Blazing Wind PnP - Game Thread

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Re: Blazing Wind PnP - Game Thread

Post by octagon »

Aranym, Lv4 [35] [Cover]
22/22 HP
44/44 SE
0-2 Atk | 70 Hit | -- Crt | 1.5 Act
0% Prt | 62 Avd | 60 MR | 25 SR | 0 CEv
Quartz Staff [ 0-2 Atk | 70 Hit | 0 Crt | spell damage/healing +10% | 5 Wt ]
Invoker's Gown [ 0% Prt | 10 Avd | 0 CEv | 4 Wt ]
Basilisk Bracer [ 3 MR | 7 SR | 2 Wt ]

Focus [1/1] | Deflection [3/3]
Spoiler: Inventory & Status
Image
Items [12/68]
Empty Bottle [1 Wt]

Spellbook
[4 SE] Wind Cutter
[Current: 3x | 1-4 damage, 115 Hit]
The caster conjures up to [INT/5] magical blades of compressed wind and throws them at his targets independently from each other, cutting through them with sheer force. Each blade does 1-4 damage, has a hit chance of [70 + INTx3] and will never score critical hits.
[8 SE] Spark Cone
[Current: 3-8 damage, 100 Hit]
The caster releases an electrical charge and powers it up with magical energy, causing it to assume a greatly extended area of effect (all enemies by default) in which all beings suffer an electric shock, dealing [1 + INT/7] to [3 + INT/3] damage. The chance of success is [70 + INTx2] per target. Wet targets or targets suspended in water cannot resist this spell and take 50% more damage. Targets with a lot of metal to them take 25% more damage as well.
[Wt/5 SE] Telekinesis
[Current: 59 Hit]
The caster utilizes magical energy to lift and move objects of weight only limited by the amount of spirit energy available to him (Wt/5, rounded up). Full concentration is required for the duration of the spell; this means that the spell is instantly cancelled if the caster's concentration is interrupted, causing the object he was moving to plummet to the ground. It also means that the caster can't move away as long as he moves the object, and the reach of his magic is limited, effectively putting a limit on how far the caster may move the object. If used on a sentient being, the chance of success is [30 + INT + WIL].

Abilities
Focus [1] [active] [65 AP]
Aranym fuses additional power into a spell, increasing its damage/healing power/... and success/status effect chance by 50% and bypassing all damage reduction. A focused spell consumes double MP.
Deflection [3] [passive limited] [90 AP]
Aranym deflects a resisted magical attack, turning the absorbed power into a makeshift shield of raw energy. The shield absorbs [strength of the deflected attack spell] points of damage from attacks directed at the party, priorizing the survival of each ally.
Mercy [passive] [+100 AP]
Aranym cannot strike critical hits by any means, does not gain any experience for killing a sentient being and his accuracy for lethal attacks on any living creature is halved.
Affinity [sustained] [125 AP]
Aranym concentrates on a certain element. While in this state, he can only cast spells of the element in question, but gains a 50% resistance to that element. Entering and exiting this state is a minor action.
Interference [sustained] [200 AP]
A stream of irritating mental impulses floods a selected target, reducing their accuracy, evasion, MR and SR by [INT]. Aranym has 0.5 actions less than usual while sustaining this. Occupies [10-INT/5] points of SE.
Invert [sustained] [120 AP]
In this mode, Aranym's elemental spells are drawn from the opposite element: wind <> earth, water <> electricity, heat <> cold, light <> dark.
Infuse [curr:29%] [sustained] [200 AP]
In this mode, all his magical attacks deal 25% less damage, but have a [INT+WIL]% chance of inflicting a certain status effect depending on element.
[list][*]Wind: Dizzy (INT/4 turns) (Base hit rate reduced by 25% (spells targeted at others included))
[*]Earth: Entangled (INT/7 turns) (Disables melee attacks, cannot move, natural Avd reduced to 0 (Shield unaffected))
[*]Water: Spirit Seal (INT/7 turns) (Disables usage of SE)
[*]Electricity: Paralyzed (INT/10 turns) (Cannot act, cannot move, Avd becomes 0)
[*]Fire: Burning (INT/3) (x damage taken per turn. x is halved each turn (to a rounded down number if necessary). Can be cured by water.)
[*]Cold: Stunned (INT/7 turns) (Cannot act, Avd reduced by 25%)
[*]Light: Dazzled (INT/7 turns) (Base hit rate reduced by 50% (spells targeted at others included))
[*]Darkness: Cursed (Infinite duration) (Nullifies HP and SE recovery)[/list][/size]
Stats
VAL 0
FIN 0
AGI 14
FOR 6
INT 15
WIL 14
PER 10


Base Stats
22 HP | 44 SE
0-1 Atk | 80 Hit | -- Crt | 1.5 Act
0 Prt | 52 Avd | 57 MR | 18 SR | 0 CEv
65 CC | -- CDmg | Spell Limit 07


100 AP left

Story
Lots of stereotypical traumatic happenings, followed by the events from ToaP. [Well, you know it. If I would go into detail here, this part would need a lot of retcon.]
Afterwards he returned to his village, aided his people with his magical abilities and learned a few new spells.
Script
Probably complicated.
"Uh... I have no idea who this could be.
It sounded like they are in a hurry. A villager shorttaken by the wind would sure head straight home instead of approaching my house, and who else would stray through this remote area?
I think we should let them in, but we should still be alert... haste is an obvious sign of trouble.

Ooohhhh! We have a VISITOR!
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Re: Blazing Wind PnP - Game Thread

Post by Agent of Dread »

Ell, level 4 Bard [Cover]
23/23 HP --- 32/32 SE
000 XP
360 AP

1-3 Atk | 115 Hit | 5 Crt
10% Prt | 59 Avd | 1 CEv

Pinewood Lyre [6 Wt]
Leather padding [10% Prt | 0 Avd | 1 CEv | 6 Wt]
Spoiler: Inventory'n'Stuff
Inventory [15/82 wgt]
-Sharpened dagger [1-5 Atk | 85 Hit | 10 Crt | 3 Wt]
While equipped: [2-7 Atk | 130 Hit | 15 Crt]
-

Abilities
Chord [ 4 SE + Notes SE ] [270 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*2 SE ] [140 AP]
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. However, the debuff may not lower an enemy's damage by more than half. If the strength would debuff more than half, the debuff stays at half and lasts more turns, depending on the overcast.

Musician [+10 AP]
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 [ 40 AP ]
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
Soothing Song [ 5 SE ]
[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 Ell wishes, the healing can instead be split equally between all allied listeners (rounded down).
Magic Missile [ 5 SE ]
[Current: 3x | 2-5 damage, 125 Hit]
Ell 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 + INT*3] and will never score critical hits.
Magical Thorns [ 2 SE per turn ]
[Current: 2-6 damage, 90 Hit]
Ell entraps her 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 + INT*2]. 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.

