Deliverance PnP - Game Thread

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

Moderator: Developers

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

Deliverance PnP - Game Thread

Post by Cimeries »

.
  • Image | Karina (Ditto) __..| [Front] | 15/15 |
  • Image | Kreldos (Octagon) .| [Front] | 10/10 |
  • Image | Kirisa (Shade) _....| [Front] | 07/07 |
  • Location: The Kraken - Slave Hold
.
  • Image
    Prologue - Captivity
In the dead of night, you awaken from your sleep to the sound of thunder. The Kraken, the slaver ship whose hold you are kept in, sways and swerves with the motion of the fierce waves crashing against it. A storm of this magnitude has not been seen in these waters for a while, you think to yourself, moments before you are tossed around the pole you are chained to, only to rebound painfully and fall the other way. You've been kept here for weeks, possibly months, and at this stage, you almost hope for the storm to take this blasted ship down with you inside it.

There are dozens of prisoners here in the hold, captured and herded here over many weeks at sea, just like you. You've all been here, deprived of normal food and water, or fresh air, for so long that none of you have the energy to even converse anymore. You raise your hand and touch your forehead. Above your left brow, it has been branded with a small crude symbol that resembles a pair of barbed teeth. It was done shortly after you were captured, and it dons a strange blue hue whenever it captures the light of the moon.
  • Image
You now have the passive trait Mark of Slavery.
  • Mark of Slavery
    A strange symbol occupies the lower left half of your forehead, just above the brow. It glows a strange blue hue when exposed to moonlight. It seems to have no discernible function, aside from marking you as property.
Everyone in this hold bears such a mark, and even though it has been so long since the branding, it shows no sign of fading, it will likely remain with your for many years to come. If you even survive that long...

Another boom of thunder accentuates the opening of the door to your hold. You turn your eyes to the doorway. A cloaked figure, covered in black, dripping with cold water steps inside, decisively shutting the door behind it. The water falls from his clothes and drips down the stairs with him as he makes his way down them. You hear shouts coming from above, but you can't make out what is being shouted.

The figure approaches one of the other prisoners, and holds his chain. The prisoner cowers in fear from the figure at first, but moments after, with a brilliant spark of white light from the clench of the figure's fist, the cloaked figure snaps the chain off effortlessly. It announces, in a rough, deep voice.
"Gather all of your strength, ladies and gentlemen, you are about to make a run for freedom." He snaps another prisoner's chain off. "Well, compared to this hell hole, at the very least."

You try to make out his features when he approaches to remove your own chains, obviously with the employ of magic as you're deducted by this point. When you look at his face, a pair of wizened blue eyes stare wildly back at you from behind a grizzled brown beard. The stare that the man returned, you have the impression that he took special note of you.
The shouting from above deck escalates. You can now clearly make out the sounds of combat, of battle cries and clashing steel. Are these people here to rescue you?

The cloaked man speaks: "Find whatever weapons and valuables you can and make a run for it. Our ship is docked against this one, you will be safe and relatively free with us. Hurry, we will not delay more than is necessary."
With that the figure makes for the door. As the door opens again, water and the chaotic sounds of combat pour inside the ships' hold. The man takes a sharp turn and fades from sight. Another boom of thunder is heard, lighting the doorway for a brief second, like light at the end of a tunnel.

Some prisoners make their way outside in a hurry, others remain still in panic. Should you go? What did the man mean by "relatively free?" WWYDN?

The main plot is divided into chapters, each chapter dealing with a different overreaching issue. To move on with the story, you must "solve" the conflict in each chapter.
:wink:
User avatar
Ditto
Jungle Warrior (Committed contributor)
Jungle Warrior (Committed contributor)
Posts: 1452
Joined: Mon Feb 22, 2010 10:59 pm
Location: The universe and all the other places too
Contact:

Re: Deliverance PnP - Game Thread

Post by Ditto »

Image - Karina, Lvl 1 Reaver (Front) -00-
=============================================
Image Image Image Image¤
Image 15/15
Image 0/10
Image 6-9, +10 Hit
- An Unhinged Door - (??)
Image 05
- Marauder's Garb - (00 AC)
Spoiler: Inventory and Status
Stuff:
-None

Abilities:
- Cleave [2/2]- Image
[Active]
Karina strikes with a wide weapon arc that hits a large amount of enemies in the front row. When used, Karina strikes an enemy and all other
close enemies in the front row (enemies that could be reached with a weapon, I'm letting the GM use his judgment on this one) for weapon
damage. (160 AP)

- Stampede [1/1] - Image
[Active]
Karina rams through the front row of enemies, positioning herself between their back row and front row, allowing her to access all of them by
melee and them able to access her by melee. This also prevents any enemies from switching rows until she moves back or is reduced to 0 HP.
If Karina wishes, she can combine this ability with a use of cleave to shove any of the attacked enemies back into the cover row. (70 AP)

- Endurance - Image
[Passive]
Karina was born partially numb, giving her a higher than normal tolerance for pain. On level ups, Karina's hit die is increased from 1d6 to 1d10. (200 AP)

- Second Wind (Level 2) [1/1]- Image
[Active]
Karina takes a short rest in battle to allow her wounds to heal. When used, Karina is healed for 50% of her health pool. This consumes a minor action. (140 AP)


- Bloodthirst (Level 3)- Image
[Active]
The smell of blood on the battlefield strengthens Karina in combat, leading her to kill her foes more quickly. When Karina has the bloodthirst effect as active, Karina can replace her minor action with another major action. This effect is depleted upon use, and can only stack to one charge of the effect. Normally, this effect is inactive, and resets to inactive upon rest. However, the effect is restored any time an enemy or ally falls in battle. (130 AP)


Stats:
Mettle: +5
Finesse: +5
Agility: +0
Fortitude: +5
Intellect: -5
Willpower: +0
Perception: -5

Info:
Ability Points: 70

Info:


Story and Appearance:
Sometimes, it's said that people are born good, and all of the atrocities that happen to them in their life corrupt them and turn them on the path of evil.
Karina, on the other hand, is the opposite of that belief. Despite the dissappearance of her father before she was even born, Karina was raised in
a noble's household. Surrounded by loving family members and a cleric mother, she was sheltered by her family from any harm they thought the outside
world could do to her, leaving her a pure child unaffected by the cruel world outside.

Yet, even when no impure influences could reach Karina in her small, sheltered world, Karina was never a good person at heart- or at least she never
understood the concept of good and evil. Pain never seemed to affect Karina, and so she found it hard to grasp the impact of pain on others. When
everyone around her taught her that criminals deserved to be punished for their crimes, Karina took the lesson to heart. The very next day, Karina
was found in the garden, gleefully torturing a cat that had been attempting to eat a mouse. Despite all the reprimands Karina received, she never
understood what she was doing wrong, so she never learned from her mistakes. It was then that Karina's family started to lose hope in the young
girl's future.

By the time Karina turned ten, she was finally released from the house. While her family was worried about how the outside world would treat her,
many other nobles who had heard about her and her family were more worried about who she would affect it. Karina would walk the streets and
"defend" it, viciously beating those who made even small infractions on the law or even petty rules. Eventually, it was found that she had tortured
a man to death after he had robbed a bank. No longer able to tolerate Karina's corrupt understanding of the rules, the other nobles, and soon
enough her own family decided she needed to be executed. Her mother, unwilling to let her daughter die, helped her sneak out of the town,
where she sailed out on a raft to a place where, hopefully, she would at least be able to escape a death sentence on her head.

