Blazing Wind PnP - Game Thread

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Blazing Wind PnP - Game Thread

Post by Shade »

  • ToD:...v.. Evening
    Weather: Cloudy


    < Name >----------------< HP >---< SE >--< Pos. >---< Other >
    Ell.................... | 23/23 | 32/32 | Cover |
    -------------------------------------------------------------------
    Aranym.v........... | 22/22 | 44/44 | Cover |
    -------------------------------------------------------------------
    Mordekai.viiii...... | 22/22 | 36/36 | Front |
    -------------------------------------------------------------------
    Arianna.m.......... | 30/30 | 40/40 | Front |
    -------------------------------------------------------------------
    Amadeus............ | 15/15 | ....... | Front |
    -------------------------------------------------------------------
Spoiler: Ell
After almost an entire day's worth of travel you arrive in a small rural village. Most of the people living here seem to be farmers; you see vast fields of corn and vegetables, and some people are still working on them at this hour.
You should probably be looking for a place to spend the night at. Yet after looking around the village a bit, you disappointedly realize that this village apparently doesn't have an inn... You'll probably have to ask one of the villagers to provide you shelter for the night.

Eventually, you notice a man with a fine but angular, somewhat elvish-looking face and a rather thin figure. He seems to be buried in thought, but looks up and calmly examines you with his glinting green eyes after noticing that you approached him.
For some reason, you get the feeling that this person might be the right one to ask.

What will you do?

You start out with 25 gold pieces from various performances. No global gold this time to prevent you from spending gold you don't have at hand, though I can merge it into a global counter once the party's united if you want me to.
Spoiler: Aranym
You're buried in thought.
About ten years have passed since the incident with the disease that would eventually wipe out an entire city... Yet even though you were part of the group that helped keep the disease in check and uncovered the corruption of advisor Boartz, all of these events have changed very little in your life. You fought various battles, you made and lost some friends and you certainly gained some experience... ...but in the end, nothing changed. Ever since you returned home, you've been helping the other villagers out with your magic... ...yet you feel unfulfilled.
Before you know it, you realize that the sun is already setting. You spent way too much time daydreaming today... ...but what's that? Someone has approached you. It's a beautiful young woman with fairly long hair; but somehow, an aura of sadness surrounds her. She seems to be about to ask you something.

You start out with 15 gold pieces. No global gold this time to prevent you from spending gold you don't have at hand, though I can merge it into a global counter once the party's united if you want me to.
Spoiler: Mordekai
After almost an entire day of uninterrupted travel, you arrive in a pretty lively town. Lots of people are walking on the streets; while some of them seem to be in a bit of a hurry, most of them are fairly relaxed. And as usual, as soon as you're noticed, you draw a lot of curious looks at yourself almost immediately. Most of the people looking at you seem to be intimidated by your appearance and discreetly leave the scene. It's always the same thing...
...yet so far, you haven't found a good opportunity to fulfill your quest.

The sun is setting already, so having a secure place to spend the night at would probably be a good thing.

Aside from a well in some distance in front of you, there are various ways to your left and right leading into gloomy alleys. After looking twice, however, you spot a sign to your left that points towards what is apparently an inn somewhere in that particular alley. Maybe that would be worth checking out?

What will you do?

You start out with 15 gold pieces. No global gold this time to prevent you from spending gold you don't have at hand, though I can merge it into a global counter once the party's united if you want me to.
Spoiler: Arianna
You look around yourself nervously. You're certain you saw one of those figures just a moment ago, but is that really possible? You've arrived in this town just a few minutes ago - could they really have predicted where you'd go next? In any case, it appears you're not safe here. You shouldn't stay here any longer than necessary, and most importantly, you shouldn't let your guard down. But the sun is setting already, and wandering around in the dark would just be begging them to openly assault you.

You take a deep breath and look around yourself once more, this time more confidently.
You probably shouldn't be showing signs of weakness. As long as you're around other people, they most likely won't attack. As long as you can abuse this fact, you should be fine.

This town seems to be fairly lively even at this hour. Lots of people are walking on the streets; while some of them seem to be in a bit of a hurry, most of them are fairly relaxed. Aside from a few curious looks, nobody seems to take much note of you. Just a stranger. Nothing special.

And yet you can't shake off the feeling that you're already being watched...

You should probably look for a place to spend the night at. You've been looking for Aranym to request his help, and you've almost reached his home village... But it's still about half a day of travel from here.

Aside from a well in some distance in front of you, there are various ways to your left and right leading into gloomy alleys. After looking twice, however, you spot a sign to your right that points towards what is apparently an inn somewhere in that particular alley.

What will you do?