Extra stats
115 Ranged Hit | 12 Status Resistance | 21 Magic Resistance
200% Critical Damage | 5 Notes | 1.5 Actions

Attributes
5 Valor
10 Finesse
13 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.
"If you deem it fit."
Having learned from a couple of experiences, Ell fingers the pommel of the dagger she keeps under her belt at all times... just in case.
- Linktree: linktr.ee/trilbs -
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Re: Blazing Wind PnP - Game Thread

Post by octagon »

Aranym, Lv4 [35] [Cover]
22/22 HP
44/44 SE
0-2 Atk | 70 Hit | -- Crt | 1.5 Act
0% Prt | 62 Avd | 60 MR | 25 SR | 0 CEv
Quartz Staff [ 0-2 Atk | 70 Hit | 0 Crt | spell damage/healing +10% | 5 Wt ]
Invoker's Gown [ 0% Prt | 10 Avd | 0 CEv | 4 Wt ]
Basilisk Bracer [ 3 MR | 7 SR | 2 Wt ]

Focus [1/1] | Deflection [3/3]
Spoiler: Inventory & Status
Image
Items [12/68]
Empty Bottle [1 Wt]

Spellbook
[4 SE] Wind Cutter
[Current: 3x | 1-4 damage, 115 Hit]
The caster conjures up to [INT/5] magical blades of compressed wind and throws them at his targets independently from each other, cutting through them with sheer force. Each blade does 1-4 damage, has a hit chance of [70 + INTx3] and will never score critical hits.
[8 SE] Spark Cone
[Current: 3-8 damage, 100 Hit]
The caster releases an electrical charge and powers it up with magical energy, causing it to assume a greatly extended area of effect (all enemies by default) in which all beings suffer an electric shock, dealing [1 + INT/7] to [3 + INT/3] damage. The chance of success is [70 + INTx2] per target. Wet targets or targets suspended in water cannot resist this spell and take 50% more damage. Targets with a lot of metal to them take 25% more damage as well.
[Wt/5 SE] Telekinesis
[Current: 59 Hit]
The caster utilizes magical energy to lift and move objects of weight only limited by the amount of spirit energy available to him (Wt/5, rounded up). Full concentration is required for the duration of the spell; this means that the spell is instantly cancelled if the caster's concentration is interrupted, causing the object he was moving to plummet to the ground. It also means that the caster can't move away as long as he moves the object, and the reach of his magic is limited, effectively putting a limit on how far the caster may move the object. If used on a sentient being, the chance of success is [30 + INT + WIL].

Abilities
Focus [1] [active] [65 AP]
Aranym fuses additional power into a spell, increasing its damage/healing power/... and success/status effect chance by 50% and bypassing all damage reduction. A focused spell consumes double MP.
Deflection [3] [passive limited] [90 AP]
Aranym deflects a resisted magical attack, turning the absorbed power into a makeshift shield of raw energy. The shield absorbs [strength of the deflected attack spell] points of damage from attacks directed at the party, priorizing the survival of each ally.
Mercy [passive] [+100 AP]
Aranym cannot strike critical hits by any means, does not gain any experience for killing a sentient being and his accuracy for lethal attacks on any living creature is halved.
Affinity [sustained] [125 AP]
Aranym concentrates on a certain element. While in this state, he can only cast spells of the element in question, but gains a 50% resistance to that element. Entering and exiting this state is a minor action.
Interference [sustained] [200 AP]
A stream of irritating mental impulses floods a selected target, reducing their accuracy, evasion, MR and SR by [INT]. Aranym has 0.5 actions less than usual while sustaining this. Occupies [10-INT/5] points of SE.
Invert [sustained] [120 AP]
In this mode, Aranym's elemental spells are drawn from the opposite element: wind <> earth, water <> electricity, heat <> cold, light <> dark.
Infuse [curr:29%] [sustained] [200 AP]
In this mode, all his magical attacks deal 25% less damage, but have a [INT+WIL]% chance of inflicting a certain status effect depending on element.
[list][*]Wind: Dizzy (INT/4 turns) (Base hit rate reduced by 25% (spells targeted at others included))
[*]Earth: Entangled (INT/7 turns) (Disables melee attacks, cannot move, natural Avd reduced to 0 (Shield unaffected))
[*]Water: Spirit Seal (INT/7 turns) (Disables usage of SE)
[*]Electricity: Paralyzed (INT/10 turns) (Cannot act, cannot move, Avd becomes 0)
[*]Fire: Burning (INT/3) (x damage taken per turn. x is halved each turn (to a rounded down number if necessary). Can be cured by water.)
[*]Cold: Stunned (INT/7 turns) (Cannot act, Avd reduced by 25%)
[*]Light: Dazzled (INT/7 turns) (Base hit rate reduced by 50% (spells targeted at others included))
[*]Darkness: Cursed (Infinite duration) (Nullifies HP and SE recovery)[/list][/size]
Stats
VAL 0
FIN 0
AGI 14
FOR 6
INT 15
WIL 14
PER 10


Base Stats
22 HP | 44 SE
0-1 Atk | 80 Hit | -- Crt | 1.5 Act
0 Prt | 52 Avd | 57 MR | 18 SR | 0 CEv
65 CC | -- CDmg | Spell Limit 07


100 AP left

Story
Lots of stereotypical traumatic happenings, followed by the events from ToaP. [Well, you know it. If I would go into detail here, this part would need a lot of retcon.]
Afterwards he returned to his village, aided his people with his magical abilities and learned a few new spells.
Script
Probably complicated.
"Alright..."
Aranym heads to the door and opens it, curious who will emerge.
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Re: Blazing Wind PnP - Game Thread

Post by Shade »

  • ToD:...v.. Night
    Weather: Cloudy, strong wind


    < Name >----------------< HP >---< SE >--< Pos. >---< Other >
    Ell.................... | 23/23 | 32/32 | Cover |
    -------------------------------------------------------------------
    Aranym.v........... | 22/22 | 44/44 | Cover |
    -------------------------------------------------------------------
    Mordekai.viiii...... | 22/22 | 40/40 | Front |
    -------------------------------------------------------------------
    Arianna.m.......... | 30/30 | 40/40 | Front |
    -------------------------------------------------------------------
    Amadeus............ | 15/15 | ....... | Front |
    -------------------------------------------------------------------
Spoiler: Ell & Aranym
As you open the door, a heavily armored middle-aged man immediately stumbles in and drops onto the floor face-first. Despite the heavy armour he wears, he looks severely injured, and both his crossbow and his sword are stained with blood. He's panting heavily.
"H-ha... T-thank you... Please... allow me... to take... shelter... here... for a while... I-I can't... fight them off... any longer..."

