Magic Eye - 1d100
Cold Snap - 99/75. Success!

Intellect check, DC 18:
Kirisa: 17 + 06 = 23. Success!
Luck check:
Kirisa: 20 - 04 = 16.

You may learn:
[*]Crushing Cold Snap
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.
You may alternatively learn the common version.
===============================

You study Bruce's movements and you think you understood them well enough to replicate. You even have an idea on how to improve upon the spell! - flash freezing a layer of air just around the target and then encasing it, instead of simply flash freezing the target itself, should deal some additional havoc on the victim of the spell... You're not sure how effective that might be against something this big, though.

===============================
Carlos - Casts Patch on Rika
Rika - 10 HP recovered.
===============================

You close up her wound with your spell, leaving only a small scratch in its place.
"Thanks, Carlos." She shouts back.

===============================
Kirisa - Casts White Wind on Davis
Davis - 9 HP recovered.
===============================

The healing breeze removes Davis's minor fractures and bruises. He gives you a silent nod of gratitude.

"Enough nonsense!" Oswin shouts at no-one in particular.

===============================
Oswin - Uses Vanguard Strike on Giant Hermit Crab
Oswin: 18 + 18 = 36.
Crab: 20 + 10 = 30.
Hit! 14*0.75*2 = 21! Damage.
Success! Giant Hermit Crab is now targeting Oswin.

Giant Hermit Crab - Pincer Counterattack
Crab: 01 + 05 = 06.
Oswin: 13 + 18 = 31.
Critical Miss!

Oswin - Attack of Opportunity on Giant Hermit Crab
Oswin: 07 + 18 = 25.
Crab: 09 + 10 = 19.
Hit! 9*0.75 = 6 Damage.
===============================

Oswin charges in before the others, tackles one of the crab's legs and immediately strikes it with his mace, nearly snapping it off. The crab actually sways a small amount from the impact. It snaps its massive pincer at him in retaliation, but Oswin actually punches it aside with the back-hand his gauntleted arm before resuming his two-handed grip on the mace.
"Come and get some!"

===============================
Rika - Uses Geyser Strike on Giant Hermit Crab
Rika: 20 + 14 = 34.
Crab: 14 + 10 = 24.
Hit! 9*0.75 = 6 Damage.
Giant Hermit Crab is now Bleeding [3,6]. Damage, Turns
===============================

Rika runs forward from behind Oswin and strikes the same spot that he did with his mace, burying her blade deep, twisting it viciously, and sliding it out quickly. A gush of blue blood squirts out from the spot, and continues to pour out in a nasty manner. She runs to the side and resumes circling the crab before it realizes what happened.

===============================
Davis - Attacks Giant Hermit Crab
Agility check vs. Giant Hermit Crab
Davis: 12 + 12 = 24.
Crab: 18 + 10 = 28.
Miss.
===============================

Davis draws his sword in an arcing, fluid motion to strike at the crab, but the crab moves, and he only hits a spot on one of its legs that's already half-dead and limping.

===============================
Cassandra - Climbing
Agility check, DC 18.
Cassandra: 06 + 12 = 18. Success!
===============================

In all this havoc, Cassandra advances further along the shell. She is now mere meters away from the crab's soft eyes, and the crab is still completely oblivious to her presence. She prepares to pounce...

===============================
Giant Hermit Crab - Acid Spray
Agility check, DC 15:
Oswin: 09 + 03 = 12. Failed.
Hit! 21 Damage! Oswin's armor is damaged for 2 AC.

Giant Hermit Crab - Loses 3 HP from Bleeding.
===============================

"Gah!"
The giant crab opens is maw of small sharp teeth and shoots out an arc of green spray. Oswin attempts to roll away, but he's too slow, and the acidic saliva burns through sections of his armor and causes severe burns. He stands up clumsily and brandishes his mace.