You start out with 15 gold pieces. No global gold this time to prevent you from spending gold you don't have at hand, though I can merge it into a global counter once the party's united if you want me to.
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Re: Blazing Wind PnP - Game Thread

Post by Agent of Dread »

Ell, level 3 Bard [Cover]
23/23 HP --- 32/32 SE
000 XP
260 AP

1-3 Atk | 115 Hit | 5 Crt
10% Prt | 50 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
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.
A whole day of travelling. Exhausting work, no opinion about it. Ell needs a place to sleep for the night, and the only place to go is the townspeople. Something about this man, with his elven features and the glimmer in this eye, triggers something in Ell. She feels like she can trust this man, somehow. There's something about him that's welcoming... something Ell's never seen in anyone before. She can't describe the thoughts it provokes... but she does know that she will ask him for a place to stay the night.
"Excuse me, sir... would you be able to spare me a bed for the night?"
- Linktree: linktr.ee/trilbs -
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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.
She didn't know why she feared nighttime, sometimes. There wasn't light in the daytime, either. There wasn't any light in the world, at least not for her. Not in this life that seemed stranger and stranger every day even as she lived through it day after day.

Arianna walks through the city, head hunched down and hair covering her face, as Amadeus peers around and looks at the surroundings, at the bustling town that she might just be able to use as a few days refuge. She needed to find Aranym... or anyone. She remembered the events of the explosion all too well. How she had let dark spirits into her and let herself betray her friends, and how they still stood by her and rescued her even when she spit in their faces. And how Alyss had been lost in the explosion. To this day, she still didn't know if Alyss died, or was simply blown somewhere else, but as much as she searched that crater, she couldn't find her. If she was dead, it was her fault for starting the explosion in the first place. Maybe she was a failure as a healer. Lothar had been turned into a statue of stone, Katherine and Gurtagh had been lost, likely killed in the battle at Rubin. And then Alyss. In the end, the only person she hadn't lost somehow in that long trial was Aranym.

Aranym... she didn't know whether or not seeking him out would be a good idea. She cared about him, and she respected and loved his pacifism, but she had always seen him as a younger friend that she had to protect. And right now, she needed someone to help her, not vice versa. And she didn't want to drag a pacifist like Aranym into this bloody mess. But everyone else was gone, and she didn't have anyone left to ask. Anyone she didn't know could be an enemy. Yet, she couldn't justify not asking for Aranym's help, either. A lot more than her life was at stake here, and she needed any help she could trust. So here she was.

Chills run through her body. Chills of darkness, and fear. As if she is being watched. Arianna holds Amadeus to her chest for a moment, stroking the golden, glowing feathers. She was tired of this feeling, as if people could be watching her at any turn but the world was too dark to see them. Wanting to find a place where she wouldn't be out in the open, Arianna walks into the enclosed alley, and silently steps into the inn, opening the door slightly and slipping in through the opening. Arianna walks quietly and quickly towards the counter, and keeps her head down when she reaches it, Amadeus peering up towards the innkeeper. Arianna slides the gold pieces she has onto the desk. She hadn't had the time to bring more money on her way here from the last down... especially given her swift exit. "One night- how much?"
"It only hurts when my squad won't f***ing heal me."

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Re: Blazing Wind PnP - Game Thread

Post by Cimeries »

Image Image Image Image Image
Mordekai, Lv3 [00] Si-ren Emissary [Front]
Image
Image 22/22 Image 36/36
02-06 Atk | 126/108 Hit | 13 Crt | 1.5 Act
00% Prt | 77/59 Avd | 66/48 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 ]
- 15 Gold Coins

Spellbook[list]
[*][8 SE] Cone of Cold
[Current: 2-7 damage, 89 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, 75 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 withhin to see through it and act normally, but anyone trying to attack from outside will have a much harder time to hit anything withhin. 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
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
10 Agility
04 Fortitude
12 Intellect
12 Willpower
04 Perception

Miscellanea:
Critical damage: 200%
Image Ability Points: 40

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.
Today marks the end of his third week on the road, ever since he left his home. Mordekai's journey has been mostly uneventful thus far. He has a curious nature (even more so than that of other Si-ren), and he was glad for the opportunity to travel the savage lands (as his people called them) and learn. To absorb. He kept a journal in which he detailed the events of his travels, and any interesting information he learned. His people were archivists, and the need to learn and record was built into his psyche all too well to suppress.

In particular he was fascinated by the species of man that inhabited these lands, not-so distant relatives of his own kin. His appearance was intimidating to them, confusing. The mask he wore, he suspected, had much to do with it, but he could not take it off.

He found that most preferred to stay away from him. In these three weeks, he quickly learned to take advantage of his apparently intimidating nature to get information he wanted. Mordekai wasn't aggressive. Far from it, but he enjoyed the opportunity to act as a different persona, just like the artists did at the theater back at home.

As the day was nearing an end, he decided it is time to rest and perhaps sample some more of the local tribe's customs, food and drink. He spotted a tavern, a place of gathering much like those back at home. He had learned to recognize them by now and immediately began making his way there, opening the door carefully and quietly as to not to draw too much attention. He was only here to observe, for now, after all.
:wink:
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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: Character sheet
Items [12/68]
two Minecraft buckets 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.
Aranym abruptly arises from his brooding, noticing the woman, and replies to her.
"Oh, you startled me...
Yes indeed I could provide you shelter."