Expelled from her own life and all the people she once loved, Karina has become a bitter, spiteful person, untrusting of others and the law, being
branded evil even when she doesn't fully realize what she is doing wrong. Having heard stories of brave adventurers who went out into the world,
Karina has decided to take up this profession, so that maybe, she could understand the values of heroism and morality that everyone says she
lacked so much, and why people seemed to think it was so wrong that she followed the values they taught her. 7 years have passed since being rafted off from her home, and she is now twenty years old...

Karina is around 6 feet tall, and carries a wide bladed two handed sword. She dons an orange tunic, and wears light fur greaves and
gauntlets that cover her arms and legs. Karina's mouth is shut in a brutal smile, and she rarely opens it wide when she speaks. She has dark skin. She has long, brown hair, covered with a steel headband that falls in
the way of a face ornated with red paint, giving her a very warlike appearance.
So this was the life of a hero. Hah!

Karina couldn't believe that she had chosen adventuring as a profession to somehow teach her about morality. Being held in the hold of a slave ship, so far, had only given her more dreams about decapitating people with her bare hands- namely these bastard slavers who had kept her in here for so long. She felt like a caged animal, angry, bitter, and ready to savagely attack her aggressors whenever she had the chance. Today was even worse than the last day. Between trying to regulate deep, violent breaths, and digging her fingernails as hard as she could into her skin, she still managed not to lose control and get killed. Her patience couldn't last forever, though.

As the bands on Karina's hands are snapped, she jumps up immediately and nearly lunges for the man, but still manages to control her anger. Karina listens to the man speak... the first remotely friendly voice she had heard in ages. Still, there was no way she was going to trust him. The way he spoke, it seemed like he was a slaver too... sure, he would speak kindly at first, but afterward, he was only going to imprison them and treat them as brutally as these men. If Karina had learned anything in her life, it was that most of the time, your gut instincts were right. And she did not trust this man in the slightest.

Karina looks around the prisoners... most of them follow the man blindly. Fine, if they were willing to believe him, that was their choice. She sees the other prisoners... one of them looked to be maybe thirteen, if not younger. Savages, all of these slavers. "Relative freedom? Hah! Like they're going to treat us better than any of these slavers have treated us." Karina approaches the door, and with a swift, aimed kick, dislodges it from its hinges. "I'm going to jump ship with this thing, and maybe hit a few of these bastard slavers with it on my way. If anyone else doesn't trust these guys, find a large, floating object and look for the random dislodged door in the middle of the sea." Karina heads out the space where the door was.

If +5 to strength and finesse actually isn't enough to dislodge the open door, then imagine I never said that stuff about the door.
Last edited by Ditto on Fri Jun 17, 2011 8:58 pm, edited 2 times in total.
"It only hurts when my squad won't f***ing heal me."

http://guildedage.net/
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, Lv1 [00] [Cover]
HP: 7/7
MP: ■■■■■
1-3 Dmg | -2 Hit | 6 AC
- Unarmed
Spoiler:
Inventory
[list][*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...[/list]

Spellbook
[list][*]Cyclone
[Current: 2d4+3 dmg, +6 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: 40%]
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.
[*]...[/list]

Active Abilities[list][*]Magic Eye [ 1 / 1 ] [ 50 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]

Sustained Abilities[list][*]Boundary of Life and Death [ 150 AP ]
This ability can only be activiated if Kirisa's remaining HP are below 25%.
In this trance-like condition, Kirisa's damage output, both physical and magical, is increased by 50%. At the same time, however, any further damage she takes while in this condition is also doubled, almost certainly knocking her out.
[/list]

Passive Abilities[list][*]Magic Shield [ 120 AP ]
If Kirisa gets hit by an attack that would normally knock her out, she instead survives at 1 HP at the cost of 1 MP. This ability will not work if she doesn't have any MP left or already is at 1 HP beforehand. Passive damage, like from poison, will not be blocked, either.
[*]Sign of the Witch [ 75 AP ]
Kirisa has one more MP than her Intellect score would normally allow.
[*]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:
-1 Mettle
±0 Finesse
+3 Agility
-3 Fortitude
+4 Intellect
+2 Willpower
±0 Perception

Misc.:
AP: 105

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
Thunder. Kirisa wakes up, hoping to finally see something else than expected, but alas, she doesn't. She's still in captivity on this wretched ship... And just a few moments later she's reminded of the fact that she hasn't been given anything to eat or drink for quite a while now. The hunger is bad enough, but the thirst makes her dizzy to the point where she doesn't even have the energy to talk anymore. At this rate, she isn't going to last very long anymore.

But suddenly, the door to the hold is crashed open, and the mood changes. Kirisa forces herself into a sitting position to see what's going on. Apparently, a cloaked figure has entered the room and approaches the prisoners. But it's not one of the slavers this ship belongs to... What's the meaning of this?
It isn't until the figure starts destroying the prisoners' chains that Kirisa gains back a glimmer of hope. A run for freedom... ...even if it isn't freedom that awaits her if she flees this place, it cannot possibly be worse than rotting to death in the hands of a bunch of slavers.

When the man leaves the hold again, she forces herself to stand up. Despite feeling pretty unsteady, she makes for the door. Freedom...
Upon arriving at the top of the stairway, she leans against the doorway to catch her breath for a moment and peers outside.
User avatar
Ditto
Jungle Warrior (Committed contributor)
Jungle Warrior (Committed contributor)
Posts: 1452
Joined: Mon Feb 22, 2010 10:59 pm
Location: The universe and all the other places too
Contact:

Re: Deliverance PnP - Game Thread

Post by Ditto »

Image - Karina, Lvl 1 Reaver (Front) -00-
=============================================
Image Image Image Image¤
Image 15/15
Image 0/10
Image 6-9, +10 Hit
- An Unhinged Door - (??)
Image 05
- Marauder's Garb - (00 AC)
Spoiler: Inventory and Status
Stuff:
-None

Abilities:
- Cleave [2/2]- Image
[Active]
Karina strikes with a wide weapon arc that hits a large amount of enemies in the front row. When used, Karina strikes an enemy and all other
close enemies in the front row (enemies that could be reached with a weapon, I'm letting the GM use his judgment on this one) for weapon
damage. (160 AP)

- Stampede [1/1] - Image
[Active]
Karina rams through the front row of enemies, positioning herself between their back row and front row, allowing her to access all of them by
melee and them able to access her by melee. This also prevents any enemies from switching rows until she moves back or is reduced to 0 HP.
If Karina wishes, she can combine this ability with a use of cleave to shove any of the attacked enemies back into the cover row. (70 AP)

- Endurance - Image
[Passive]
Karina was born partially numb, giving her a higher than normal tolerance for pain. On level ups, Karina's hit die is increased from 1d6 to 1d10. (200 AP)

- Second Wind (Level 2) [1/1]- Image
[Active]
Karina takes a short rest in battle to allow her wounds to heal. When used, Karina is healed for 50% of her health pool. This consumes a minor action. (140 AP)


- Bloodthirst (Level 3)- Image
[Active]
The smell of blood on the battlefield strengthens Karina in combat, leading her to kill her foes more quickly. When Karina has the bloodthirst effect as active, Karina can replace her minor action with another major action. This effect is depleted upon use, and can only stack to one charge of the effect. Normally, this effect is inactive, and resets to inactive upon rest. However, the effect is restored any time an enemy or ally falls in battle. (130 AP)


Stats:
Mettle: +5
Finesse: +5
Agility: +0
Fortitude: +5
Intellect: -5
Willpower: +0
Perception: -5

Info:
Ability Points: 70

Info:


Story and Appearance:
Sometimes, it's said that people are born good, and all of the atrocities that happen to them in their life corrupt them and turn them on the path of evil.
Karina, on the other hand, is the opposite of that belief. Despite the dissappearance of her father before she was even born, Karina was raised in
a noble's household. Surrounded by loving family members and a cleric mother, she was sheltered by her family from any harm they thought the outside
world could do to her, leaving her a pure child unaffected by the cruel world outside.

