Deliverance PnP - Game Thread

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Re: Deliverance PnP - Game Thread

Post by Shade »

Kirisa, Lv 5.32 [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 [ 0 / 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
Unsettling... Gross, even. Looks like Carlos hit the nail on the head by expecting another instance of 'bizarre torture'.
Without hesitance, Kirisa takes a peek at whatever may be left of the two skeletons' spirits, hoping to find out more than from the previous one, but expecting a much less desirable result.

Magic Eye @ both skeletons
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Re: Deliverance PnP - Game Thread

Post by Cimeries »

Spoiler:
Cleaver
That same familiar, gut wrenching feeling overtakes you again as you try to read the figure sitting in the contraption. It appears to be in the same state as the Ancestral Flame, driven so mad by pain that it has no sense of self anymore. There is nothing to be gained from this.
The link is severed.
Spoiler:
The Sibling
This one, however... Still maintains something resembling a crude identity. Perhaps due to the fact that it wasn't tortured all this time, but had merely been rotting here. Its mental state is a complete mess, but some details can be acquired from it.
The two skeletons here are brothers. The one sitting in the chair, the one that this skeleton is effectively torturing is the older brother. The older brother was a murderer - his signature weapon being an axe. He would strike its victims in the forehead, behead them, and keep their skulls hidden away as trophies. The younger brother wasn't a murderer, but he knew about his older brother's practices and remained silent about it, nor ever tried to stop him. They were put in this sorry state by Law.
The link is severed.
Suddenly you are cast out from The Sibling's mind! Before you realize what's happening you feel like your own mind is being invaded!
Spoiler:
"Ah, a little witch with a propensity for scrying. Are you the one who has defiled the just punishment of one of my prisoners?"
"Kirisa? Are you alright?"
"What do you see?"
:wink:
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Re: Deliverance PnP - Game Thread

Post by Shade »

Kirisa, Lv 5.32 [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 [ 0 / 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
"Ah!"
As The Sibling actually reacts to her ability, the little witch stumbles back a bit, startled. How? Gideon being able to notice her doing this and responding to it seemed understandable to some extent, him being a great wizard and all, but this skeleton!? She does her best to force it out of her mind.
"I... I..."
No, take a deep breath... Both of these skeletons are chained to the floor. As long as the group doesn't approach, they're no threat, however unsettling all of this may be. Ignoring the skeletons for the time being, she decides to let the others know what she saw.
"The one operating the saw has retained something resembling an identity, so I was able to get some information...
These two are brothers. The one being tortured by the saw is the older one and a cold-blooded murderer, the one operating it is the younger one, who knew about the murders but kept quiet. They were put into this state by Law."

Kirisa takes another deep breath, but she cannot keep her cool.
"One of them noticed what I was doing and responded. He knows about what we did to the other skeleton, and calls it 'defilement of the just punishment of one of his prisoners'. I... I'm not sure what we should do."
Last edited by Shade on Mon Oct 15, 2012 8:20 pm, edited 1 time in total.
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Re: Deliverance PnP - Game Thread

Post by Agent of Dread »

Carlos, Level 4 [99]
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.

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.

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 is repulsed by his correct guess - the simple thought of a sawblade grinding away at his skull is enough to raise the hair on his neck. Kirisa's explanation also intrigues him, and brings some light to this hopelessly cruel situation. Whether he is just used to it since the first time or he is just that desensitised - and well-composed - he doesn't react notably.
"The skeleton? Judging by its words, it was the voice of some other entity. The only problem is that it very strongly implies..."
Carlos takes a moment to consider the potential consequences of this discovery.
"It's not just us from Fellspire that's sentient here."
- Linktree: linktr.ee/trilbs -
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Re: Deliverance PnP - Game Thread

Post by Cimeries »

  • Image | Kirisa (Shade) _..| 19/19 | Lv 05 | [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 | +3 AGI
  • Image | Cassandra | Healthy |
""His" prisoners? "
"So what, whoever put these people in this state is still alive? How is that possible?"
""Defilement of punishment"? It must be about the skeleton in the west post..."
Spoiler:
"Your companion is right, witch. I'm not that piece of human trash that you see in front of you."
Your head hurts... you feel as if something is digging inside your mind.
Spoiler:
"Ah, that woman. "Cassandra", she is the culprit.
She will be judged. I suggest that you associate with her no further, lest the rest of you be judged as her accomplices.
"
The link is severed.
You feel the alien presence leave your mind.

