Blazing Wind PnP - Talk Thread

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Blazing Wind PnP - Talk Thread

Post by Shade »

Rules:

Roleplaying
1. Each player may only have one character. Your characters can act independently from each other if you wish to. Please only join if you fully intend to be active (that means, post at least once per day if at all possible).

2. You are free to be any race and class you want to be. Just pick something you like.

3. Please try to contribute to the story when playing; this is an RPG, after all. Make your character act logically. Make it interesting. Make it have an own personality, its own reasons to fight and its own story. Bonds between your characters, like being a brother/sister of someone else, or being friends / love interests, can help to make them even more interesting (even though no-one ever does that...). You don't need to type up a whole novel each time you post, especially in battles - just make sure to make your character interesting, so that both you and the others will be able to like your character (or at least love to hate it).

4. For this game, I require that your characters are interesting and give me something to work with, as I want to try actually basing the story on your own characters this time instead of forcing them to go through an uninteresting generic plot that has nothing to do with them. The more there is to your characters, the more interesting the game will be. Just PM me any surprises you don't want to include in your character sheet, as well as general plans for what you had in mind for your character and its development.

5. Please write anything your character says in "". I also recommend giving your character a personal talking color; note that you can get any color you desire by specifying a hex value instead of an actual color. The font color table to the right (if you're using the Full Editor) should give you a rough idea of how it works.

6. Since you will be having quite some code in each of your posts, I recommend copying that code by clicking "quote" at your last own post. Just remember to update any parameters that might have changed and to remove the quote-tags afterwards.

7. If you want to say anything out of character in the game thread, use olive as a color please. If all you want to do is to say something out of character, please do it in this thread, not in the game thread.

8. Every GM post will have a status table that indicates the most important stats of your characters, like the current HP and SE of each character and enemy (if there are any). The current time of day, the current weather and how much gold you currently have are also shown.

9. When you're done talking/doing your business and want to go on with the game, make sure to post a clear action on what you're doing next (having your character say that he thinks about doing XYZ and having him actually do XYZ are two completely different things), or else it's possible that I don't recognize it as an actual action and nothing happens. Feel free to state your character's actual action in OOC text if you can't fit it into the roleplaying itself, I will accept that method.


Character Stats
10. Every character's main stats are HP (Health Points), SE (Spirit Energy), XP (Experience Points) and AP (Ability Points). Everyone knows what HP and XP do. SE is just a different name for MP. XP are gained for pretty much everything you do, such as helping other people, disarming a trap, picking a door's lock, defeating a monster, skillfully avoiding battles, and so on. AP, on the other hand, are used to learn new skills and abilities that your character can use.

11. Advancing to the next level always takes 100 XP. After a level up your XP are reset to 0, though any leftover XP will be kept (e. g. reaching 108 XP would leave you with 8 XP after the level up). Gaining a level will grant you 100 additional AP and allow you to distribute 3 points among your main stats.

12. Players may define their skills and abilities themselves, but it's up to the GM to decide how many AP they actually cost to learn.

13. There's no hard limit to how much you can carry, but every item has an amount of weight. If the weight of your items ever exceeds your carrying capacity, you will have to deal with increasingly harsh penalties to any rolls your character makes (not only in combat). If you continue to increase your load, your character will eventually collapse under the weight.

14. Tell me what equipment you'd like to start out with and I'll give you something appropriate. The more equipment you want, the weaker every individual piece you get will be overall. You may also choose one utility item (a rope, lockpick, bottle, net, something like that) on top of this.

15. Each character has the following stats, called main stats:

Valor (VAL) represents your character's skill in combat and raw physical strength.
- Every 2nd point increases the maximum damage your physical attacks deal by 1. Every 5th point also increases the minimum damage by 1.
- Every point increases your carrying capacity by 4 points.
- Every point increases your chance to hit with physical attacks by 1 (0 for ranged weapons like bows).
- Every point increases your base HP by 1.

Finesse (FIN) represents your character's dexterity, timing and preciseness.
- Every point increases your chance to hit with physical attacks by 3 (1 for ranged weapons like bows).
- Every 2nd point increases your chance to score a critical hit with physical attacks by 1.
- Every point increases the damage dealt with critical hits by 5%.
- Every point increases your chance to dodge physical attacks by 1.