Aranym: You recognize this man. Never would you forget the face of the man who killed your brother! And he's still wearing the same amulet as back then...
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Re: Blazing Wind PnP - Game Thread

Post by octagon »

Aranym, Lv4 [35] [Cover]
22/22 HP
44/44 SE
0-2 Atk | 70 Hit | -- Crt | 1.5 Act
0% Prt | 62 Avd | 60 MR | 25 SR | 0 CEv
Quartz Staff [ 0-2 Atk | 70 Hit | 0 Crt | spell damage/healing +10% | 5 Wt ]
Invoker's Gown [ 0% Prt | 10 Avd | 0 CEv | 4 Wt ]
Basilisk Bracer [ 3 MR | 7 SR | 2 Wt ]

Focus [1/1] | Deflection [3/3]
Spoiler: Inventory & Status
Image
Items [12/68]
Empty Bottle [1 Wt]

Spellbook
[4 SE] Wind Cutter
[Current: 3x | 1-4 damage, 115 Hit]
The caster conjures up to [INT/5] magical blades of compressed wind and throws them at his targets independently from each other, cutting through them with sheer force. Each blade does 1-4 damage, has a hit chance of [70 + INTx3] and will never score critical hits.
[8 SE] Spark Cone
[Current: 3-8 damage, 100 Hit]
The caster releases an electrical charge and powers it up with magical energy, causing it to assume a greatly extended area of effect (all enemies by default) in which all beings suffer an electric shock, dealing [1 + INT/7] to [3 + INT/3] damage. The chance of success is [70 + INTx2] per target. Wet targets or targets suspended in water cannot resist this spell and take 50% more damage. Targets with a lot of metal to them take 25% more damage as well.
[Wt/5 SE] Telekinesis
[Current: 59 Hit]
The caster utilizes magical energy to lift and move objects of weight only limited by the amount of spirit energy available to him (Wt/5, rounded up). Full concentration is required for the duration of the spell; this means that the spell is instantly cancelled if the caster's concentration is interrupted, causing the object he was moving to plummet to the ground. It also means that the caster can't move away as long as he moves the object, and the reach of his magic is limited, effectively putting a limit on how far the caster may move the object. If used on a sentient being, the chance of success is [30 + INT + WIL].

Abilities
Focus [1] [active] [65 AP]
Aranym fuses additional power into a spell, increasing its damage/healing power/... and success/status effect chance by 50% and bypassing all damage reduction. A focused spell consumes double MP.
Deflection [3] [passive limited] [90 AP]
Aranym deflects a resisted magical attack, turning the absorbed power into a makeshift shield of raw energy. The shield absorbs [strength of the deflected attack spell] points of damage from attacks directed at the party, priorizing the survival of each ally.
Mercy [passive] [+100 AP]
Aranym cannot strike critical hits by any means, does not gain any experience for killing a sentient being and his accuracy for lethal attacks on any living creature is halved.
Affinity [sustained] [125 AP]
Aranym concentrates on a certain element. While in this state, he can only cast spells of the element in question, but gains a 50% resistance to that element. Entering and exiting this state is a minor action.
Interference [sustained] [200 AP]
A stream of irritating mental impulses floods a selected target, reducing their accuracy, evasion, MR and SR by [INT]. Aranym has 0.5 actions less than usual while sustaining this. Occupies [10-INT/5] points of SE.
Invert [sustained] [120 AP]
In this mode, Aranym's elemental spells are drawn from the opposite element: wind <> earth, water <> electricity, heat <> cold, light <> dark.
Infuse [curr:29%] [sustained] [200 AP]
In this mode, all his magical attacks deal 25% less damage, but have a [INT+WIL]% chance of inflicting a certain status effect depending on element.
[list][*]Wind: Dizzy (INT/4 turns) (Base hit rate reduced by 25% (spells targeted at others included))
[*]Earth: Entangled (INT/7 turns) (Disables melee attacks, cannot move, natural Avd reduced to 0 (Shield unaffected))
[*]Water: Spirit Seal (INT/7 turns) (Disables usage of SE)
[*]Electricity: Paralyzed (INT/10 turns) (Cannot act, cannot move, Avd becomes 0)
[*]Fire: Burning (INT/3) (x damage taken per turn. x is halved each turn (to a rounded down number if necessary). Can be cured by water.)
[*]Cold: Stunned (INT/7 turns) (Cannot act, Avd reduced by 25%)
[*]Light: Dazzled (INT/7 turns) (Base hit rate reduced by 50% (spells targeted at others included))
[*]Darkness: Cursed (Infinite duration) (Nullifies HP and SE recovery)[/list][/size]
Stats
VAL 0
FIN 0
AGI 14
FOR 6
INT 15
WIL 14
PER 10


Base Stats
22 HP | 44 SE
0-1 Atk | 80 Hit | -- Crt | 1.5 Act
0 Prt | 52 Avd | 57 MR | 18 SR | 0 CEv
65 CC | -- CDmg | Spell Limit 07


100 AP left

Story
Lots of stereotypical traumatic happenings, followed by the events from ToaP. [Well, you know it. If I would go into detail here, this part would need a lot of retcon.]
Afterwards he returned to his village, aided his people with his magical abilities and learned a few new spells.
Script
Probably complicated.
He quickly closes the door to prevent whoever mauled the man from following after.
"You!"
For a short moment, Aranym's face holds a terrified expression and he cannot prevent this single word from slipping, but then he quickly returns to his normal calm mien. Torn between grief and anger and the abiding of his ideals, he tries to suppress everything he feels against this man - for now.
Refusing to aid a helpless, heavily wounded man chased by enemies was wrong, regardless of whom, and this man had the same right to live as anyone else - but acting mercifully and kind in this situation was hard. This was still the murderer of his brother. In this state, however, he could not take responsibility for his actions years ago.
"What happened? Who did this to you?"
In absence of anything better, he positions some chairs in a row, takes a blanket from a small cabinet, drops it on them and tries to lift the man and transport him to the makeshift pallet. Not before taking away all his weapons, putting them into the cabinet and locking it, though.
Does using telekinesis on a sentient being still have a chance of failure if not doing so against their will? Just asking.
For now, I just try to pick him up physically, Ell can help if necessary. If this fails, try to use telekinesis - but how many weight points does a human have?
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Re: Blazing Wind PnP - Game Thread

Post by Shade »

  • ToD:...v.. Night
    Weather: Cloudy, strong wind


    < Name >----------------< HP >---< SE >--< Pos. >---< Other >
    Ell.................... | 23/23 | 32/32 | Cover |
    -------------------------------------------------------------------
    Aranym.v........... | 22/22 | 44/44 | Cover |
    -------------------------------------------------------------------
    Mordekai.viiii...... | 22/22 | 40/40 | Front |
    -------------------------------------------------------------------
    Arianna.m.......... | 30/30 | 40/40 | Front |
    -------------------------------------------------------------------
    Amadeus............ | 15/15 | ....... | Front |
    -------------------------------------------------------------------

@octagon: If it isn't used against the will of your target, the spell will always work.
And humans are pretty heavy. :P
Probably around 50 to 80 units, depending on whom you try to lift. ...equipment not included.

Spoiler: Ell & Aranym
The wounded man coughs up a little blood.
"I... ...don't know... ...who they are. They just... attacked me... out of... nowhere... They wore... dark cloaks... I couldn't even... see their faces... They're... spellcasters... I had..."
He coughs uncontrollably.
After locking away his weapons, you try to lift the man onto a makeshift pallet with Ell's help.