Image
:wink:
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Re: Deliverance PnP - Game Thread

Post by Shade »

Kirisa, Lv 5.32 [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 [ 0 / 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
Adressing the voice that was invading to her mind, Kirisa angrily responds:
"Well, how should I know if you remain hidden like a coward!? Your definition of 'justice' is despicable, and thus your threats are meaningless. Stop digging inside my mind and show yourself, damn it!"
Then the link is severed without further response.
"...let's finish our business here as quickly as possible. Staying here when some maniac with a severely screwed-up sense of 'justice' is threatening to 'judge' us doesn't seem like a particularly good idea."
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Re: Deliverance PnP - Game Thread

Post by Cimeries »

  • Image | Kirisa (Shade) _..| 19/19 | Lv 05 | [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 | +3 AGI
  • Image | Cassandra | Healthy |
The others just look at you, at loss of words.
Finally, Cassandra says: "Are we going to free these two?"
"Are we?" Oswin says, looking at Kirisa, then back at Cassandra. "I'm not too keen on letting the murderer off of his punishment, but the second one, if I understood Kirisa correctly, he didn't actually do anything..."
"He was accomplice to the murderer." Rika says bluntly. "Makes me wonder what the burning one did to deserve his punishment, and if it was wise to end its sentence in the first place."
"Bruce, what do you make of it?"
"I only hope whatever is doing this is simply some kind of mage with an overinflated sense of justice - even if it means that he's more powerful than I can possibly handle. The alternative could be far worse."
"How did a mage wound up in here, though?"
"How did we end up in Fellspire? How did the other new civilizations end up in their lands? The same way, would be my guess. Maybe there are Cataclysm-surviving tribes here and they just haven't gotten the means to set out to sea yet - or they did and simply couldn't get through the storms and the Serpents, so they stayed inland."
"Sounds plausible enough..."
"Only one way to find out if you're right now."
"Yes. We need to have a talk with Sterling."

Cassandra draws one of the dispelling daggers from her belt.
"Well?" She looks at Oswin. Oswin looks back at you.
Image
:wink:
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Re: Deliverance PnP - Game Thread

Post by Agent of Dread »

Carlos, Level 4 [99]
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.

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.

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 shrugs as Oswin glances him and Kirisa over.
"At its very basest, no punishment should be eternal. Even life sentences come to an end."
Last edited by Agent of Dread on Tue Oct 16, 2012 12:53 am, edited 1 time in total.
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Re: Deliverance PnP - Game Thread

Post by Shade »

Kirisa, Lv 5.32 [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 [ 0 / 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
"I stand by what I said. No matter how terrible the crimes they commited were..."
...and no matter how sick and twisted they were...
"...nobody deserves eternal punishment. Absolutely no-one. So... ...let's finish what we started."
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Re: Deliverance PnP - Game Thread

Post by Cimeries »

  • Image | Kirisa (Shade) _..| 19/19 | Lv 05 | [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 | +3 AGI
  • Image | Cassandra | Healthy |
Oswin nods.
"Yeah, I suppose you're right, it's well past the point of being just." He says, before gesturing at Cassandra to go ahead.
She approaches and drives the dagger into the standing skeleton's ribcage, immedietly draws a second dagger, and jams that one into the sitting skeleton's skull. She then takes a step back as the designs on both daggers light up and tendrils of arcane energy envelop the two figures, just like previously. The tendrils disappear moments afterwards, along with the marks on the skeletons' foreheads, and the blades of both daggers crumble to a tiny cloud of fine dust.
The first skeleton falls on the ground. The saw stops turning. The second one sits motionless. Both have found peace now.