Agility (AGI) represents your character's speed and reflexes.
- Every point increases your chance to dodge physical attacks by 3.
- Every 10th point gives your character 0.5 additional actions.

Fortitude (FOR) represents your character's hardiness, constitution, and resistance to pain and illnesses.
- Every point increases your base HP by 2.
- Every point increases your carrying capacity by 3 points.
- Every point increases your resistance to most lesser status ailments by 3.

Intellect (INT) represents your character's learning, mental capacity, reasoning and deduction skills.
- Every point increases your base SE by 2.
- Every 3rd point increases the amount of spells you can memorize by 1.
- Every point increases your magic resistance by 1.
! INT is often a deciding factor of the effectiveness of spells related to attacking and offense.
! INT is also used as a deciding factor in determining the success of various crafting activities, such as alchemy or inscribing scrolls.

Willpower (WIL) represents conviction, faith, and sheer inner force.
- Every point increases your base SE by 1.
- Every 5th point increases the amount of spells you can memorize by 1.
- Every point increases your magic resistance by 3.
! WIL is often a deciding factor of the effectiveness of spells related to healing and defense.

Perception (PER) represents how honed your senses are, how likely you are to notice small details that others may miss.
- Every point increases your chance to hit with physical attacks by 1 (4 for ranged weapons like bows).
- Every point increases your chance to dodge physical attacks by 1.
! Aside from being important for archers, PER is mostly a utility stat that determines how much your characters see/notice, whether they detect hidden traps and enemies before it's too late, and so on. Having a higher PER will also give you more info on your enemies during or even before combat.

...this results in the following sub-stats:

Code: Select all

 - Health                    (HP): 10 + (VAL) + (2x FOR)
 - Spirit Energy             (SE): (2x INT) + (WIL)
 - Carrying Capacity         (CC): 50 + (4x VAL) + (3x FOR)
 - Attack strength          (Atk): Weapon minimum + (VAL/5) to Weapon maximum + (VAL/2). If no weapon is equipped, weapon minimum is 0 and weapon maximum is 1.
 - Melee hit chance         (Hit): Weapon base + (VAL) + (3x FIN) + (PER). If no weapon is equipped, weapon base is 70.
 - Ranged hit chance        (Hit): Weapon base + (FIN) + (4x PER)
 - Physical critical chance (Crt): Weapon base + (FIN/2). If no weapon is equipped, weapon base is 0.
 - Critical damage        (CDmg%): [150 + (5x FIN)]%
 - Actions                  (Act): 1.0 + (AGI/20). 1.0 is a major action, 0.5 is a minor action. Any action, whether minor or major, deducts a full action (1.0); the only difference is that while a 0.5 remainder can be used for a minor action, 1.0 gives you more possibilities on what to do with it. Ranged weapons like bows require both a major action (for firing) and a minor action (for loading them) for just one attack.
 - Evasion                  (Avd): Equipment base + (FIN) + (3x AGI) + (PER). If no protective equipment is worn, equipment base is 0.
 - Status resistance         (SR): (3x FOR). It basically works like Avd, just against status ailments.
 - Magic resistance          (MR): (INT) + (3x WIL). It basically works like Avd, just for magic.
 - Spell limit                   : (INT/3) + (WIL/5)
 - Protection               (Prt): Equipment only. Armor often protects against a fixed percentage of physical damage received.
 - Critical Evasion         (CEv): Equipment only. Armor often reduces the chances of suffering a critical hit.
16. Distribute your starting stats wisely. You start out with 500 AP to define your skills and abilities and 50 points to distribute among your main stats.
Your starting stats can be anything from 0 to 15. The absolute cap of any stat is 50 (although nobody will ever reach that anyway). You will gain 100 AP and 3 more points to spend on your main stats every time you level up.
If a situation ever checks for one of your stats, your roll will be a random number between (your stat) and (2x your stat).

17. Any character that fulfills the necessary requirements may start out with up to 3 spells. You can specify what kind of spells you want and what they're supposed to do, but what exactly you end up getting is decided by the GM. After the game has started, spells can be learned at various occassions. Your characters may freely teach each other their knowledge of spells when they're unoccupied for a while, though depending on both the pupil and the teacher, the pupil may learn a different variation of the spell instead (this is not always strictly negative).
Spells can't be dodged, only resisted. This means that not Avd, but MR is used against spells to determine whether they take effect or not.
Most basic spells require roughly 5 SE to cast, but there are some exceptions.