- Valor & Fortitude -
Aranym: 0 + 8 = 8
Ell: 10 + 8 = 18
Total: 26 vs. 25 -> Success
You quickly lift the man onto the pallet. However, even just lifting him up that very small distance is extremely straining for you - you couldn't have taken him any farther than that no matter what.


There's now a pool of blood where the man was lying... You can tell that he'll bleed to death if you don't treat his wounds somehow.
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Re: Blazing Wind PnP - Game Thread

Post by Agent of Dread »

Ell, level 4 Bard [Cover]
23/23 HP --- 13/32 SE
015 XP
360 AP

1-3 Atk | 115 Hit | 5 Crt
10% Prt | 59 Avd | 1 CEv

Pinewood Lyre [6 Wt]
Leather padding [10% Prt | 0 Avd | 1 CEv | 6 Wt]
Spoiler: Inventory'n'Stuff
Inventory [15/82 wgt]
-Sharpened dagger [1-5 Atk | 85 Hit | 10 Crt | 3 Wt]
While equipped: [2-7 Atk | 130 Hit | 15 Crt]
-

Abilities
Chord [ 4 SE + Notes SE ] [270 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*2 SE ] [140 AP]
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. However, the debuff may not lower an enemy's damage by more than half. If the strength would debuff more than half, the debuff stays at half and lasts more turns, depending on the overcast.

Musician [+10 AP]
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 [ 100 AP ]
Ell does not have use limitations on her Abilities, instead detracting from her Spirit Energy.

Notes
Soothing Song [ 5 SE ]
[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 Ell wishes, the healing can instead be split equally between all allied listeners (rounded down).
Magic Missile [ 5 SE ]
[Current: 3x | 2-5 damage, 125 Hit]
Ell 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 + INT*3] and will never score critical hits.
Magical Thorns [ 2 SE per turn ]
[Current: 2-6 damage, 90 Hit]
Ell entraps her 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 + INT*2]. 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.

Extra stats
115 Ranged Hit | 12 Status Resistance | 21 Magic Resistance
200% Critical Damage | 5 Notes | 1.5 Actions

Attributes
5 Valor
10 Finesse
13 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 don't know how much I can do, but there's something I can try for you..." Ell says to this mysterious man. She walks back to her makeshift bed and grabs her lyre, then sits down and plays a quiet, soothing melody beside the man.
Chord with Soothing Song x 3.
Last edited by Agent of Dread on Sun Jul 24, 2011 12:52 pm, edited 2 times in total.
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Re: Blazing Wind PnP - Game Thread

Post by Shade »

  • ToD:...v.. Night
    Weather: Cloudy, strong wind


    < Name >----------------< HP >---< SE >--< Pos. >---< Other >
    Ell.................... | 23/23 | 13/32 | Cover |
    -------------------------------------------------------------------
    Aranym.v........... | 22/22 | 44/44 | Cover |
    -------------------------------------------------------------------
    Mordekai.viiii...... | 22/22 | 40/40 | Front |
    -------------------------------------------------------------------
    Arianna.m.......... | 30/30 | 40/40 | Front |
    -------------------------------------------------------------------
    Amadeus............ | 15/15 | ....... | Front |
    -------------------------------------------------------------------
Spoiler: Ell & Aranym
Ell uses her music to invoke a concentrated healing spell on the wounded soldier. The magical aura of the music helps close some of the man's heavier wounds and stops his bleeding, and his breathing becomes more relaxed. When the effect of the magic fades, you can no longer spot any injuries on him - only the bloodstains hint at what has happened. He takes a sitting position.
"...hah... ...I can't believe my eyes. I wouldn't have deemed it possible for my injuries to just disappear like that... Thanks."

Aranym: +15 Exp
Ell: +15 Exp


He examines the room, apparently wondering where his weapons are, but when his view reaches Aranym, his gaze stays fixed at him. It appears he's thinking about something.
"Hrmmm... Haven't I seen you before?"
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Re: Blazing Wind PnP - Game Thread

Post by octagon »

Aranym, Lv4 [50] [Cover]
22/22 HP
44/44 SE
0-2 Atk | 70 Hit | -- Crt | 1.5 Act
0% Prt | 62 Avd | 60 MR | 25 SR | 0 CEv
Quartz Staff [ 0-2 Atk | 70 Hit | 0 Crt | spell damage/healing +10% | 5 Wt ]
Invoker's Gown [ 0% Prt | 10 Avd | 0 CEv | 4 Wt ]
Basilisk Bracer [ 3 MR | 7 SR | 2 Wt ]

Focus [1/1] | Deflection [3/3]
Spoiler: Inventory & Status
Image
Items [12/68]
Empty Bottle [1 Wt]

Spellbook
[4 SE] Wind Cutter
[Current: 3x | 1-4 damage, 115 Hit]
The caster conjures up to [INT/5] magical blades of compressed wind and throws them at his targets independently from each other, cutting through them with sheer force. Each blade does 1-4 damage, has a hit chance of [70 + INTx3] and will never score critical hits.
[8 SE] Spark Cone
[Current: 3-8 damage, 100 Hit]
The caster releases an electrical charge and powers it up with magical energy, causing it to assume a greatly extended area of effect (all enemies by default) in which all beings suffer an electric shock, dealing [1 + INT/7] to [3 + INT/3] damage. The chance of success is [70 + INTx2] per target. Wet targets or targets suspended in water cannot resist this spell and take 50% more damage. Targets with a lot of metal to them take 25% more damage as well.
[Wt/5 SE] Telekinesis
[Current: 59 Hit]
The caster utilizes magical energy to lift and move objects of weight only limited by the amount of spirit energy available to him (Wt/5, rounded up). Full concentration is required for the duration of the spell; this means that the spell is instantly cancelled if the caster's concentration is interrupted, causing the object he was moving to plummet to the ground. It also means that the caster can't move away as long as he moves the object, and the reach of his magic is limited, effectively putting a limit on how far the caster may move the object. If used on a sentient being, the chance of success is [30 + INT + WIL].