Yet, even when no impure influences could reach Karina in her small, sheltered world, Karina was never a good person at heart- or at least she never
understood the concept of good and evil. Pain never seemed to affect Karina, and so she found it hard to grasp the impact of pain on others. When
everyone around her taught her that criminals deserved to be punished for their crimes, Karina took the lesson to heart. The very next day, Karina
was found in the garden, gleefully torturing a cat that had been attempting to eat a mouse. Despite all the reprimands Karina received, she never
understood what she was doing wrong, so she never learned from her mistakes. It was then that Karina's family started to lose hope in the young
girl's future.

By the time Karina turned ten, she was finally released from the house. While her family was worried about how the outside world would treat her,
many other nobles who had heard about her and her family were more worried about who she would affect it. Karina would walk the streets and
"defend" it, viciously beating those who made even small infractions on the law or even petty rules. Eventually, it was found that she had tortured
a man to death after he had robbed a bank. No longer able to tolerate Karina's corrupt understanding of the rules, the other nobles, and soon
enough her own family decided she needed to be executed. Her mother, unwilling to let her daughter die, helped her sneak out of the town,
where she sailed out on a raft to a place where, hopefully, she would at least be able to escape a death sentence on her head.

Expelled from her own life and all the people she once loved, Karina has become a bitter, spiteful person, untrusting of others and the law, being
branded evil even when she doesn't fully realize what she is doing wrong. Having heard stories of brave adventurers who went out into the world,
Karina has decided to take up this profession, so that maybe, she could understand the values of heroism and morality that everyone says she
lacked so much, and why people seemed to think it was so wrong that she followed the values they taught her. 7 years have passed since being rafted off from her home, and she is now twenty years old...

Karina is around 6 feet tall, and carries a wide bladed two handed sword. She dons an orange tunic, and wears light fur greaves and
gauntlets that cover her arms and legs. Karina's mouth is shut in a brutal smile, and she rarely opens it wide when she speaks. She has dark skin. She has long, brown hair, covered with a steel headband that falls in
the way of a face ornated with red paint, giving her a very warlike appearance.
Karina notices the girl next to her. "Girl. I suggest that you follow me, or find another friend that doesn't plan to jump ship. These slavers are savages, and you're not a warrior, I can tell. If no one is around to protect you, they will find a way to hurt you, even if these supposed heroes are supposed to be kinder than those who would enslave us."
Last edited by Ditto on Fri Jun 17, 2011 8:58 pm, edited 1 time in total.
"It only hurts when my squad won't f***ing heal me."

http://guildedage.net/
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, Lv1 [00] [Cover]
HP: 7/7
MP: ■■■■■
1-3 Dmg | -2 Hit | 6 AC
- Unarmed
Spoiler:
Inventory
[list][*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...[/list]

Spellbook
[list][*]Cyclone
[Current: 2d4+3 dmg, +6 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: 40%]
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.
[*]...[/list]

Active Abilities[list][*]Magic Eye [ 1 / 1 ] [ 50 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]

Sustained Abilities[list][*]Boundary of Life and Death [ 150 AP ]
This ability can only be activiated if Kirisa's remaining HP are below 25%.
In this trance-like condition, Kirisa's damage output, both physical and magical, is increased by 50%. At the same time, however, any further damage she takes while in this condition is also doubled, almost certainly knocking her out.
[/list]

Passive Abilities[list][*]Magic Shield [ 120 AP ]
If Kirisa gets hit by an attack that would normally knock her out, she instead survives at 1 HP at the cost of 1 MP. This ability will not work if she doesn't have any MP left or already is at 1 HP beforehand. Passive damage, like from poison, will not be blocked, either.
[*]Sign of the Witch [ 75 AP ]
Kirisa has one more MP than her Intellect score would normally allow.
[*]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:
-1 Mettle
±0 Finesse
+3 Agility
-3 Fortitude
+4 Intellect
+2 Willpower
±0 Perception

Misc.:
AP: 105

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
Suddenly, a tall woman next to Kirisa adresses her, suggesting that she find someone to protect her. She attempts to reply, but her throat is so dry that her voice has suffered to the point where she's barely audible.
"I'll... be fine..."
User avatar
Ditto
Jungle Warrior (Committed contributor)
Jungle Warrior (Committed contributor)
Posts: 1452
Joined: Mon Feb 22, 2010 10:59 pm
Location: The universe and all the other places too
Contact:

Re: Deliverance PnP - Game Thread

Post by Ditto »

Image - Karina, Lvl 1 Reaver (Front) -00-
=============================================
Image Image Image Image¤
Image 15/15
Image 0/10
Image 6-9, +10 Hit
- An Unhinged Door - (??)
Image 05
- Marauder's Garb - (00 AC)
Spoiler: Inventory and Status
Stuff:
-None

Abilities:
- Cleave [2/2]- Image
[Active]
Karina strikes with a wide weapon arc that hits a large amount of enemies in the front row. When used, Karina strikes an enemy and all other
close enemies in the front row (enemies that could be reached with a weapon, I'm letting the GM use his judgment on this one) for weapon
damage. (160 AP)

- Stampede [1/1] - Image
[Active]
Karina rams through the front row of enemies, positioning herself between their back row and front row, allowing her to access all of them by
melee and them able to access her by melee. This also prevents any enemies from switching rows until she moves back or is reduced to 0 HP.
If Karina wishes, she can combine this ability with a use of cleave to shove any of the attacked enemies back into the cover row. (70 AP)

- Endurance - Image
[Passive]
Karina was born partially numb, giving her a higher than normal tolerance for pain. On level ups, Karina's hit die is increased from 1d6 to 1d10. (200 AP)

- Second Wind (Level 2) [1/1]- Image
[Active]
Karina takes a short rest in battle to allow her wounds to heal. When used, Karina is healed for 50% of her health pool. This consumes a minor action. (140 AP)


- Bloodthirst (Level 3)- Image
[Active]
The smell of blood on the battlefield strengthens Karina in combat, leading her to kill her foes more quickly. When Karina has the bloodthirst effect as active, Karina can replace her minor action with another major action. This effect is depleted upon use, and can only stack to one charge of the effect. Normally, this effect is inactive, and resets to inactive upon rest. However, the effect is restored any time an enemy or ally falls in battle. (130 AP)


Stats:
Mettle: +5
Finesse: +5
Agility: +0
Fortitude: +5
Intellect: -5
Willpower: +0
Perception: -5

Info:
Ability Points: 70

Info:


Story and Appearance:
Sometimes, it's said that people are born good, and all of the atrocities that happen to them in their life corrupt them and turn them on the path of evil.
Karina, on the other hand, is the opposite of that belief. Despite the dissappearance of her father before she was even born, Karina was raised in
a noble's household. Surrounded by loving family members and a cleric mother, she was sheltered by her family from any harm they thought the outside
world could do to her, leaving her a pure child unaffected by the cruel world outside.