18. Your SE is restored when you rest, and much more quickly so than your HP. Even a single hour of uninterrupted rest is usually enough to fully recover your SE.
In order to fully recover your HP, you'll have to rest for around 8 hours.
If your rest is interrupted at some point or you simply don't rest long enough, you'll still recover a certain percentual value of your HP and SE, but not nearly as much.
Unless you're in a hurry, take your time and rest after battle. Don't rush things. Battles will be tough for the most part, and you're expected to be prepared.

19. You can craft and create a lot of things yourself if you have the right tools to do so, though your level of success may vary.
- One notable example that might need some explaining is the creation of magical scrolls.
Any character with knowledge of a spell can attempt to write it to a scroll. This requires a magic marker, as well as the same amount of SE as if you'd cast it (if it happens to be a sustained spell, the amount of SE you invest will determine how long the spell will last when cast from the scroll) and may fail if your Intellect isn't high enough (or if you're just simply unlucky). Failing to write the spell correctly will cause the scroll to crumble to dust.
If you succeed, the scroll can then be used by anyone, no matter the stats, to cast the spell with the exact effects and stats the spell would've had the moment the creator of the scroll enchanted the scroll, but only once. The user's SE will remain untouched.
The reader of the scroll can also try to learn the spell instead, though this has a chance of failing as well, and thus only is a reasonable idea if the scroll is from a foreign source (as you can just teach each other spells you already know).
- Another example would be alchemy. Most importantly, you'll need a source of water (or just a bottle filled with water beforehand). If you want to modify an already existing potion, no further water is needed.
You can mix any combination and amount of ingredients you want, though the more complex your recipe is, the more likely it is that what you're trying to brew will have negative effects when consumed if you don't know what you're doing. You can create incredibly awesome potions if you choose the right ingredients and have a good enough Intellect, but you can also create the most dangerous poison in the world if you mess it up. That's not to say poison is useless, of course...
Generally, if you try to mix ingredients with known effects and don't mess it up, the resulting potion(s) will have similar effects. However, you won't know what a potion does until you drink or identify it, so be careful.


Combat

20. If a character's HP drop to 0, he/she is KO. Unconscious characters can't act anymore until the battle is over, at which point they regain consciousness (but remain at 0 HP, unable to fight). Your characters cannot die in combat unless the whole party is defeated, though depending on what kind of injuries you sustained, your character's life may be in danger afterwards. Poison, in particular, isn't the rather harmless HP-sap status ailment anymore that nobody used to give half a damn about.

21. You can choose between two possible positions for battles - front or cover. The front can be attacked by anything, but can also attack with anything itself. Covered characters can only be hit by ranged attacks, spells and certain skills - however, this only applies if there is at least one character standing at the front. If no-one at the front is left, melee attacks will be able to hit covered characters as well. Also note that if you're ambushed from behind, your front and cover will usually be reversed.

22. If it looks like you're about to lose a battle, you might want to try to escape instead of waiting until you're defeated. Usually, if you try to escape and there aren't any obstacles in your way, you will succeed. However, if you escape, any party members not capable of moving (e. g. because of being unconscious) will be left behind (carrying them would slow you down too much). Usually, this means that they'll be captured. If you're unlucky, it might also mean their death, however (though I won't be an ass about this one, and only the most barbaric individuals - or monsters - will go as far as to kill someone who's already helpless).

23. Be creative. There are many ways to defeat your enemies, and not all of them necessarily involve defeating them yourself or even reducing their HP to 0 at all. Sometimes the best way to win a battle is to not even start one in the first place.

24. In a battle, whenever a turn passes in which a player hasn't posted (and the other players haven't chosen what that character should do either), their character will simply attack a semi-random enemy (I'll apply some amount of common sense when choosing the target) on the list with a simple normal attack if it can hit an enemy from where it's standing.