Abilities
Focus [1] [active] [65 AP]
Aranym fuses additional power into a spell, increasing its damage/healing power/... and success/status effect chance by 50% and bypassing all damage reduction. A focused spell consumes double MP.
Deflection [3] [passive limited] [90 AP]
Aranym deflects a resisted magical attack, turning the absorbed power into a makeshift shield of raw energy. The shield absorbs [strength of the deflected attack spell] points of damage from attacks directed at the party, priorizing the survival of each ally.
Mercy [passive] [+100 AP]
Aranym cannot strike critical hits by any means, does not gain any experience for killing a sentient being and his accuracy for lethal attacks on any living creature is halved.
Affinity [sustained] [125 AP]
Aranym concentrates on a certain element. While in this state, he can only cast spells of the element in question, but gains a 50% resistance to that element. Entering and exiting this state is a minor action.
Interference [sustained] [200 AP]
A stream of irritating mental impulses floods a selected target, reducing their accuracy, evasion, MR and SR by [INT]. Aranym has 0.5 actions less than usual while sustaining this. Occupies [10-INT/5] points of SE.
Invert [sustained] [120 AP]
In this mode, Aranym's elemental spells are drawn from the opposite element: wind <> earth, water <> electricity, heat <> cold, light <> dark.
Infuse [curr:29%] [sustained] [200 AP]
In this mode, all his magical attacks deal 25% less damage, but have a [INT+WIL]% chance of inflicting a certain status effect depending on element.
[list][*]Wind: Dizzy (INT/4 turns) (Base hit rate reduced by 25% (spells targeted at others included))
[*]Earth: Entangled (INT/7 turns) (Disables melee attacks, cannot move, natural Avd reduced to 0 (Shield unaffected))
[*]Water: Spirit Seal (INT/7 turns) (Disables usage of SE)
[*]Electricity: Paralyzed (INT/10 turns) (Cannot act, cannot move, Avd becomes 0)
[*]Fire: Burning (INT/3) (x damage taken per turn. x is halved each turn (to a rounded down number if necessary). Can be cured by water.)
[*]Cold: Stunned (INT/7 turns) (Cannot act, Avd reduced by 25%)
[*]Light: Dazzled (INT/7 turns) (Base hit rate reduced by 50% (spells targeted at others included))
[*]Darkness: Cursed (Infinite duration) (Nullifies HP and SE recovery)[/list][/size]
Stats
VAL 0
FIN 0
AGI 14
FOR 6
INT 15
WIL 14
PER 10


Base Stats
22 HP | 44 SE
0-1 Atk | 80 Hit | -- Crt | 1.5 Act
0% Prt | 52 Avd | 57 MR | 18 SR | 0 CEv
65 CC | -- CDmg | Spell Limit 07


100 AP left

Story
Lots of stereotypical traumatic happenings, followed by the events from ToaP. [Well, you know it. If I would go into detail here, this part would need a lot of retcon.]
Afterwards he returned to his village, aided his people with his magical abilities and learned a few new spells.
Script
Probably complicated.

"Yes, you should recognize me.
Do you remember how you obtained that amulet you're wearing?"

The tone in his voice becomes probing and eerily monotone.
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Re: Blazing Wind PnP - Game Thread

Post by Shade »

  • ToD:...v.. Night
    Weather: Cloudy, strong wind


    < Name >----------------< HP >---< SE >--< Pos. >---< Other >
    Ell.................... | 23/23 | 13/32 | Cover |
    -------------------------------------------------------------------
    Aranym.v........... | 22/22 | 44/44 | Cover |
    -------------------------------------------------------------------
    Mordekai.viiii...... | 22/22 | 40/40 | Front |
    -------------------------------------------------------------------
    Arianna.m.......... | 30/30 | 40/40 | Front |
    -------------------------------------------------------------------
    Amadeus............ | 15/15 | ....... | Front |
    -------------------------------------------------------------------
Spoiler: Ell & Aranym
The soldier continues to stare at Aranym, slightly confused.
"...hrm, then who are you? I can't seem to remember. Just like how I don't really remember where I got that amulet from. It's been years; do you remember where you got every single piece of your equipment from?"
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Re: Blazing Wind PnP - Game Thread

Post by Cimeries »

Image Image Image Image Image
Mordekai, Lv4 [08] Si-ren Emissary [Front]
Image
Image 22/22 Image 40/40
02-06 Atk | 128/108 Hit | 13 Crt | 1.5 Act
00% Prt | 82/62 Avd | 70/50 MR | 12 SR | 00 CEv
Head: White Mask
Weapon: Hand of Hades [ 2-4 Atk | 70 Hit | 8 Crt | 5 Wt ] Blinds [1] on criticals.
Armor: Cloth Straps [ 0% Prt | 5 Avd | 0 CEv | 3 Wt ]
Back: Black Cloak [ 0% Prt | 10 Avd | 0 CEv | 3 Wt ]
Spoiler: Inventory & Status
Image
Inventory:.........................................[ Weight: 13/78 ]
- Knife [ 1- 3 Atk | 80 Hit | 5 Crt | 2 Wt ]

- Si-ren Writing Quill
- Mordekai's Journal
- 07 Gold Coins

Spellbook[list]
[*][8 SE] Cone of Cold
[Current: 3-7 damage, 90 Hit]
The caster uses his magical energy to cool down an area in front of him to the point where even the air begins to freeze. Any being caught withhin takes [1 + INT/7] to [3 + INT/3] damage. The chance of success is [65 + INT/2] per target. Any target hit by this attack has to make another check using its SR instead of MR; if it fails that check as well, it additionally freezes for [INT/7] turns.

[*][4 SE / turn] Stranglehold
[Current: 2-5 damage, 79 Hit]
The caster uses his magical energy to compress the air directly around the target's throat to the point where it's almost a physical grip, slowly choking it; this leaves it unable to move and deals [1 + INT/8] to [2 + INT/3] damage per turn. The chance of success is [55 + INT*2]. 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, though it has a [FOR + WIL]% chance each turn to at least be able to move for that turn.

[*][4 SE / turn] Veil of Darkness
[Current: +12 Avd/MR]
The caster covers himself and all of his allies with a magical veil of darkness. Its special properties allow his allies within to see through it and act normally, but anyone trying to attack from outside will have a much harder time to hit anything within. The caster's entire party's Avd and MR are both boosted by [WIL] for as long as the spell is sustained.
[*] -
[*] -[/list]

Techniques[list]

Image [1/1]
Devour Magic: Strips a single beneficial magic effect from an enemy and recovers [Intellect]/2 SE. [80 AP]

Image [1/1]
Void Caster: Mordekai may cast a single spell without it consuming any SE. Spells cast this way require 0.5 additional actions to cast. [70 AP]

Image [1/1]
Nox: Shrouds the battlefield with heavy darkness for 3 turns. All enemies have -15 to hit, and all allies have -5. Mordekai himself takes no penalty due to his Darkvision trait, and recovers up to 5 SE. [75 AP]

Image [1/1]
Stygian Howl: A devastating blast of sound wrecks and rends all enemies facing Mordekai, dealing a flat [Remaining SE]/3 damage without fail, penetrating all defenses, and preventing the use of skills and spells for the next turn.
Mordekai is knocked unconscious for 3 turns after using this ability, and all of his SE is drained.
If he does not use this from the Front Row in combat, his allies in the front row suffer the full effect of the howl as well, while his enemies only suffer half damage. Any living being knocked out by a Stygian Howl cannot be revived. [140 AP][/list]

Abilities[list]

Image
Arcane Trance: Mordekai adds half of his remaining SE to his Avd, MR, and Hit. Mordekai's SE instantly becomes 0 if the total weight of his equipment is greater than 20, if he is encumbered, or if he is wearing metal armor.[105 AP]

Image
Spiderwalk: Mordekai can traverse water and vertical surfaces so long that he can maintain forward motion. [80 AP][/list]