Yet, even when no impure influences could reach Karina in her small, sheltered world, Karina was never a good person at heart- or at least she never
understood the concept of good and evil. Pain never seemed to affect Karina, and so she found it hard to grasp the impact of pain on others. When
everyone around her taught her that criminals deserved to be punished for their crimes, Karina took the lesson to heart. The very next day, Karina
was found in the garden, gleefully torturing a cat that had been attempting to eat a mouse. Despite all the reprimands Karina received, she never
understood what she was doing wrong, so she never learned from her mistakes. It was then that Karina's family started to lose hope in the young
girl's future.

By the time Karina turned ten, she was finally released from the house. While her family was worried about how the outside world would treat her,
many other nobles who had heard about her and her family were more worried about who she would affect it. Karina would walk the streets and
"defend" it, viciously beating those who made even small infractions on the law or even petty rules. Eventually, it was found that she had tortured
a man to death after he had robbed a bank. No longer able to tolerate Karina's corrupt understanding of the rules, the other nobles, and soon
enough her own family decided she needed to be executed. Her mother, unwilling to let her daughter die, helped her sneak out of the town,
where she sailed out on a raft to a place where, hopefully, she would at least be able to escape a death sentence on her head.

Expelled from her own life and all the people she once loved, Karina has become a bitter, spiteful person, untrusting of others and the law, being
branded evil even when she doesn't fully realize what she is doing wrong. Having heard stories of brave adventurers who went out into the world,
Karina has decided to take up this profession, so that maybe, she could understand the values of heroism and morality that everyone says she
lacked so much, and why people seemed to think it was so wrong that she followed the values they taught her. 7 years have passed since being rafted off from her home, and she is now twenty years old...

Karina is around 6 feet tall, and carries a wide bladed two handed sword. She dons an orange tunic, and wears light fur greaves and
gauntlets that cover her arms and legs. Karina's mouth is shut in a brutal smile, and she rarely opens it wide when she speaks. She has dark skin. She has long, brown hair, covered with a steel headband that falls in
the way of a face ornated with red paint, giving her a very warlike appearance.
"Say what you will, but when I leave, please do find a friend. The soldiers out there are armed, and fact is, a stray arrow could knock out a lot of the prisoners here, including you. Not having someone around to help if that happens could lead to your death." Karina found her throat a little sore, too. Damn pirates. Karina sighed deeply. Screw this, she wasn't going to abandon the prisoners here, along with the girl. "But then again, maybe my chances are better with these men than alone on a raft. Anyone in here still, get behind me. This door should hopefully deflect any arrows or anything that could hit us on our way out." Karina leaves along with anyone ready to follow her. It felt good to move for once, and it allowed her to calm down somewhat. She hadn't been able to move in a while. Karina sees a man who had been fairly silent so far, who looked notably stronger than the other prisoners. (Kreldos)"You too. As far as I'm concerned, the fact that we're all prisoners right now makes us on the same side, and we need any help we can get."

Stats on unhinged door?
"It only hurts when my squad won't f***ing heal me."

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

Re: Deliverance PnP - Game Thread

Post by Cimeries »

.
  • Image | Karina (Ditto) __..| [Front] | 15/15 |
  • Image | Kreldos (Octagon) .| [Front] | 10/10 |
  • Image | Kirisa (Shade) _....| [Front] | 07/07 |
  • Location: The Kraken - Main Deck
.
With her massive strength, Karina breaks the heavy door from its hinges. It is difficult to carry, but should provide protection, and possibly an alternative form of escape.

Unhinged Door [2-8 Charge Dmg, +8 AC, No minor action, No standard attack] *

You make your way above, leaving behind a handful of prisoners who were too timid to attempt an escape. The fierce thunderstorm rages on, as does the battle. In the shadow of the massive colossus that is the Kraken, sails a smaller, modestly equipped ancient warship. On the side of the hull, carved in large crude letters, are the words "The Hermit". A flag hangs at its pole, a white ruined tower on black canvas.

Image

You've never seen this flag before, nor have you heard of any group bearing such an emblem. Could the slavers have carried you off for such a long distance that you are in distant lands you've never crossed before?

Kirisa - Intellect: Although you do not recognize the flag, you understand flag design convention well enough to know that a white emblem on black canvas is the hallmark of outlaws and deserters. The tower could represent any number of things, most of them virtues, none of them fitting for a group like this, whoever they are.

The Hermit has extended makeshift bridges and attached itself to the Kraken. The crews of both ships fight a vicious melee on the deck of the Kraken, the slavers facing great difficulty at holding their assailants back, despite far greater numbers.
The waters swirl and crash in chaos around the two ships, darkness surrounds all, with nothing but the fires of oil lamps and the occasional lightning bolt to light the night sky.

Karina, with the rest of the group in tow, approaches the edge of the deck, about to jump in in an attempt to escape. But the waters seem too dangerous to survive. You spot ruined containers and bodies that were ripped viciously apart by the waters, it appears that jumping in would be suicide.
A large portion of the prisoners that were following you break formation and run behind the lines of the unnamed assailants and attempt to board the Hermit. Some are shot down by slaver marksmen, the few that make it are immediately led behind a barricaded, covered entrance inside of the Hermit by their own marksmen.

Karina deflects a volley of incoming slaver bolts with the door, protecting several prisoners who would have otherwise been nailed to the ground through their skulls.

You turn your eyes to the battle, the man that unshackled you is fighting as well, fending off slavers with a simple metal staff and channeling bolts of energy to strike down the archers on the upper, fortified floors of the Kraken.
The sound of a war horn is heard from the back lines of the Hermit, and the assailants begin retreating slowly and carefully, step by step.

Some of the slavers break off and are heading your way. The remaining prisoners following you scatter about, some running for the Hermit as well, others escaping back to the holding pens in the Kraken. A few brave prisoners stand with you, they seem to have some combat experience and are ready to fight for their lives.
Will you attempt to flee to the Hermit as well, or will you fight the slavers as they approach?