If you don't want that to happen, simply add a "Script" tag in your charater's profile (in the spoiler) that tells me what your character should do in which situation. This can be as detailed as you want; if you want, you can even make a whole universal strategy to be used when you're absent, and I will make your character act accordingly to it (unless something happens which isn't covered in your script, in which case your character will resort to doing either normal attacks or nothing).

25. If you don't want to wait for the other players to post in a battle (for example if it just drags on and seemingly takes forever), you can just post a bolded End Turn in the game thread. You can then also give orders to the characters that haven't posted yet, if you want to, kind of like in an actual RPG game. Any characters that do not receive orders and have not posted yet at that point will resort to their script. If you ever actually want a character to do nothing, state so.

26. I may automatically end the current turn in a battle if some players haven't posted their actions after around 24 hours.

27. You can use pretty much anything as a weapon by throwing it at your enemy. How effective this is depends on what you choose to throw, as well as your VAL and FIN.


Special

28. This PnP will be a standard fantasy adventure. It will be loosely based on the events of Tears of a Phoenix, though it will play a period of time (about 10 years) afterwards (meaning that it's basically a sequel that has nothing to do with its prequel; it may have a few references here and there). You can import your characters from there if you wish to. This means:
- If you import your character, you will start out with whatever level and experience your character had at the end of ToAP. Your spells, abilities and stats will have to be redetermined, however, as this PnP uses a different ruleset. This means that your character may end up being a little different than before.
- Or you can pick the standard choice and play as a completely new character. You'll start out at the same level as the average of the characters from ToAP (except without any XP towards the next level), or at level one if nobody chooses to import their character. Basically a standard game.
There will be a few references to ToAP if at least one character is imported; if not, I'll keep the references to a minimum and treat this as its own game instead of a sequel.
I'm fine with either choice.

  • Herr Beispiel, Lv01 [00] (Front)
    30/30 HP
    24/24 SE
    2-10 Atk | 101 Hit | 3 Crt | 1.5 Act
    25% Prt | 52 Avd | 32 MR | 18 SR | 5 CEv
    Example Melee Weapon [ 1 - 6 Atk | 80 Hit | 0 Crt | 8 Wt ]
    Example Armor [ 25% Prt | -5 Avd | 5 CEv | 20 Wt ]
    Example Shield [ -10 Hit | 15 Avd | 8 Wt ]
    Spoiler: Inventory & Status
    Items (40/100):
    - Example item [ 4 Wt ]

    Spells (0/3):
    ---

    Skills:
    [list][*]Example Skill [ 1 / 1 ] [ ?? AP ]
    Description
Abilities:
  • Example Ability [ ?? AP ]
    Description
Stats:
08 Valor
07 Finesse
11 Agility
06 Fortitude
08 Intellect
08 Willpower
02 Perception

Appearance:
[Insert description or picture]

Story:
[Insert your character's background and story]

Misc.:
Critical damage: 185%[/spoiler][/list]

Yeah, that's a ton of stuff to calculate. If you don't feel like doing it yourself, I'll do it for you once you post your character, don't worry about that.
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Re: Blazing Wind PnP - Talk Thread

Post by Cimeries »

Hmm, in that case I'm bringing back Katherine. I'll do the Lyromancer with abilities named after heavy metal songs some other time. xD
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Re: Blazing Wind PnP - Talk Thread

Post by Agent of Dread »

Herr Beispiel... :lol:
If I get an awesome character idea I will join.
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Re: Blazing Wind PnP - Talk Thread

Post by Cimeries »

Kathryn Rand, Lv02 [05] (Front)
Image 20/20 Health
??-?? Atk | ?? Hit | ?? Crt | 2.0 Act
??% Prt | ?? Avd | 10 MR | 06 SR | 00 CEv
Basilisk Edge [ ? ]
Hand Crossbow [ ? ]
  • Crossbow Bolts [50/50] [ ? ]
Leather Cuirass [ ? ]
Spoiler: Inventory & Status
Items (40/100):
- Length of Rope [ 4 Wt ]

Skills:
[list][*]Brand [ 1 / 1 ] [ ?? AP ]
An attack that exposes a weakness in the enemy's defenses. Branded enemies take 10+[INT]% more damage from all sources and have their CEv reset to 0 until the end of combat. Brands stack.