Traits[list]

Image
Darkvision: Si-ren eyes are built very differently from those of most humanoids. Their keen eyesight pierces pitch black darkness, allowing them to see in it almost as well as they would in broad daylight. [40 AP]

Image
Alcohol Immunity: Alcohol simply does not affect Si-ren as it does regular humans. Mordekai does not receive normal negative effects from drinking alcohol, instead his body expels spirit energy at a rate of 1 SE per turn spent drunk. If he were to ingest several drinks at once, the rate of SE expelling will stack. [00 AP]

Image
Heartless Tenet: Si-ren process emotions in a way that does not interfere with their functions, and as a result, will appear as cold and emotionless drones to most other creatures. Mordekai is completely unaffected by skills/spells/abilities that play on emotions, such as taunting or fear spells. [70 AP][/list]

Attributes:
04 Valor
10 Finesse
11 Agility
04 Fortitude
14 Intellect
12 Willpower
04 Perception

Miscellanea:
Critical damage: 200%
Image Ability Points: 140

Kills: 0
Howls: 0

Description: The Si-ren are a small, secluded, magically gifted sect that broke away from mankind in the ages that the world was still young. Living atop the frigid northern mountainlands where man seldom treads, their seclusion has led to a development of their own society, customs and rituals.

Si-ren are highly philosophic, but at the same time, highly calm and calculated. They seek enlightenment above all things and pay little attention to worldly possessions. While they do not live in poverty, they are fairly satisfied with a standard, or even a substandard qiality of life, and never chase after luxuries.

Their physical features are very distinct, possessing eerie gray pupils and hair and a tall pale body. Si-ren lifespan is significantly longer than that of Humans, with some Si-ren living to be as old as the age of 500 years. Their progressively long life spans have brought their race's expansion to a halt, and now less than a thousand individuals remain.

When a Si-ren reaches the age of 40, he is sent to travel the world as a rite of passage. A Si-ren may only return to his homeland after they have left a meaningful permanent mark on the world, a concept that is reflected and admired in many aspects of their philosophy. But, this is done with the catch - they must do so anonymously. Their faces are covered (though it is merely a formality) and they may not take any credit for the deeds they've accomplished (for good or for bad) during their rite of passage, as their belief considers it a "natural order of events" and they are merely instruments of it.

Upon their return, their pilgrimage is never discussed, nor are they tested in any way to see if they have indeed completed it. The details of their deeds (or misdeeds) are to remain a burden on that traveler's conscience and their conscience only.
In Human society such trust will never work, but among the Si-ren, the shame of cheating in a rite of passage can drive a Si-ren mad.

Mordekai is one such traveler. He has only recently begun his rite of passage, and has been on the road for only a few weeks.
And then the lady rushed away again. It was clear that she was in distress.
He decided to follow the woman. In the dark, he was faster and more perceptive than her, so he followed from a distance to hopefully learn something about the bird.
:wink:
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Re: Blazing Wind PnP - Game Thread

Post by Ditto »

Image - Arianna, Lvl 4 Priestess (Front) -35-
=============================================
Image - Image
=============================================
Image 30/30
Image 40/40
Image 22/80
0-2 Atk | 79 Hit | 0 Crt | 1.5 Act
- Oak Staff - (0- 2 Atk | 70 Hit | 0 Crt | 5 Wt | 10% magic damage and healing bonus)
0% Prt | 59 Avd | 73 MR | 42 SR | 0 CEv
- Priestess's Robe - (0% Prt | 10 Avd | 0 CEv | 4 Wt)
- Basilisk Bracer- (3 MR, 7 SR, 2 Wt)
- Basilisk Shield - (-8 Hit | 10 Avd | 11 Wt | +5 SR Bonus)
Spoiler: Amadeus
Image - Amadeus, Lvl 1 Phoenix (Front)
=============================================
Image 15/15
4-11 Atk | 129 Hit | 5 Crt | 0.5 Act
0% Prt | 19 Avd | 0 MR | 0 SR | ? CEv
Stats:
Valor: 20
Finesse: 10
Agility: 0
Fortitude: 0
Intellect: 0
Willpower: 0
Perception: 9
Spoiler: Inventory and Status
Stuff:
-15 Gold

Spells:
[7 Max]

- Healing Light [5 SE]- Image
Arianna heals the wounds of a target or a group of people. Heals one target for [40+2WIL%] of their maximum health or splits the % healing among a group of people.
Affected By - Test of Will, 150% normal healing
Current - 120% total, 132% with staff

- Restoration [7 SE]- Image
Arianna purges impurities from the body of the target, restoring them to normal condition. Heals one target of all status effects that decay over time.

- Verdict [11 SE]- Image
Arianna creates a blast of light right at the target's mind, dealing [2+INT/3 to 5+INT/2] damage and having a [10 + INT] chance to dazzle the enemy for [1 + INT/7] turns. Unmissable.
Current - 5 to 10 Dmg, 20% chance for 2 turns, 6-11 Dmg with staff

Abilities:

- Guardian (Untaken)- Image
[Passive]
Arianna receives half the healing effect of any spell cast on an ally, and any time this effect occurs, Arianna temporarily receives 5% Prt and 10% resistance to all types of magic, stacking up to 3 times and lasting until the end of a battle. Any overhealing through this effect creates a damage absorption "Aura Barrier" for the amount of HP overhealed on Arianna.


- Raise [1 Use]- Image
[Active]
Arianna can empower allies that have lost enough strength to become unconscious, raising them and allowing them to fight again. When used, Arianna can use a minor action along with a healing spell to heal an ally that is at 0 HP and leave them conscious with the amount of HP the spell healed. [80 AP]

- Test of Will - Image
[Passive]
Arianna's healing spells heal for 50% more than normal. [250 AP]

- Divine Phoenix - Image
[Passive]
Arianna is accompanied at all times by a golden bird. The bird can only take minor actions unless Arianna gives up a minor action to strengthen the bird to take a major action. The bird has half Arianna's values for HP, Arianna's score in perception, and +Wil and +Int to Valor and Finesse respectively, and +0 in every other stat. If the Phoenix dies, it ressurects itself at the end of the battle. Arianna can sense things through the eyes of the bird. [180 AP]

- Harness [1 Use]- Image
[Active]
Arianna draws in magical energy from enemies, allowing use of their spells against them. When used, at the cost of a minor action, Arianna can see a list of all the active skills and spells enemies can use at that point in time. At any point in the battle after that, Arianna can give a use of that skill or spell to any ally including Arianna, draining the enemy's spell or skill slot, which also costs a minor action. Using the stolen ability uses a major action. [110 AP]

- Channel of Power - Image
[Passive]
Arianna can contribute power to allies, allowing allies to take additional actions in times when it is needed. Arianna can give up major actions to allies at any time. [155 AP]

Stats:
Valor: 0
Finesse: 0
Agility: 10
Fortitude: 10
Intellect: 10
Willpower: 20
Perception: 9