"Oswin!"
"I'm... ok."
"..."
"Still want to eat this fucking thing?"
"It's digestive acid - The crab is still edible, but we'll need to gut it carefully!"
"Fine! Bring it down!"
  • Image | Giant Hermit Crab | 48/130 | ImageShell: 91% | Targeting Oswin | Bleeding [3,5]
Image
:wink:
User avatar
Agent of Dread
Protector (Senior Member)
Protector (Senior Member)
Posts: 8991
Joined: Wed Jul 23, 2008 8:46 pm
Location: Australia
Contact:

Re: Deliverance PnP - Game Thread

Post by Agent of Dread »

Carlos, Level 4 [39]
Telekinetic
  • HP: 14/14
    AP: 60

    [Face Fault: 2/2] [Spells: 5/6]
    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 [5/6 total] [6 per battle]
Patch: The target of this spell will recover [WILL]+[INT/2] HP.

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.

-

Stats
-5 Mettle
+5 Finesse
-3 Agility
-4 Fortitude
+6 Intellect
+7 Willpower
+5 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 casts another Patch, but on Oswin this time.
- Linktree: linktr.ee/trilbs -
User avatar
Shade
Potion Mimic (Senior Member)
Potion Mimic (Senior Member)
Posts: 7349
Joined: Thu Jul 24, 2008 12:25 pm
Location: Gensokyo

Re: Deliverance PnP - Game Thread

Post by Shade »

Kirisa, Lv 4.83 [Front]
HP: 18/18
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, +12 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: 2 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, 7 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 16]
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 [ 0 / 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.
[*]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
+6 Intellect
+6 Willpower
±0 Perception
-4 Luck

Misc.:
AP: 20

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
Dear spiteful Cache Server,
please stop being a freaking jerk and finally let my post go through.
Sincerly, a person

Yay new spell! Replaced Lightning Bolt with it; Carlos' version is plain better and I don't think we both need the same spell anyways.


"Carlos, you can't patch up wounds like these with such a weak spell... Leave the serious wounds to me, okay? After all, you're a telekinetic, right? Surely you know other methods of attack than frying something with lightning."
...though if he really doesn't, she should probably take the time to teach him her Cyclone spell or something after this battle.
Kirisa invokes her White Wind to heal Oswin.
Last edited by Shade on Tue Sep 18, 2012 3:40 pm, edited 1 time in total.
User avatar
Agent of Dread
Protector (Senior Member)
Protector (Senior Member)
Posts: 8991
Joined: Wed Jul 23, 2008 8:46 pm
Location: Australia
Contact:

Re: Deliverance PnP - Game Thread

Post by Agent of Dread »

Carlos, Level 4 [39]
Telekinetic
  • HP: 14/14
    AP: 60

    [Face Fault: 2/2] [Spells: 5/6]
    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 [5/6 total] [6 per battle]
Patch: The target of this spell will recover [WILL]+[INT/2] HP.

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.

-

Stats
-5 Mettle
+5 Finesse
-3 Agility
-4 Fortitude
+6 Intellect
+7 Willpower
+5 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
"I'd hate to just stand around doing nothing. And sadly, the telekinesis is a no go. We're too far away and that thing's far too big for anything I could do to work."
- Linktree: linktr.ee/trilbs -
Cimeries
Lumberjack (Developer)
Lumberjack (Developer)
Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: Deliverance PnP - Game Thread

Post by Cimeries »

  • Image | Carlos (AoD) ___| 14/14 | Lv 04 | [Front] |
  • Image | Kirisa (Shade) _..| 18/18 | Lv 04 | [Front] |
  • Image | Bruce| Healthy | Crippled Arm | Channeling Veil of Deflection (Oswin)
  • Image | Oswin | Healthy | -02 Armor AC | Veil of Deflection [+4] (Bruce)
  • Image | Rika | Barely Injured |
  • Image | Davis | Healthy |
  • Image | Cassandra | Healthy |


"Oswin! Keep it coming after you!" Bruce shouts and casts another spell. It looks familiar as well, somehow...