* To use the door as a weapon requires space and some distance between you and your target. Finesse will not affect your rate of attack at this time.
: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, Lv1 [00] [Cover]
HP: 7/7
MP: ■■■■■
1-3 Dmg | -2 Hit | 6 AC
- Unarmed
Spoiler:
Inventory
[list][*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...[/list]

Spellbook
[list][*]Cyclone
[Current: 2d4+3 dmg, +6 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: 40%]
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.
[*]...[/list]

Active Abilities[list][*]Magic Eye [ 1 / 1 ] [ 50 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]

Sustained Abilities[list][*]Boundary of Life and Death [ 150 AP ]
This ability can only be activiated if Kirisa's remaining HP are below 25%.
In this trance-like condition, Kirisa's damage output, both physical and magical, is increased by 50%. At the same time, however, any further damage she takes while in this condition is also doubled, almost certainly knocking her out.
[/list]

Passive Abilities[list][*]Magic Shield [ 120 AP ]
If Kirisa gets hit by an attack that would normally knock her out, she instead survives at 1 HP at the cost of 1 MP. This ability will not work if she doesn't have any MP left or already is at 1 HP beforehand. Passive damage, like from poison, will not be blocked, either.
[*]Sign of the Witch [ 75 AP ]
Kirisa has one more MP than her Intellect score would normally allow.
[*]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:
-1 Mettle
±0 Finesse
+3 Agility
-3 Fortitude
+4 Intellect
+2 Willpower
±0 Perception

Misc.:
AP: 105

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
Kirisa follows the tall woman, taking care to stay behind her so that the door will block any stray arrows and bolts coming their way.
The flag of the new ship seems to be that a group of outlaws or deserters. She couldn't care less about who they are in this moment, but she does take note of it - considering that their flag suggests that they don't have any affiliation, they are probably doing this in hopes to recruit more fighters for their own goals.
But right now, a greater concern is to actually get there alive. The fighters of the Hermit are beginning to pull back and the slavers are slowly regaining control of their ship, so they don't have much time left.
At this point, Kirisa is in absolutely no condition to defend herself. She prods the tall woman with the door.
"We... need to escape..."
User avatar
Ditto
Jungle Warrior (Committed contributor)
Jungle Warrior (Committed contributor)
Posts: 1452
Joined: Mon Feb 22, 2010 10:59 pm
Location: The universe and all the other places too
Contact:

Re: Deliverance PnP - Game Thread

Post by Ditto »

Image - Karina, Lvl 1 Reaver (Front) -00-
=============================================
Image Image Image Image¤
Image 15/15
Image 0/10
Image 7-13, +5 Hit
- An Unhinged Door - (2-8 Charge Dmg, +8 AC, No minor action, No standard attack)
Image 13
- Marauder's Garb - (00 AC)
Spoiler: Inventory and Status
Stuff:
-None

Abilities:
- Cleave [2/2]- Image
[Active]
Karina strikes with a wide weapon arc that hits a large amount of enemies in the front row. When used, Karina strikes an enemy and all other
close enemies in the front row (enemies that could be reached with a weapon, I'm letting the GM use his judgment on this one) for weapon
damage. (160 AP)

- Stampede [1/1] - Image
[Active]
Karina rams through the front row of enemies, positioning herself between their back row and front row, allowing her to access all of them by
melee and them able to access her by melee. This also prevents any enemies from switching rows until she moves back or is reduced to 0 HP.
If Karina wishes, she can combine this ability with a use of cleave to shove any of the attacked enemies back into the cover row. (70 AP)

- Endurance - Image
[Passive]
Karina was born partially numb, giving her a higher than normal tolerance for pain. On level ups, Karina's hit die is increased from 1d6 to 1d10. (200 AP)

- Second Wind (Level 2) [1/1]- Image
[Active]
Karina takes a short rest in battle to allow her wounds to heal. When used, Karina is healed for 50% of her health pool. This consumes a minor action. (140 AP)


- Bloodthirst (Level 3)- Image
[Active]
The smell of blood on the battlefield strengthens Karina in combat, leading her to kill her foes more quickly. When Karina has the bloodthirst effect as active, Karina can replace her minor action with another major action. This effect is depleted upon use, and can only stack to one charge of the effect. Normally, this effect is inactive, and resets to inactive upon rest. However, the effect is restored any time an enemy or ally falls in battle. (130 AP)


Stats:
Mettle: +5
Finesse: +5
Agility: +0
Fortitude: +5
Intellect: -5
Willpower: +0
Perception: -5

Info:
Ability Points: 70

Info:


Story and Appearance:
Sometimes, it's said that people are born good, and all of the atrocities that happen to them in their life corrupt them and turn them on the path of evil.
Karina, on the other hand, is the opposite of that belief. Despite the dissappearance of her father before she was even born, Karina was raised in
a noble's household. Surrounded by loving family members and a cleric mother, she was sheltered by her family from any harm they thought the outside
world could do to her, leaving her a pure child unaffected by the cruel world outside.

Yet, even when no impure influences could reach Karina in her small, sheltered world, Karina was never a good person at heart- or at least she never
understood the concept of good and evil. Pain never seemed to affect Karina, and so she found it hard to grasp the impact of pain on others. When
everyone around her taught her that criminals deserved to be punished for their crimes, Karina took the lesson to heart. The very next day, Karina
was found in the garden, gleefully torturing a cat that had been attempting to eat a mouse. Despite all the reprimands Karina received, she never
understood what she was doing wrong, so she never learned from her mistakes. It was then that Karina's family started to lose hope in the young
girl's future.

By the time Karina turned ten, she was finally released from the house. While her family was worried about how the outside world would treat her,
many other nobles who had heard about her and her family were more worried about who she would affect it. Karina would walk the streets and
"defend" it, viciously beating those who made even small infractions on the law or even petty rules. Eventually, it was found that she had tortured
a man to death after he had robbed a bank. No longer able to tolerate Karina's corrupt understanding of the rules, the other nobles, and soon
enough her own family decided she needed to be executed. Her mother, unwilling to let her daughter die, helped her sneak out of the town,
where she sailed out on a raft to a place where, hopefully, she would at least be able to escape a death sentence on her head.

Expelled from her own life and all the people she once loved, Karina has become a bitter, spiteful person, untrusting of others and the law, being
branded evil even when she doesn't fully realize what she is doing wrong. Having heard stories of brave adventurers who went out into the world,
Karina has decided to take up this profession, so that maybe, she could understand the values of heroism and morality that everyone says she
lacked so much, and why people seemed to think it was so wrong that she followed the values they taught her. 7 years have passed since being rafted off from her home, and she is now twenty years old...

Karina is around 6 feet tall, and carries a wide bladed two handed sword. She dons an orange tunic, and wears light fur greaves and
gauntlets that cover her arms and legs. Karina's mouth is shut in a brutal smile, and she rarely opens it wide when she speaks. She has dark skin. She has long, brown hair, covered with a steel headband that falls in
the way of a face ornated with red paint, giving her a very warlike appearance.
Karina's confidence breaks for a second, upon seeing the people flee to be hit by bolts. When Karina hears the girl behind her speak in a croaking, small tone, she realizes that there's no way that the majority of the fighters could fight trained slavers at this point. "...miserable bastards. I will make sure to kill them some day. I admire all of your bravery, but going in would be suicide, and killing yourself to no avail is nothing of bravery. These men, while probably not the most reputable characters, are a better option than the water down there or staying on this ship. All of you, retreat behind me. Stay behind the door, no matter what. If they come too close, duck down behind me as you move, and I'll try to hold the door horizontally as a wall. Lift the bodies of anyone you see that isn't dead if you can, we may be able to get them healed." Karina steps back, and looking behind her shoulders, retreats backward onto the Hermit, making sure that the door is separating the prisoners and possible archers.

*cry* My lovely battle xp has been taken from me.
"It only hurts when my squad won't f***ing heal me."