[*]Backlash [ 2 / 2 ] [ ?? AP ]
With a metal string mechanism built into her bracer, Kathryn can fling an attached weapon and retrieve it, allowing her to use any one-handed blade as a returning ranged weapon. This ability cannot be used on consecutive turns.[/list]

Abilities:
[list][*]Tactician [ ?? AP ]
Choosing to focus her mind on strategy and combat ability rather than spell casting, Kathryn cannot learn or cast spells of her own and has no spell energy. Instead of offering these bonuses, every point of Intellect gives her 1 point of critical % chance, and every 10th point gives her 0.5 additional actions as Agility would.

[*]Vantage [ ?? AP ]
Critical hits scored by Kathryn recover one use of one of her expanded abilities at random.

[*]Lightweight [ ?? AP ]
Kathryn can't wear heavy armor or metal helmets at all, and takes a penalty of -50 hit if she attempts to use heavy two handed weapons such as mauls or great-axes in combat.[/list]

Stats:
06 Valor
12 Finesse
10 Agility
02 Fortitude
10 Intellect
00 Willpower
10 Perception

Misc.:
Critical damage: 210%

Image
The Basilisk Edge is that weapon I never crafted from the Basilisk's Fang. I'd like it to cause poison on critical hits (or have a fixed % of causing poison, but I'd prefer the former). A CRT rate of 10 or so would be nice too. :)
I'll send you a PM with background stuff and an account of what she was up to for the past 10 years a little later.
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Re: Blazing Wind PnP - Talk Thread

Post by Shade »

Cimeries wrote:Basilisk Edge [ ? ]
1-4 Atk, 80 Hit, 8 Crt, 4 Wt; poisons the target upon a critical hit. This particular poison deals 25% damage to the victim each turn.
I'm treating this more like a dagger.
Cimeries wrote:Hand Crossbow [ ? ]
[+ 1- 2 Atk | 8 Wt ]
Cimeries wrote:
  • Crossbow Bolts [50/50] [ ? ]
[20] Wooden Bolts; [ 3- 7 Atk | 70 Hit | 13 Crt | 0.5 Wt ]
The weight is counted per bolt, so this stack of 20 bolts weighs 10 Wt in total.
For balance purposes, bolts have a little less Atk than arrows (though crossbows add more bonus Atk than bows) and are more expensive and heavier, but also more accurate and have a higher critical rate.
Cimeries wrote:Leather Cuirass [ ? ]
[ 10% Prt | 0 Avd | 1 CEv | 6 Wt ]
Cimeries wrote: - Length of Rope [ 4 Wt ]
10 meters, I think.
Cimeries wrote:Brand [ 1 / 1 ] [ ?? AP ]
An attack that exposes a weakness in the enemy's defenses. Branded enemies take 10+[INT]% more damage from all sources and have their CEv reset to 0 until the end of combat. Brands stack.
125 AP.
Cimeries wrote:Backlash [ 2 / 2 ] [ ?? AP ]
With a metal string mechanism built into her bracer, Kathryn can fling an attached weapon and retrieve it, allowing her to use any one-handed blade as a returning ranged weapon. This ability cannot be used on consecutive turns.
Weapons flinged this way count as thrown for purposes of calculating damage and hit rates.
30 AP per use, so 60 in total.
Cimeries wrote:Tactician [ ?? AP ]
Choosing to focus her mind on strategy and combat ability rather than spell casting, Kathryn cannot learn or cast spells of her own and has no spell energy. Instead of offering these bonuses, every point of Intellect gives her 1 point of critical % chance, and every 10th point gives her 0.5 additional actions as Agility would.
An interesting approach. :)
The critical bonus looked a bit massive to me at first, but considering that there should be a sensible reason for you to increase your INT, I guess it works.
150 AP.
Cimeries wrote:Vantage [ ?? AP ]
Critical hits scored by Kathryn recover one use of one of her expanded abilities at random.
120 AP.
Cimeries wrote:Lightweight [ ?? AP ]
Kathryn can't wear heavy armor or metal helmets at all, and takes a penalty of -50 hit if she attempts to use heavy two handed weapons such as mauls or great-axes in combat.
Helmets are actually considered part of your armour in this ruleset, and won't appear as individual pieces of equipment. You can thus leave that part out.
I'll consider any armor that weighs 15 or less Wt to be "not heavy".
+60 AP.