===============================
Bruce - Casts Veil of Deflection on Oswin
Oswin: +4 AC, +4 AGI during dodge checks.
Bruce is channeling Veil of Deflection.
===============================

When the spell is complete the air in front of Oswin begins rippling faintly...

===============================
Carlos - Casts Patch on Oswin
Rika - 10 HP recovered.

Kirisa - Casts White Wind on Oswin
Oswin - HP fully restored.
===============================

Your healing spells fade his acid scars and mend his wounds. There would be no trace of the caustic spray if his armor wasn't so damaged.

"Thanks. Now let's do this."

===============================
Oswin - Attacks Giant Hermit Crab
Oswin: 19 + 18 = 37.
Crab: 06 + 10 = 16.
Hit! 19*0.75*2 = 28! Damage.

Giant Hermit Crab - Pincer Counterattack
Crab: 16 + 05 = 21.
Oswin: 07 + 16 + 04 = 27.
Miss.
===============================

Oswin viscously hammers the crab with his mace, and deftly swerves to the side in time for the crab's retaliatory attack.

===============================
Giant Hermit Crab - Activates Burrow
Giant Hermit Crab is now Burrowed.

Cassandra - Agility check, DC 20.
Cassandra: 12 + 12 = 24. Success!
===============================

Sensing that it is in mortal danger, the crab almost instantly retreats back into its shell, returning to the same state it was when you discovered it.
The sudden shift nearly flings Cassandra off the shell, but she manages to hold on and then drops safely to the ground when she realizes that she no longer has a vantage point.

"Aw, come on!"

===============================
Rika - Uses Brand on Giant Hermit Crab
Circumstantial: Lower Shell effectiveness, Greater Shell Damage
Rika: 16 + 14 = 30.
Crab: 14 + 10 = 24.
Hit! 10*0.3 = 3 Damage. Shell integrity reduced by 5%.
Giant Hermit Crab takes +25% damage from attacks for 3 turns.
===============================

Rika jams her knife into the shell in a fit of anger. It punches through the thick shell and creates a small slit, causing fragments of the shell to fly out from the point of impact. When she pulls it out it is covered with fresh blue blood.

===============================
Davis - Attacks Giant Hermit Crab
Agility check vs. Giant Hermit Crab
Davis: 11 + 12 = 23.
Crab: 08 + 10 = 18.
Hit! 11*0.1*1.25 = 1 Damage. Shell integrity reduced by 1%
===============================

Davis swings his sword at the shell, but it barely has any effect.

===============================
Giant Hermit Crab - Crisis Regeneration
Giant Hermit Crab - 6 HP recovered.
Giant Hermit Crab - Loses 3 HP from Bleeding.
===============================

"Damn it!" Oswin says in frustration.
"Keep hitting it. I'm going to take apart its shell if I have to."
  • Image | Giant Hermit Crab | 20/130 | ImageShell: 85% | ImageBurrowed| Bleeding [3,4]
Image
:wink:
User avatar
Shade
Potion Mimic (Senior Member)
Potion Mimic (Senior Member)
Posts: 7349
Joined: Thu Jul 24, 2008 12:25 pm
Location: Gensokyo

Re: Deliverance PnP - Game Thread

Post by Shade »

Kirisa, Lv 4.83 [Front]
HP: 18/18
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, +12 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: 2 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, 7 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 16]
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 [ 0 / 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.
[*]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
+6 Intellect
+6 Willpower
±0 Perception
-4 Luck

Misc.:
AP: 20

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
"Gladly."
Kirisa sends another Cyclone at the crab.
User avatar
Agent of Dread
Protector (Senior Member)
Protector (Senior Member)
Posts: 8991
Joined: Wed Jul 23, 2008 8:46 pm
Location: Australia
Contact:

Re: Deliverance PnP - Game Thread

Post by Agent of Dread »

Carlos, Level 4 [39]
Telekinetic
  • HP: 14/14
    AP: 60

    [Face Fault: 2/2] [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 [5/6 total] [6 per battle]
Patch: The target of this spell will recover [WILL]+[INT/2] HP.