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

Re: Deliverance PnP - Game Thread

Post by Cimeries »

.
  • Image | Karina (Ditto) __..| [Front] | 15/15 |
  • Image | Kreldos (Octagon) .| [Front] | 10/10 |
  • Image | Kirisa (Shade) _....| [Front] | 07/07 |
  • Location: The Hermit - Marksmen Barricade
.
You swiftly and carefully make your way behind the Hermit frontline and cross one of the improvised bridges holding the ships together. Your group runs behind the barricaded sections as Karina deflects incoming projectiles with the door acting as a massive tower shield.

+15 exp for escaping the Kraken.

"Nice of you to make it." is what you are greeted with, by an abnormally short, blonde man with a goatee and a stern expression on his face. He is donned in black and gray leather armor. He holds a pocket telescope, and on his lap, lies tied a warhorn, probably the one used to sound the retreat just moments ago. Despite his short stature, he seems to be in a high position on this ship, ordering the other archers and overseeing the battle.

"I noticed your clever retreat, you look like you know your way with weapons, care to help out?" He waves his hand to a formation of unmanned arrow slits in the barricade, standing near each is a large wooden crossbow. "We're a bit understaffed at the moment, and we could use more suppressing fire while we escape."

Meanwhile, the friendly front line has retreated back to the Hermit and severed the bridges, dropping a large number of slavers who were too careless to stay back into the hectic sea.
Nearly all of the warriors from the Hermit are injured, but on quick inspection, you see that none of their injuries are grave, and you can spot only the corpses of slavers lining the fresh battlefield. The melee is over, but the two ships are still trading shots relentlessly.

The short blonde man removes his telescope in panic after a few seconds of observation.
"Gods help us, they're taking out the cannons! Get the Storm Mages up here!"

You pass a quick glance at the crossbows. They're big, they're complex, and they're heavy. Karina will have no problem holding and firing one, but Kirisa will likely just hurt herself...

A group of six cloaked figures, dressed much like the man who freed you, approach from below decks. They begin channeling spells and hurling and directing storms of wind to move the sails of the Hermit away from the Kraken. The air itself around the Hermit seems to part to make way for its passage, and the raging waves suddenly seems to barely affect the ship.

WWYDN?
: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, Lv1 [15] [Cover]
HP: 7/7
MP: ■■■■
1-3 Dmg | -2 Hit | 6 AC
- Unarmed
Spoiler:
Inventory
[list][*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...
[*]...[/list]

Spellbook
[list][*]Cyclone
[Current: 2d4+3 dmg, +6 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: 40%]
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.
[*]...[/list]

Active Abilities[list][*]Magic Eye [ 1 / 1 ] [ 50 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]

Sustained Abilities[list][*]Boundary of Life and Death [ 150 AP ]
This ability can only be activiated if Kirisa's remaining HP are below 25%.
In this trance-like condition, Kirisa's damage output, both physical and magical, is increased by 50%. At the same time, however, any further damage she takes while in this condition is also doubled, almost certainly knocking her out.
[/list]

Passive Abilities[list][*]Magic Shield [ 120 AP ]
If Kirisa gets hit by an attack that would normally knock her out, she instead survives at 1 HP at the cost of 1 MP. This ability will not work if she doesn't have any MP left or already is at 1 HP beforehand. Passive damage, like from poison, will not be blocked, either.
[*]Sign of the Witch [ 75 AP ]
Kirisa has one more MP than her Intellect score would normally allow.
[*]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:
-1 Mettle
±0 Finesse
+3 Agility
-3 Fortitude
+4 Intellect
+2 Willpower
±0 Perception

Misc.:
AP: 105

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
Successfully making their way to the Hermit, they are greeted by a very short blonde man with a goatee and are asked to help out at firing at the Kraken. However, not only is Kirisa still weakened, but she doesn't have any experience with weapons whatsoever - there's no way she could operate such monstrous crossbows.
"I can't..."
But the situation gets worse. Now that the bridges have been severed, the Kraken appears to ready its cannons to fire at the Hermit. A few cloaked men, undoubtedly mages, use wind magic to move the Hermit away from the Kraken as quickly as possible. Kirisa, though insignificant compared to these men, decides to join in. She pulls herself together and uses her own spells to assist the escape of the Hermit.
User avatar
Ditto
Jungle Warrior (Committed contributor)
Jungle Warrior (Committed contributor)
Posts: 1452
Joined: Mon Feb 22, 2010 10:59 pm
Location: The universe and all the other places too
Contact:

Re: Deliverance PnP - Game Thread

Post by Ditto »

Image - Karina, Lvl 1 Reaver (Front) -15-
=============================================
Image Image Image Image¤
Image 15/15
Image 0/10
Image 7-13, +5 Hit
- An Unhinged Door - (2-8 Charge Dmg, +8 AC, No minor action, No standard attack)
Image 13
- Marauder's Garb - (00 AC)
Spoiler: Inventory and Status
Stuff:
-None

Abilities:
- Cleave [2/2]- Image
[Active]
Karina strikes with a wide weapon arc that hits a large amount of enemies in the front row. When used, Karina strikes an enemy and all other
close enemies in the front row (enemies that could be reached with a weapon, I'm letting the GM use his judgment on this one) for weapon
damage. (160 AP)

- Stampede [1/1] - Image
[Active]
Karina rams through the front row of enemies, positioning herself between their back row and front row, allowing her to access all of them by
melee and them able to access her by melee. This also prevents any enemies from switching rows until she moves back or is reduced to 0 HP.
If Karina wishes, she can combine this ability with a use of cleave to shove any of the attacked enemies back into the cover row. (70 AP)

- Endurance - Image
[Passive]
Karina was born partially numb, giving her a higher than normal tolerance for pain. On level ups, Karina's hit die is increased from 1d6 to 1d10. (200 AP)

- Second Wind (Level 2) [1/1]- Image
[Active]
Karina takes a short rest in battle to allow her wounds to heal. When used, Karina is healed for 50% of her health pool. This consumes a minor action. (140 AP)


- Bloodthirst (Level 3)- Image
[Active]
The smell of blood on the battlefield strengthens Karina in combat, leading her to kill her foes more quickly. When Karina has the bloodthirst effect as active, Karina can replace her minor action with another major action. This effect is depleted upon use, and can only stack to one charge of the effect. Normally, this effect is inactive, and resets to inactive upon rest. However, the effect is restored any time an enemy or ally falls in battle. (130 AP)


Stats:
Mettle: +5
Finesse: +5
Agility: +0
Fortitude: +5
Intellect: -5
Willpower: +0
Perception: -5

Info:
Ability Points: 70

Info:


Story and Appearance:
Sometimes, it's said that people are born good, and all of the atrocities that happen to them in their life corrupt them and turn them on the path of evil.
Karina, on the other hand, is the opposite of that belief. Despite the dissappearance of her father before she was even born, Karina was raised in
a noble's household. Surrounded by loving family members and a cleric mother, she was sheltered by her family from any harm they thought the outside
world could do to her, leaving her a pure child unaffected by the cruel world outside.

Yet, even when no impure influences could reach Karina in her small, sheltered world, Karina was never a good person at heart- or at least she never
understood the concept of good and evil. Pain never seemed to affect Karina, and so she found it hard to grasp the impact of pain on others. When
everyone around her taught her that criminals deserved to be punished for their crimes, Karina took the lesson to heart. The very next day, Karina
was found in the garden, gleefully torturing a cat that had been attempting to eat a mouse. Despite all the reprimands Karina received, she never
understood what she was doing wrong, so she never learned from her mistakes. It was then that Karina's family started to lose hope in the young
girl's future.