Your stats:
With the Basilisk Edge equipped: 2-7 Atk, 132 Hit, 24 Crt
With the Hand Crossbow equipped: 5-12 Atk, 122 Hit, 29 Crt
10% Prt, 52 Avd, 1 CEv
Weight: 32/80
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Re: Blazing Wind PnP - Talk Thread

Post by Cimeries »

How much AP for Backlash if the attack was considered a ranged attack for purposes of Hit?
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Re: Blazing Wind PnP - Talk Thread

Post by Shade »

Cimeries wrote:How much AP for Backlash if the attack was considered a ranged attack for purposes of Hit?
The same, pretty much. I just felt it'd make more sense to consider the weapon thrown rather than fired, unless I'm seriously underestimating the h4xness of your bracers.
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Re: Blazing Wind PnP - Talk Thread

Post by Cimeries »

You are seriously underestimating the h4xness of my character.
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Re: Blazing Wind PnP - Talk Thread

Post by Shade »

Alright. :o

EDIT: Oh, and considering you're already level 2, you can spend three more points on your stats, Cime. ^^
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Re: Blazing Wind PnP - Talk Thread

Post by octagon »

My decision is obvious: reactivation of Sir Traumatized Mage!
He'll end up a little different than last time, though, since his build was quite inefficient and his abilities could use more flava.
Kate should probably have gained a level in those "offscreen" years, since I expect the ToaP level average to be above 2 and she should have more XP than a newly created character would have.

Is there a healer yet? If not, I'll give Aranym a cure spell.
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Re: Blazing Wind PnP - Talk Thread

Post by Agent of Dread »

Wait, why are we suddenly all resurrecting characters and levelling them from the get-go? Was this supposed to happen?
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Re: Blazing Wind PnP - Talk Thread

Post by octagon »

28. This PnP will be a standard fantasy adventure. It will be loosely based on the events of Tears of a Phoenix, though it will play a period of time (about 10 years) afterwards (meaning that it's basically a sequel that has nothing to do with its prequel; it may have a few references here and there). You can import your characters from there if you wish to. This means:
- If you import your character, you will start out with whatever level and experience your character had at the end of ToAP. Your spells, abilities and stats will have to be redetermined, however, as this PnP uses a different ruleset. This means that your character may end up being a little different than before.
- Or you can pick the standard choice and play as a completely new character. You'll start out at the same level as the average of the characters from ToAP (except without any XP towards the next level), or at level one if nobody chooses to import their character. Basically a standard game.
There will be a few references to ToAP if at least one character is imported; if not, I'll keep the references to a minimum and treat this as its own game instead of a sequel.
I'm fine with either choice.
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Re: Blazing Wind PnP - Talk Thread

Post by Agent of Dread »

I might just import a character from a different PnP that I really liked but never got to use, then. :teach:
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Re: Blazing Wind PnP - Talk Thread

Post by Agent of Dread »

Ell, level 1 Bard [Cover]
22/22 HP --- 32/32 SE
000 XP
500 AP

1-3 Atk | 99 Hit | 3 Crt
??? Prt | ?+45 Avd | ? CEv

Pinewood Lyre (?)
Leather padding (?)
Spoiler: Inventory'n'Stuff
Inventory [?/78 wgt]
-Steel dagger
-

Abilities
Chord [ 4 SE + Notes SE ] [?? AP]
Ell plays three different notes in one single sound - all three notes' effects are applied at once, stacking if necessary. Cannot be performed by singing.

Passive tone [ X SE ]
Ell sings in a soothing voice with X strength, which reduces the target's damage output by X for the first turn it takes, then X-1 for the next, and X-2 after that, and so on, until it wears off.

Musician
Ell's ability with spells is channeled through her music - her spells are Notes and require a musical instrument or ability to sing clearly and properly to use.

Spiritual
Ell does not have use limitations on her Abilities, instead detracting from her Spirit Energy. However, every time after the first that she uses an Ability its SE cost is increased by one (with Passive Tone this does not increase its strength).