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.

-

Stats
-5 Mettle
+5 Finesse
-3 Agility
-4 Fortitude
+6 Intellect
+7 Willpower
+5 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
I cast Patch on Oswin and healed Rika? :P
"How frustrating..."
Carlos made a funnel around his mouth with his hands and called out.
"I'm coming closer! There's nothing I can do to help from this range!"
And with that, he started sprinting down the beach. Once he was close enough, he attacked with buffets of telekinetic pressure, attempting to make his attack something akin to a bludgeon instead of a stab.
[Regular attack]
- Linktree: linktr.ee/trilbs -
Cimeries
Lumberjack (Developer)
Lumberjack (Developer)
Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: Deliverance PnP - Game Thread

Post by Cimeries »

  • Image | Kirisa (Shade) _..| 18/18 | Lv 04 | [Front] |
  • Image | Bruce| Healthy | Crippled Arm |
  • Image | Carlos (AoD) ___| 14/14 | Lv 04 | [Cover] |
  • Image | Oswin | Healthy | -02 Armor AC | Veil of Deflection [+4, 5] (Bruce)
  • Image | Rika | Barely Injured |
  • Image | Davis | Healthy |
  • Image | Cassandra | Healthy |


===============================
Bruce is no longer channeling Veil of Deflection.
Veil of Deflection ends in 5 turns.

Bruce - Casts Dire Knock on Giant Hermit Crab
Fortitude check
Bruce: 12x2 + 02 = 26.
Crab: 15 + 05 = 20.
The Crab takes 25*0.1*1.25 = 3 Damage. Shell integrity reduced by 3x3=9%.
The Crab is prepped for a follow-up maneuver.
===============================

Bruce casts Knock again, and the impact blasts a sizable chunk and sways the shell back once more...

===============================
Kirisa - Casts Cyclone on Giant Hermit Crab
Perception check, DC 18:
Kirisa: 16.

Kirisa: 08 + 06 + 06 = 20
Crab: 01 + 10 = 11
Hit! 14*0.1*1.25 = 1 Damage. Shell integrity reduced by 1%.

Kirisa: 07 + 06 + 06 = 19
Crab: 05 + 10 = 15
Hit! 16*0.1*1.25 = 2 Damage. Shell integrity reduced by 2%.

Kirisa: 10 + 06 + 06 = 22
Crab: 03 + 10 = 13
Hit! 17*0.1*1.25 = 2 Damage. Shell integrity reduced by 2%.

Giant Hermit Crab - Shell<75%. Effectiveness degraded by 0.1
===============================

You send a barrage of cyclone blades after the crab, failing to notice the opening that Bruce has created until it was already too late to adjust the spell's trajectory.
The blades strike at the center of the shell and chip away at it one at a time.
It seems that the combined damage you've inflicted on the shell so far is starting to reflect on its ability to protect the crab. The structural damage has made it far worse at absorbing shock.

===============================
Carlos - Advances to Party B - Cover.
Perception check, DC 16:
Carlos: 12 + 05 = 17. Success!

Carlos - Attacks Giant Hermit Crab
Special: Shell effectiveness is drastically lowered.
Carlos: 18 + 11 = 29.
Crab: 08 + 10 = 18.
Hit! 5*0.6**1.25*2 = 7 damage! Shell integrity reduced by 1%.
===============================

Noticing the new opening as you advance, you pound at the underside of the crab with your telekinetic powers.