By the time Karina turned ten, she was finally released from the house. While her family was worried about how the outside world would treat her,
many other nobles who had heard about her and her family were more worried about who she would affect it. Karina would walk the streets and
"defend" it, viciously beating those who made even small infractions on the law or even petty rules. Eventually, it was found that she had tortured
a man to death after he had robbed a bank. No longer able to tolerate Karina's corrupt understanding of the rules, the other nobles, and soon
enough her own family decided she needed to be executed. Her mother, unwilling to let her daughter die, helped her sneak out of the town,
where she sailed out on a raft to a place where, hopefully, she would at least be able to escape a death sentence on her head.

Expelled from her own life and all the people she once loved, Karina has become a bitter, spiteful person, untrusting of others and the law, being
branded evil even when she doesn't fully realize what she is doing wrong. Having heard stories of brave adventurers who went out into the world,
Karina has decided to take up this profession, so that maybe, she could understand the values of heroism and morality that everyone says she
lacked so much, and why people seemed to think it was so wrong that she followed the values they taught her. 7 years have passed since being rafted off from her home, and she is now twenty years old...

Karina is around 6 feet tall, and looks to be fairly strong. She dons an orange tunic, and wears light fur greaves and
gauntlets that cover her arms and legs. Karina's mouth is shut in a brutal smile, and she rarely opens it wide when she speaks. She has dark skin. She has long, brown hair, covered with a steel headband that falls in
the way of a face ornated with red paint, giving her a very warlike appearance.
Karina notices the girl go off on her own. She really hoped she'd be alright alone and without the door... but what was done was done. Karina imagined shooting crossbow bolts into those damn slaver's foreheads, and decided that she was pretty damn pissed at them. More pissed at them than untrusting of these men on the Hermit. "Fine." Karina heads to one of the crossbows, using the door as a shield as she goes to it, and starts manning it to help in the battle.

Karina wished that girl would realize when to leave things in the hands of others. Hell, she could knock out that girl with a well placed punch. Whatever abra-cadabra s*** that girl had, it didn't matter on a battlefield where a single stray arrow could turn you into a corpse. Maybe she was treating her like too much of a little girl, but she had already lost this part of her childhood, and she didn't want it to be taken from someone else, too.

Karina refocuses her attention to the crossbows. Those slavers had held her in there for long enough, and it was about time she had her retribution. Maybe she'd hit a few of them in the groin just for fun. Anyone who would engage in this kind of profession deserved any pain coming to them, and she was glad to dole it out. Karina shoots a crossbow bolt at any healers or medics she can find, best to stop any healing and support to the soldiers to help the others.
Last edited by Ditto on Sun Jun 19, 2011 4:08 pm, edited 2 times in total.
"It only hurts when my squad won't f***ing heal me."

http://guildedage.net/
User avatar
octagon
Darkshine Knight (Extremist fanatic)
Darkshine Knight (Extremist fanatic)
Posts: 2589
Joined: Sat Feb 20, 2010 1:07 pm

Re: Deliverance PnP - Game Thread

Post by octagon »

Kreldos, Lv1 [15] [Cover]
10/10 HP
MP:
Great Divide [1/1]
6-11 Dmg | +9 Hit | 17 AC
Crossbow (? Dmg)
Light Metal Garb (2 AC)
Light Bracers (1 AC)

Spoiler: Character sheet
Items
* Glaive (2-7 Dmg)

Spellbook
Compress: Greatly raises the gravitational pull of a single creature, making them incredibly heavy and unable to dodge attacks or defend effectively. All incoming attack deal 1d3 + Willpower more damage, and the target's AC will be 3 + Willpower points lower. The effect lasts until the end of combat.

Abilities
Great Divide [1] [active] [125 AP]
Physical attack dealing triple damage. Takes a full turn.
Impetus [passive] [80 AP]
Kreldos can attack again if his strike felled an enemy.
Precision [passive] [85 AP]
Maneuver effects used by Kreldos are 20% stronger. (rounded up)
Flurry [sustained] [125 AP]
Kreldos can attack twice in one turn with attack power reduced by 25%. (without minor action)
Optimize [sustained] [75 AP]
In this state, Kreldos both deals and takes maximum damage.
Mark of Slavery [passive]
A strange symbol occupies the lower left half of his forehead, just above the brow. It glows a strange blue hue when exposed to moonlight. It seems to have no discernible function, aside from marking him as property.

Planned:
Mend [5] [active] [ AP]
By application of basic medical knowledge, Kreldos heals an ally or himself by [2+INT] HP. Minor action.


Stats
Mettle: +4
Finesse: +5
Agility: +4
Fortitude: 0
Intellect: +1
Willpower: -4
Perception -5


10 AP left

Story
Will figure this out sometime.
Script
Use Flurry unless the enemies were somehow noticed to or are known to have DR
After following Karina, Kreldos greets the man with a nod, then grabs a crossbow, still covering behind the door.
He shakes his head as he notices the prisoners returning to the Kraken. He didn't understand how anyone could be foolish enough to throw away their freedom... being treated as property was worth than death.
He was slightly afraid of that woman... she spoke the way a hero would speak, but still... she also appeared ...bloodthirsty somehow. While her savage appearance was slightly unsettling already, that didn't say much - he had met numerous decent people with menacing appearance before, but there was something else about her... she appeared like someone who killed or tortured with little or no motivation. He learned to hate those slavers with passion, and they didn't deserve any better, but she probably was just as dangerous - or even worse.
Well, this was no time to pick your allies. He needed any help he could get... For now, anything but survival did hardly matter. Later, he should find out who his saviours were.
[FLURRY ON]
Kreldos fires two bolts at his enemies. Preferably target the hands of cannoneers or archers.

I've been sitting here writing this post for hours, but it still didn't turn like I wanted it to.
Am I overstretching the bonds of -5 PER?
Do other characters who don't hold that door but still cover behind it an AC bonus as well?
Also, dammit. I just noticed that Compress is willpower-based, and with -4 WIL, the victim will effectively fight better when Compressed... is the minimum effective willpower modifier for this spell 0, is it supposed to be INT actually, or is the spell completely useless unless I spend all my points on willpower for the rest of my life?
User avatar
Ditto
Jungle Warrior (Committed contributor)
Jungle Warrior (Committed contributor)
Posts: 1452
Joined: Mon Feb 22, 2010 10:59 pm
Location: The universe and all the other places too
Contact:

Re: Deliverance PnP - Game Thread

Post by Ditto »

Image - Karina, Lvl 1 Reaver (Front) -15-
=============================================
Image Image Image Image¤
Image 15/15
Image 0/10
Image 7-13, +5 Hit
- An Unhinged Door - (2-8 Charge Dmg, +8 AC, No minor action, No standard attack)
Image 13
- Marauder's Garb - (00 AC)
Spoiler: Inventory and Status
Stuff:
-None

Abilities:
- Cleave [2/2]- Image
[Active]
Karina strikes with a wide weapon arc that hits a large amount of enemies in the front row. When used, Karina strikes an enemy and all other
close enemies in the front row (enemies that could be reached with a weapon, I'm letting the GM use his judgment on this one) for weapon
damage. (160 AP)