Info:
Ability Points: 25
Critical Hit: 150%
Amadeus's Critical Hit: 200%

Story and Appearance:
In front of you stands the same priestess you knew ten years ago, wisened by age and experience. She dons the same thick, enchanted robe, belted at the waist. Green scale bracers cover the arms, running under long sleeves of the robe. Visible under the long robe are simple gold sandals. Arianna carries a shield fused from two basilisk scales in one hand and a long, enchanted oak wood staff in the other hand, ornated with a blue gemstone at the top. Arianna wears the hood of her robe over her face, and strands of hair hang out from it. Arianna remains the same composure as before, but keeps her head hunched down and keeps more quiet. A bird that shines golden light is perched on Arianna's shoulder.
After having run some distance, Arianna comes across a hut. Maybe she could rest in there, maybe not. She was very tired, though, her sleep being interrupted yet again. Still, this place would stick out to anyone like a sore thumb, so sleeping here wasn't an option. Arianna decides to slow her pace to a walk so she doesn't tire herself out, heading into the woods and making sure to check to see if she notices anyone in any direction.
"It only hurts when my squad won't f***ing heal me."

http://guildedage.net/
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Re: Blazing Wind PnP - Game Thread

Post by Shade »

  • ToD:...v.. Night
    Weather: Cloudy, strong wind


    < Name >----------------< HP >---< SE >--< Pos. >---< Other >
    Ell.................... | 23/23 | 13/32 | Cover |
    -------------------------------------------------------------------
    Aranym.v........... | 22/22 | 44/44 | Cover |
    -------------------------------------------------------------------
    Mordekai.viiii...... | 22/22 | 40/40 | Front |
    -------------------------------------------------------------------
    Arianna.m.......... | 30/30 | 40/40 | Front |
    -------------------------------------------------------------------
    Amadeus............ | 15/15 | ....... | Front |
    -------------------------------------------------------------------
Spoiler: Arianna
Ditto. Update your gold.

You enter the woods, looking out for any pursuers.

-- Perception --
10 vs. 41 -> Failure


However, you don't see anyone. Still, you once again have the eerie feeling that you're being watched...
After walking for a while, the path becomes more and more difficult to follow, until there's eventually no path left to walk upon. If you want to go further into the woods, you'll have to rely on your own sense of direction. You can hear the howl of a wolf in the distance, as well as the constant cries of some owls...

Do you want to go on?
Spoiler: Mordekai
You follow the woman. She looks out for pursuers like you various times, but it's clearly too dark - she doesn't spot you even once. Furthermore, you notice that the golden bird on her shoulders appears to mimic the movement of her head to some extent. They must have a pretty close relationship.

-- Perception --
8 vs. 8 -> Success
You notice that you're being followed as well. They wear cloaks almost as dark as your own, but even though they appear to be moving carefully and are keeping some distance, it's hard not to notice a group of five figures sneaking through the night, especially considering that they seem to have trouble keeping up with you.


You eventually reach the border of a forest and see the woman enter it, now walking instead of running. There's a pretty seedy, slightly demolished wooden hut near the entrance, but that's probably not important right now.

Will you continue following her?
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Re: Blazing Wind PnP - Game Thread

Post by octagon »

Aranym, Lv4 [50] Elementalist [Cover]
22/22 HP
44/44 SE
0-2 Atk | 70 Hit | -- Crt | 1.5 Act
0% Prt | 62 Avd | 60 MR | 25 SR | 0 CEv
Quartz Staff [ 0-2 Atk | 70 Hit | 0 Crt | spell damage/healing +10% | 5 Wt ]
Invoker's Gown [ 0% Prt | 10 Avd | 0 CEv | 4 Wt ]
Basilisk Bracer [ 3 MR | 7 SR | 2 Wt ]

Focus [1/1] | Deflection [3/3]
Spoiler: Inventory & Status
Image
Items [12/68]
Empty Bottle [1 Wt]

Spellbook
[4 SE] Wind Cutter
[Current: 3x | 1-4 damage, 115 Hit]
The caster conjures up to [INT/5] magical blades of compressed wind and throws them at his targets independently from each other, cutting through them with sheer force. Each blade does 1-4 damage, has a hit chance of [70 + INTx3] and will never score critical hits.
[8 SE] Spark Cone
[Current: 3-8 damage, 100 Hit]
The caster releases an electrical charge and powers it up with magical energy, causing it to assume a greatly extended area of effect (all enemies by default) in which all beings suffer an electric shock, dealing [1 + INT/7] to [3 + INT/3] damage. The chance of success is [70 + INTx2] per target. Wet targets or targets suspended in water cannot resist this spell and take 50% more damage. Targets with a lot of metal to them take 25% more damage as well.
[Wt/5 SE] Telekinesis
[Current: 59 Hit]
The caster utilizes magical energy to lift and move objects of weight only limited by the amount of spirit energy available to him (Wt/5, rounded up). Full concentration is required for the duration of the spell; this means that the spell is instantly cancelled if the caster's concentration is interrupted, causing the object he was moving to plummet to the ground. It also means that the caster can't move away as long as he moves the object, and the reach of his magic is limited, effectively putting a limit on how far the caster may move the object. If used on a sentient being, the chance of success is [30 + INT + WIL].

Abilities
Focus [1] [active] [65 AP]
Aranym fuses additional power into a spell, increasing its damage/healing power/... and success/status effect chance by 50% and bypassing all damage reduction. A focused spell consumes double MP.
Deflection [3] [passive limited] [90 AP]
Aranym deflects a resisted magical attack, turning the absorbed power into a makeshift shield of raw energy. The shield absorbs [strength of the deflected attack spell] points of damage from attacks directed at the party, priorizing the survival of each ally.
Mercy [passive] [+100 AP]
Aranym cannot strike critical hits by any means, does not gain any experience for killing a sentient being and his accuracy for lethal attacks on any living creature is halved.
Affinity [sustained] [125 AP]
Aranym concentrates on a certain element. While in this state, he can only cast spells of the element in question, but gains a 50% resistance to that element. Entering and exiting this state is a minor action.
Interference [sustained] [200 AP]
A stream of irritating mental impulses floods a selected target, reducing their accuracy, evasion, MR and SR by [INT]. Aranym has 0.5 actions less than usual while sustaining this. Occupies [10-INT/5] points of SE.
Invert [sustained] [120 AP]
In this mode, Aranym's elemental spells are drawn from the opposite element: wind <> earth, water <> electricity, heat <> cold, light <> dark.
Infuse [curr:29%] [sustained] [200 AP]
In this mode, all his magical attacks deal 25% less damage, but have a [INT+WIL]% chance of inflicting a certain status effect depending on element.
[list][*]Wind: Dizzy (INT/4 turns) (Base hit rate reduced by 25% (spells targeted at others included))
[*]Earth: Entangled (INT/7 turns) (Disables melee attacks, cannot move, natural Avd reduced to 0 (Shield unaffected))
[*]Water: Spirit Seal (INT/7 turns) (Disables usage of SE)
[*]Electricity: Paralyzed (INT/10 turns) (Cannot act, cannot move, Avd becomes 0)
[*]Fire: Burning (INT/3) (x damage taken per turn. x is halved each turn (to a rounded down number if necessary). Can be cured by water.)
[*]Cold: Stunned (INT/7 turns) (Cannot act, Avd reduced by 25%)
[*]Light: Dazzled (INT/7 turns) (Base hit rate reduced by 50% (spells targeted at others included))
[*]Darkness: Cursed (Infinite duration) (Nullifies HP and SE recovery)[/list][/size]
Stats
VAL 0 | FIN 0 | AGI 14 | FOR 6 | INT 15 | WIL 14 | PER 10