===============================
Oswin - Attacks Giant Hermit Crab
Oswin: 14 + 18 = 37.
Crab: 10 + 10 = 20.
Hit! 16*0.2*1.25*2 = 8 Damage. Shell integrity reduced by 4%.
Giant Hermit Crab - Dead.
Giant Hermit Crab - Loses 3 HP from Bleeding.
Giant Hermit Crab - Loses 3 HP from Bleeding.
Giant Hermit Crab - Loses 3 HP from Bleeding.
Giant Hermit Crab - Loses 3 HP from Bleeding.
===============================

Oswin slams his mace into the shell at a spot that was already beaten and covered in marks. The hit breaks through the shell and strikes at the crab's soft, black eye. A gush of blood spurts from the spot and you hear a high pitched voice coming from within the shell, even as far as where Bruce and Kirisa are standing. Oswin pulls his bloodsoaked mace back and sighs in relief. Looks like it's over.
  • Image | Giant Hermit Crab | -15/130 | ImageShell: 66% |
Battle Resolved
10 exp - Victory
10 exp - Special Objective (limited elemental attacks)
05 exp - Oswin: Ability - Leadership (+50% base xp for all other party members)
10 exp - Rika: Ability - Big Game Hunter (+100% base exp for party after slaying a great beast)
Total: 35 exp

Kirisa - Bonus exp:
+04 exp - Healing Allies
Carlos - Bonus exp:
+04 exp - Healing Allies
+01 exp - Tactics

Kirisa - Level Up! +1 HP, +1 Stat Point, +100 AP

Loot:
- Hermit Crab Shell Fragments
- Hermit Crab Shell Fragments
- Hermit Crab Shell Fragments
- Hermit Crab Shell Fragments

Imageimgur
:wink:
User avatar
Shade
Potion Mimic (Senior Member)
Potion Mimic (Senior Member)
Posts: 7349
Joined: Thu Jul 24, 2008 12:25 pm
Location: Gensokyo

Re: Deliverance PnP - Game Thread

Post by Shade »

Kirisa, Lv 5.22 [Front]
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 [ 0 / 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.
[*]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: 120

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
Yay! \o/
Wow, actually, I think this is the first time a PnP has gone on long enough for a character of mine to reach level 5. Quite an achievement.
In an attempt not to copy AoD's stat distribution (and because I want more spell slots), I'll raise INT.

It also just occured to me that I've been listing the wrong number of mirror images for my Mirror Image spell all this time. "Additional" images means it's [1 + INT/3], not just [INT/3], right?


Kirisa flinches a little when the crab makes that high-pitched noise, but considering it stops moving shortly after, that probably means it's dead.
"Alright..."
She slowly approaches the others, nevertheless keeping some distance from the crab's corpse. Wow, from up close this thing looks even more massive...
"Turning this into something edible is gonna take a while, isn't it? Actually, what do we do now? We can't take this thing with us to the second outpost, can we?"
The little witch then approaches Carlos.
"Now to you... I'll show you how my White Wind spell works, if you want. Whatever spell it was that you used, it's not effective enough to be of much use in combat.
...oh yeah, and considering you seemed to have no spells to attack with just now, I could teach you my Cyclone spell as well. It's pretty basic, but it's better than nothing, right?"
User avatar
Agent of Dread
Protector (Senior Member)
Protector (Senior Member)
Posts: 8991
Joined: Wed Jul 23, 2008 8:46 pm
Location: Australia
Contact:

Re: Deliverance PnP - Game Thread

Post by Agent of Dread »

Carlos, Level 4 [79]
Telekinetic
  • HP: 14/14
    AP: 60

    [Face Fault: 2/2] [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 [5/6 total] [6 per battle]
Patch: The target of this spell will recover [WILL]+[INT/2] HP.

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.