- Stampede [1/1] - Image
[Active]
Karina rams through the front row of enemies, positioning herself between their back row and front row, allowing her to access all of them by
melee and them able to access her by melee. This also prevents any enemies from switching rows until she moves back or is reduced to 0 HP.
If Karina wishes, she can combine this ability with a use of cleave to shove any of the attacked enemies back into the cover row. (70 AP)

- Endurance - Image
[Passive]
Karina was born partially numb, giving her a higher than normal tolerance for pain. On level ups, Karina's hit die is increased from 1d6 to 1d10. (200 AP)

- Second Wind (Level 2) [1/1]- Image
[Active]
Karina takes a short rest in battle to allow her wounds to heal. When used, Karina is healed for 50% of her health pool. This consumes a minor action. (140 AP)


- Bloodthirst (Level 3)- Image
[Active]
The smell of blood on the battlefield strengthens Karina in combat, leading her to kill her foes more quickly. When Karina has the bloodthirst effect as active, Karina can replace her minor action with another major action. This effect is depleted upon use, and can only stack to one charge of the effect. Normally, this effect is inactive, and resets to inactive upon rest. However, the effect is restored any time an enemy or ally falls in battle. (130 AP)


Stats:
Mettle: +5
Finesse: +5
Agility: +0
Fortitude: +5
Intellect: -5
Willpower: +0
Perception: -5

Info:
Ability Points: 70

Info:


Story and Appearance:
Sometimes, it's said that people are born good, and all of the atrocities that happen to them in their life corrupt them and turn them on the path of evil.
Karina, on the other hand, is the opposite of that belief. Despite the dissappearance of her father before she was even born, Karina was raised in
a noble's household. Surrounded by loving family members and a cleric mother, she was sheltered by her family from any harm they thought the outside
world could do to her, leaving her a pure child unaffected by the cruel world outside.

Yet, even when no impure influences could reach Karina in her small, sheltered world, Karina was never a good person at heart- or at least she never
understood the concept of good and evil. Pain never seemed to affect Karina, and so she found it hard to grasp the impact of pain on others. When
everyone around her taught her that criminals deserved to be punished for their crimes, Karina took the lesson to heart. The very next day, Karina
was found in the garden, gleefully torturing a cat that had been attempting to eat a mouse. Despite all the reprimands Karina received, she never
understood what she was doing wrong, so she never learned from her mistakes. It was then that Karina's family started to lose hope in the young
girl's future.

By the time Karina turned ten, she was finally released from the house. While her family was worried about how the outside world would treat her,
many other nobles who had heard about her and her family were more worried about who she would affect it. Karina would walk the streets and
"defend" it, viciously beating those who made even small infractions on the law or even petty rules. Eventually, it was found that she had tortured
a man to death after he had robbed a bank. No longer able to tolerate Karina's corrupt understanding of the rules, the other nobles, and soon
enough her own family decided she needed to be executed. Her mother, unwilling to let her daughter die, helped her sneak out of the town,
where she sailed out on a raft to a place where, hopefully, she would at least be able to escape a death sentence on her head.

Expelled from her own life and all the people she once loved, Karina has become a bitter, spiteful person, untrusting of others and the law, being
branded evil even when she doesn't fully realize what she is doing wrong. Having heard stories of brave adventurers who went out into the world,
Karina has decided to take up this profession, so that maybe, she could understand the values of heroism and morality that everyone says she
lacked so much, and why people seemed to think it was so wrong that she followed the values they taught her. 7 years have passed since being rafted off from her home, and she is now twenty years old...

Karina is around 6 feet tall, and looks to be fairly strong. She dons an orange tunic, and wears light fur greaves and
gauntlets that cover her arms and legs. Karina's mouth is shut in a brutal smile, and she rarely opens it wide when she speaks. She has dark skin. She has long, brown hair, covered with a steel headband that falls in
the way of a face ornated with red paint, giving her a very warlike appearance.
Karina notices the other man with the crossbow. He was leaning away from her quite a bit, and seemed to avoid looking at her... people seemed to treat her this way often. It was always fear, hate, or disgust. She could never understand what she did that made people avoid her like this. Sometimes it was ironic how people spent their whole lives preaching about justice and upholding the law, while simultaneously living in fear of those who actually dealt out justice to those who deserved it. "You. Do you think the people on this boat can be trusted? The man who freed us said we would be given relative freedom, not simply freedom, and personally, I doubt the prisoners on this boat will be treated well, either. I have no interest in fighting my way into the hands of new captors. Maybe I'm being paranoid, but I don't want to rot in slavery again."

Octy, no stuff to start with, remember?
Last edited by Ditto on Sun Jun 19, 2011 6:33 pm, edited 1 time in total.
"It only hurts when my squad won't f***ing heal me."

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

Re: Deliverance PnP - Game Thread

Post by Cimeries »

.
  • Image | Karina (Ditto) __..| [Front] | 15/15 | Manning Crossbow Slit
  • Image | Kreldos (Octagon) .| [Front] | 10/10 | Manning Crossbow Slit
  • Image | Kirisa (Shade) _....| [Front] | 07/07 |
  • Location: The Hermit - Marksmen Barricade
.
Kirisa: The other mages appear almost amused at your help at first, but they seem to welcome it, comparatively little as it may be.
The accuracy of their movements and coordination is impressive, to such an extent that you think you're actually learning from them just by observation.
Kirisa: +20 exp for contributing spellpower.

Karina, Kreldos: Your first priority target, the slavers operating the cannons prove to be an impossible mark. The front sides of each of their cannons have been attached with a massive wooden riot shield, protecting the operators and those pushing it and providing cover. The front side of their shields are quickly riddled with arrows, but the cannon operators remain unscathed...
You decide the rest of your efforts are best spent firing at enemy archers. You manage to take down several, reducing the intensity of incoming volleys, but many archers remain on the lookout poles and behind fortified positions, and the cannons still stand...

Karina, Kreldos: +10 exp for offering suppressive fire.

The cloacked figure, the first one, the one that released you, approaches your position. You hear it conversing with the short blonde man.

"How are things?" "Bad, terrible, their cannons are impossible to take down." "Then we need to match them." "Or escape." "I'd say matching them is quicker." "You're insane, B, you know that?" "You finally have me figured out."

Your rescuer seems to have noticed you. "Ah, very nice, I was hoping you'd survive, I can spot potential from miles away. Carry on."
He notices Kirisa's efforts. "Hold on lass, let our mages handle that, I think you can use your talent to help me take out those cannons. Come. And stay behind me."

He leaves the protected position and walks out into the open. Enemy arrows immediately fly towards him, but they seem to suddenly change their trajectory before they can hit him.

Karina, Kreldos: "Hold on, do you see that?" Exclaims the short blonde man as he continues observing the enemy ship. "There! Those fools are bringing their cannonballs out in the open! Marksmen - Shoot them down!"
Indeed when you look carefully you can see, faintly in the dim lantern lit deck, a group of slavers running around carelessly in the open carrying several cannonballs by hand. Running with all their might in an effort to get behind the safety of the protected cannons.

Shade, you can reduce the cost of Boundary of Life and Death to 100 AP, I think 150 may have been too steep.
:wink:
Post Reply