Notes
-
-
-

Extra stats
115 Ranged Hit | 12 Status Resistance | 21 Magic Resistance
175% Critical Damage | 5 Notes | 1.5 Actions

Attributes
4 Valor
5 Finesse
10 Agility
4 Fortitude
15 Intellect
2 Willpower
10 Perception

Backstory
Ell was born into a wealthy family, raised quite exclusively. Homeschooled, trained to sing and play music. She was handed the tools, given the knowledge, and instructed to use them. Never a choice, never a purpose she could get behind. She became a rather sad soul, and one without a purpose. All her family would let her do was play music and sing to support all of them. It makes it ironic; there was little reason for song in her life at any point - it was heard among her village that she had never smiled once in her life. She made a living off of her music, but never really found a purpose. It was something she could do, and that was it. She searches the Earth and her soul for something missing - taken from her at a very young age: Her happiness. A purpose. She doesn't really know how to interact with people, and doesn't understand emotions, and she's trying to learn what her intensive homeschooling could never teach.
I will pretty it up soon.
As for spells, I'd like one that heals, one that deals damage over time and one that deals straight damage.
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Shade
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Re: Blazing Wind PnP - Talk Thread

Post by Shade »

Agent of Dread wrote:Pinewood Lyre (?)
6 Wt. No weapon stats because it's not a weapon. :wink:
Agent of Dread wrote:Leather padding (?)
[ 10% Prt | 0 Avd | 1 CEv | 6 Wt ]
Agent of Dread wrote:Steel dagger
Weapons aren't differentiated by their material type this time around (for the most part anyway).
Sharpened Dagger: [ 1- 5 Atk | 85 Hit | 10 Crt | 3 Wt ]
Agent of Dread wrote:Chord [ 4 SE + Notes SE ] [?? AP]
Ell plays three different notes in one single sound - all three notes' effects are applied at once, stacking if necessary. Cannot be performed by singing.
Triple-cast... :/
I understand that choosing to use this burns through your SE really really fast, but it's pretty damn powerful if you use it right.
I feel that 270 AP is necessary.
Agent of Dread wrote:Passive tone [ X SE ]
Ell sings in a soothing voice with X strength, which reduces the target's damage output by X for the first turn it takes, then X-1 for the next, and X-2 after that, and so on, until it wears off.
Make the malus/strength X/2 instead of X.
Also, I hereby put a cap on this ability - no matter how high of a malus you give to your enemies, their damage output can never be lowered to less than half of their original attack strength. If you give them a malus bigger than that, it'll simply extend the time they spend at half their strength.
140 AP.
Agent of Dread wrote:Musician
Ell's ability with spells is channeled through her music - her spells are Notes and require a musical instrument or ability to sing clearly and properly to use.
+10 AP
Agent of Dread wrote:Spiritual
Ell does not have use limitations on her Abilities, instead detracting from her Spirit Energy. However, every time after the first that she uses an Ability its SE cost is increased by one (with Passive Tone this does not increase its strength).
Does this ever reset?
Assuming that the cost resets everytime you rest long enough to max out your SE, 40 AP.
Agent of Dread wrote:As for spells, I'd like one that heals, one that deals damage over time and one that deals straight damage.
You didn't specify any flavor, so you get generic non-elemental spells.

[5 SE] Soothing Song
[Current: 44%]
A gracefully played soothing sound magically removes some of the target's wounds and stabilizes its general condition.
Restores [40 + WILx2]% of the target's HP. If the user wishes, the healing can instead be split equally between all allied listeners (rounded down).

[5 SE] Magic Missile
[Current: 3x | 2-5 damage, 125 Hit]
The caster conjures up to [INT/5] small spheres of pure magical energy and fires them at his targets independently from each other, dealing respectable damage upon impact. Each missile does 2-5 damage, has a hit chance of [80 + INTx3] and will never score critical hits.

{2 SE} Magical Thorns
[Current: 2-6 damage, 90 Hit]
The caster entraps his target in a magically conjured entanglement of thorny vines. While they will not hinder its combat ability, they will slowly damage it over time for as long as the caster sustains them with spirit energy.
Deals [1 + INT/10] to [2 + INT/4] damage per turn. The chance of success is [60 + INTx2]. If the target fails the resistance check at any point, it will not be granted any further chances to resist the effect as long as the spell is sustained without interruption.


If you don't like some of them, feel free to tell me and give me a more accurate description of what you want instead.
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