Oswin walks up to the saw and looks over it carefully.
"Looks like low grade steel, but it's still incredibly sharp... how can that be?"
"Magic?"
"Doubt it. Unless someone visited periodically to renew it, entropy would have ensured the spell would fade by now."
"Maybe circle magic." Cassandra suggests.
"That might be possible, but I don't see any runes anywhere near it."
"So it shouldn't be possible..."
"It shouldn't if you ask me."
"Maybe take it back with us? Someone at home might know."
"Yes, take it, I'll have the mages back home look into it."
"Alright..."
He breaks off the wooden supports holding the sawblade with several heavy punches with his armor's gauntlets, and disconnects the lever.

"We should go now. If Kirisa is right we ought to be at camp in case whoever did this shows up."
Image
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Re: Deliverance PnP - Game Thread

Post by Agent of Dread »

[quote="Agent of Dread"]Carlos, Level 4 [99]
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.

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.

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 raises no objections to the journey back.
The thought of having a tangible enemy, some sort of sentient opposition somewhere out there on this expedition creates quite a feeling of unease within Carlos, especially if they can, as Kirisa said, barge into people's minds without warning. He'll have to learn to get stronger... which brings him back to a different point.
"You'll have to teach me that spell when we return to camp, Kirisa."
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Re: Deliverance PnP - Game Thread

Post by Shade »

Kirisa, Lv 5.32 [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 [ 0 / 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
"Yeah, I don't particularly feel like sticking around to meet... ...whoever it is."
Carlos then reminds the little witch of something this incident almost caused her to forget about.
"Ah, right. If you treat it the same way you did the White Wind before, the result should be quite effective.
On that note, we should probably re-envision the other spells we're familiar with, too; I'm sure there are thousands of possible improvements that could be made to our basic, low-level spells. I don't know what awaits us in the future, but at this point it seems appropriate to prepare for the worst."
Cimeries
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Re: Deliverance PnP - Game Thread

Post by Cimeries »

  • Image | Carlos (AoD) ___| 15/15 | Lv 05 | [Front] |
  • Image | Kirisa (Shade) _..| 19/19 | Lv 05 | [Front] |
  • Image | Oswin | Healthy | -02 Armor AC
  • Image | Bruce| Healthy | Crippled Arm
  • Image | Rika | Healthy |
  • Image | Davis | Healthy |
  • Image | Cassandra | Healthy |
Now that you've freed the prisoners from their eternal sentence and concluded your scouting task, you leave the ruined post and descend back to the beach via the rope. You begin making your way back to camp.

+10 exp for completing an objective.

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

Travel, DC: 100
  • Phase 1/5: 223
    Phase 2/5: 768
You pass by the spot where you fought the giant crab. Only its battered shell remains, the meat was stripped and taken away.

Travel, DC: 100
  • Phase 3/5: 286
    Phase 4/5: !!!
Spoiler:
Image
You come across the men sent to retrieve the crab's meat. They're carrying it with the aid of a large hammock-like surface, four men hold on to each of the four corner handles, while the many bundles of crab meat, wrapped carefully, individually, in leather, rest on the fabric of the hammock. The bounty looks like it could indeed feed an entire camp for several days. Oswin walks alongside them and talks with them for a while, then he returns and your group resumes regular pace towards camp.

"They told me Sterling had just gotten back to camp before they set out. He's probably waiting for our report now." Oswin says.
Image
:wink:
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Shade
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Re: Deliverance PnP - Game Thread

Post by Shade »

Kirisa, Lv 5.42 [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 [ 0 / 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
Oh yeah, Sterling... The little witch isn't particularly keen on meeting that man again. And not only that...
"What are we gonna tell him, anyway? I doubt he'll agree to stay here and continue searching for the well if we tell him that there's some maniac with a demented view of 'justice' running around on this island, threatening to 'judge' us."
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Re: Deliverance PnP - Game Thread

Post by Agent of Dread »

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

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.

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
"I get the feeling he wouldn't have been convinced anyway, considering the blatant predisposition he showed last time."
Carlos remembers how he caused Oswin to suddenly agree with him in the first tower. Although the thought is uncomfortable, it shouldn't be forgotten, if he can manage it once more.
- Linktree: linktr.ee/trilbs -
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