-

Stats
-5 Mettle
+5 Finesse
-3 Agility
-4 Fortitude
+6 Intellect
+7 Willpower
+5 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
"Oh, so that's that. Congratulations, everyone."
That was interesting. Although the contributions from the different 'sides' were probably a little more than unbalanced, it's nice to be working as part of a team, Carlos thinks.
And then Kirisa approaches him about teaching him some new spells.
"It feels bad to admit it, but I also noticed that your healing spell was much more effective... so I'd be stupid to pass up on your offer. And after all, wind magic seems like it'd slot in with telekinesis quite well."
Although it feels somewhat awkward, Carlos smiles, since it seems like this is the kind of friendly interaction where it's due.
- Linktree: linktr.ee/trilbs -
User avatar
Shade
Potion Mimic (Senior Member)
Potion Mimic (Senior Member)
Posts: 7349
Joined: Thu Jul 24, 2008 12:25 pm
Location: Gensokyo

Re: Deliverance PnP - Game Thread

Post by Shade »

Kirisa, Lv 5.22 [Front]
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 [ 0 / 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 smiles.
"Alright then. I'm not sure I'm as good a teacher as Bruce is, but I'll try my best to make it easy to understand."
It feels a bit odd to teach someone taller and older than she herself is, but... No, that's the wrong way to look at it. She's not a teacher and he's not her pupil, they're simply sharing their knowledge of magic with each other. Age and experience don't matter in this regard.
While the others decide on what to do, Kirisa attempts to teach Carlos White Wind, and, if there's enough time (or they aren't required to help), Cyclone.

Let's hope you get super-improved versions, haha. A multi-target White Wind would be quite awesome.
EDIT: Forgot to deduct the AP for my new ability
Last edited by Shade on Thu Sep 27, 2012 11:37 pm, edited 1 time in total.
Cimeries
Lumberjack (Developer)
Lumberjack (Developer)
Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: Deliverance PnP - Game Thread

Post by Cimeries »

  • Image | Kirisa (Shade) _..| 18/18 | Lv 04 | [Front] |
  • Image | Carlos (AoD) ___| 14/14 | Lv 04 | [Front] |
  • Image | Oswin | Healthy | -02 Armor AC
  • Image | Bruce| Healthy | Crippled Arm |
  • Image | Rika | Barely Injured |
  • Image | Davis | Healthy |
  • Image | Cassandra | Healthy |
"Of course we're not taking it along with us, don't be silly. We'll send someone as a runner back to camp and keep moving." Oswin says in amusement.
"And you'll have to hold on teaching him that spell until after we return to camp. Now..." He adds.
"You forgot that we need to gut the crab too. I doubt anyone in camp can do it safely and without ruining anything." Davis interrupts him.
"I see. Looks like we have time then."
"Let's turn it on its side." Rika says.

The group pushes it on its side, revealing the beaten and bruised body of the crab.

"Doesn't look too appetizing, to be perfectly honest." Bruce says in distaste.
"It will once it's cooked. Don't know about the actual taste, though. Rika, I take it you know how to do this?"
"Yeah, let me just clean my knife first."

"Now, we need a runner to tell the men at camp to come and take it. Cassandra, I guess that leaves you. Can you do it?"
"Sure. I'll be back in half an hour."

Cassandra runs off in the direction of the camp, Rika and Davis carefully drag the crab partially out from its shell and begin cutting it apart. Oswin checks the condition of his armor, and Bruce picks up some of the shell fragments to have a look at them. Seems like you have enough time to study that spell after all.


Kirisa - Teaching a spell ([int+per]/2)
Kirisa: 18 + 03 = 21.
Teaching bonus: 5 ([21-10]/2)

The teaching of the spell comes intuitively. You are familiar enough with it that you can explain and demonstrate it effectively.
You notice Bruce observing the two of you in between inspecting the shell fragments he picked up and scribbling something in the sand.

Carlos - Learning White Wind:

Intellect check, DC 22 17:
Carlos: 05 + 06 = 11. Failed.
Luck check:
Carlos: 05 - 03 + 05 = 07.

Carlos' aggressive disposition comes in the way of mastering the spell, however. He seems to be putting too much force into the blast of wind itself, perhaps subconsciously tempering with it with his own telekinetic powers. The resulting breeze is a little too strong for comfort.

You learn:
[*]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.
Loot:
- Hermit Crab Shell Fragments
- Hermit Crab Shell Fragments
- Hermit Crab Shell Fragments

Image
:wink:
Post Reply