Base Stats
22 HP | 44 SE
0-1 Atk | 80 Hit | -- Crt | 1.5 Act
0% Prt | 52 Avd | 57 MR | 18 SR | 0 CEv
65 CC | -- CDmg | Spell Limit 07


100 AP left

Story
Lots of stereotypical traumatic happenings, followed by the events from ToaP. [Well, you know it. If I would go into detail here, this part would need a lot of retcon.]
Afterwards he returned to his village, aided his people with his magical abilities and learned a few new spells.
Script
Probably complicated.

"You ...don't remember? The circumstances under which you acquired this amulet were rather ...extraordinary. I thought one would remember such an event.
So... do you often loot ancient tombs and murder their protectors, then? Did you gather all of your equipment that way?
The man you killed there was my brother."

Aranym speaks in a harsh, bitter, cynical tone.
Last edited by octagon on Sun Jul 24, 2011 9:07 pm, edited 1 time in total.
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Jungle Warrior (Committed contributor)
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Joined: Mon Feb 22, 2010 10:59 pm
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Re: Blazing Wind PnP - Game Thread

Post by Ditto »

Image - Arianna, Lvl 4 Priestess (Front) -35-
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Image - Image
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Image 30/30
Image 40/40
Image 22/80
0-2 Atk | 79 Hit | 0 Crt | 1.5 Act
- Oak Staff - (0- 2 Atk | 70 Hit | 0 Crt | 5 Wt | 10% magic damage and healing bonus)
0% Prt | 59 Avd | 73 MR | 42 SR | 0 CEv
- Priestess's Robe - (0% Prt | 10 Avd | 0 CEv | 4 Wt)
- Basilisk Bracer- (3 MR, 7 SR, 2 Wt)
- Basilisk Shield - (-8 Hit | 10 Avd | 11 Wt | +5 SR Bonus)
Spoiler: Amadeus
Image - Amadeus, Lvl 1 Phoenix (Front)
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Image 15/15
4-11 Atk | 129 Hit | 5 Crt | 0.5 Act
0% Prt | 19 Avd | 0 MR | 0 SR | ? CEv
Stats:
Valor: 20
Finesse: 10
Agility: 0
Fortitude: 0
Intellect: 0
Willpower: 0
Perception: 9
Spoiler: Inventory and Status
Stuff:
-10 Gold

Spells:
[7 Max]

- Healing Light [5 SE]- Image
Arianna heals the wounds of a target or a group of people. Heals one target for [40+2WIL%] of their maximum health or splits the % healing among a group of people.
Affected By - Test of Will, 150% normal healing
Current - 120% total, 132% with staff

- Restoration [7 SE]- Image
Arianna purges impurities from the body of the target, restoring them to normal condition. Heals one target of all status effects that decay over time.

- Verdict [11 SE]- Image
Arianna creates a blast of light right at the target's mind, dealing [2+INT/3 to 5+INT/2] damage and having a [10 + INT] chance to dazzle the enemy for [1 + INT/7] turns. Unmissable.
Current - 5 to 10 Dmg, 20% chance for 2 turns, 6-11 Dmg with staff

Abilities:

- Guardian (Untaken)- Image
[Passive]
Arianna receives half the healing effect of any spell cast on an ally, and any time this effect occurs, Arianna temporarily receives 5% Prt and 10% resistance to all types of magic, stacking up to 3 times and lasting until the end of a battle. Any overhealing through this effect creates a damage absorption "Aura Barrier" for the amount of HP overhealed on Arianna.


- Raise [1 Use]- Image
[Active]
Arianna can empower allies that have lost enough strength to become unconscious, raising them and allowing them to fight again. When used, Arianna can use a minor action along with a healing spell to heal an ally that is at 0 HP and leave them conscious with the amount of HP the spell healed. [80 AP]

- Test of Will - Image
[Passive]
Arianna's healing spells heal for 50% more than normal. [250 AP]

- Divine Phoenix - Image
[Passive]
Arianna is accompanied at all times by a golden bird. The bird can only take minor actions unless Arianna gives up a minor action to strengthen the bird to take a major action. The bird has half Arianna's values for HP, Arianna's score in perception, and +Wil and +Int to Valor and Finesse respectively, and +0 in every other stat. If the Phoenix dies, it ressurects itself at the end of the battle. Arianna can sense things through the eyes of the bird. [180 AP]

- Harness [1 Use]- Image
[Active]
Arianna draws in magical energy from enemies, allowing use of their spells against them. When used, at the cost of a minor action, Arianna can see a list of all the active skills and spells enemies can use at that point in time. At any point in the battle after that, Arianna can give a use of that skill or spell to any ally including Arianna, draining the enemy's spell or skill slot, which also costs a minor action. Using the stolen ability uses a major action. [110 AP]

- Channel of Power - Image
[Passive]
Arianna can contribute power to allies, allowing allies to take additional actions in times when it is needed. Arianna can give up major actions to allies at any time. [155 AP]

Stats:
Valor: 0
Finesse: 0
Agility: 10
Fortitude: 10
Intellect: 10
Willpower: 20
Perception: 9

Info:
Ability Points: 25
Critical Hit: 150%
Amadeus's Critical Hit: 200%

Story and Appearance:
In front of you stands the same priestess you knew ten years ago, wisened by age and experience. She dons the same thick, enchanted robe, belted at the waist. Green scale bracers cover the arms, running under long sleeves of the robe. Visible under the long robe are simple gold sandals. Arianna carries a shield fused from two basilisk scales in one hand and a long, enchanted oak wood staff in the other hand, ornated with a blue gemstone at the top. Arianna wears the hood of her robe over her face, and strands of hair hang out from it. Arianna remains the same composure as before, but keeps her head hunched down and keeps more quiet. A bird that shines golden light is perched on Arianna's shoulder.
The end of the path is reached, and Arianna is met with the decision to either venture further into the dangerous woods or head back. The sounds of animals are heard. At times like this, she wished she could just die already and those maniacs could end this crazed power hunt, but even death wasn't an escape from the dark arts and necromancy. Sleeping in the woods could be too dangerous, and she couldn't shake the feeling that someone was about to pounce on her and kill her any second. Barring up the door to that hut might be the best option she could find. Arianna turns back and looks for the hut, hoping she can use it to at least find some rest.
"It only hurts when my squad won't f***ing heal me."

http://guildedage.net/
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