Something seemed to bother her, but she also seemed to be quite tired, so this probably was not the time to inquire. He could as well attempt to find out who she was, though, and since he was unsatisfied by the recent uneventful years and felt a strong urge to actually help someone in a matter of consequences once again, he should sooner or later ask what plagued her.
"You look like you have a long journey behind you; it is rare for travellers to appear in this village. Who are you and what brings you here?"
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Re: Blazing Wind PnP - Game Thread

Post by Shade »

  • ToD:...v.. Evening
    Weather: Cloudy


    < Name >----------------< HP >---< SE >--< Pos. >---< Other >
    Ell.................... | 23/23 | 32/32 | Cover |
    -------------------------------------------------------------------
    Aranym.v........... | 22/22 | 44/44 | Cover |
    -------------------------------------------------------------------
    Mordekai.viiii...... | 22/22 | 36/36 | Front |
    -------------------------------------------------------------------
    Arianna.m.......... | 30/30 | 40/40 | Front |
    -------------------------------------------------------------------
    Amadeus............ | 15/15 | ....... | Front |
    -------------------------------------------------------------------
Spoiler: Mordekai
You discreetly enter the building. At first it seems like nobody noticed you, but then a robed woman with green scale bracers standing at the counter turns around to you and eyes you warily. This prompts everyone else - except the innkeeper, a tall, muscular man with a brown mustache, but not very much hair otherwise - to do the same, triggering more of the same reactions as always; most of them quickly turn their heads away. The innkeeper, on the other hand, just stares at you with apathy.
Spoiler: Arianna
The innkeeper is a tall, muscular man with a brown mustache, but not very much hair otherwise. He eyes you suspiciously for a moment, then responds in apathy: "Five gold pieces."
He takes five of the coins from the counter and throws you a small key, then points at a set of stairs to your right leading to the upper floor. "Upstairs, room four." As you turn around to look at the stairs, you notice that another stranger has entered the inn. It's a figure entirely in black and white, with an unsettling white mask. You've never seen someone like this before, but it looks pretty intimidating... You can't even tell its gender. The few other people sitting at the tables scattered throughout the room react similarly and quickly avert their looks, probably in an attempt to not draw the stranger's attention to themselves.

What will you do?
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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
260 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.
The strange feeling within Ell proved to be genuine - this man was welcoming and kind.
He accepts her request, seems to think for a moment, then asks her name and quest.
"I'm... my name is Ell. I sing and play music..."
The knowledge of basic formalities drilled into her by her family becomes present, and she abruptly adds "What is your name?"
Ell is feeling strange - besides the basic desire to acquire a bed for the night, she also wants to speak to this person... it's an unfamiliar feeling.
Was I supposed to get HP and SE level up rolls? Just wanted to make sure...
Last edited by Agent of Dread on Tue Jul 19, 2011 7:39 pm, edited 2 times in total.
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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.
Arianna turns her body towards the man entering the tavern, Amadeus tilting his head towards the man. A sharp intake of breath follows. The mask, the aura of dark magic, the twisted appearance... they had found her already, and sent this person after her. Arianna links her power and her mind to that of Amadeus, and sends thoughts of reassurance, allowing her to give him magical strength. Arianna takes back her gold pieces, grabs the keys, and walks off to her room, hoping Amadeus or herself wouldn't give away her presence.

Thoughts were swirling around in her head. How had they found her so quickly? Usually it took weeks, sometimes even months. Did they cast a tracking spell on her or something? Maybe she had left too much of a trail when she came here. Hopefully she could remain unnoticed, and they would think they had made a mistake. She just needed to stay undetected for one night, and she could find Aranym and get some help. She could do that. Right? She didn't have other options if she wasn't right.
"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 Cimeries »

Image Image Image Image Image
Mordekai, Lv3 [00] Si-ren Emissary [Front]
Image
Image 22/22 Image 36/36
02-06 Atk | 126/108 Hit | 13 Crt | 1.5 Act
00% Prt | 77/59 Avd | 66/48 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 ]
- 15 Gold Coins

Spellbook[list]
[*][8 SE] Cone of Cold
[Current: 2-7 damage, 89 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, 75 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 withhin to see through it and act normally, but anyone trying to attack from outside will have a much harder time to hit anything withhin. 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
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
10 Agility
04 Fortitude
12 Intellect
12 Willpower
04 Perception

Miscellanea:
Critical damage: 200%
Image Ability Points: 40

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.
Not the most desirable reaction, but not unexpected. He was used to being purposely ignored by now. He approaches the tab just as the lady that the innkeeper was conversing with storms off. He sits down on a chair in front of the innkeeper as to be on equal eye level with him. He learned that his height can be intimidating as well to some.

He takes out a pouch with gold coins, a valuable metal that men used as a currency.
"Greetings innkeeper, I would like a room for the night."
He puts the pouch on the table in front of him.

"Do you serve food and drink here?"
Mordekai decided he would best ask, since he had visited some such establishments that did not, and they occasionally took offense to such a request.
:wink:
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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.
"Ah, a musician... Welcome to Corneria Camadyl.
My name is Aranym."

Screw portraits, I just palette-swapped Ljusalf from Exit Fate. The hair was a pain in the ass.
Short post, yes. Gotta get used to roleplaying again.
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Re: Blazing Wind PnP - Game Thread

Post by Shade »

  • ToD:...v.. Late evening
    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 | 36/36 | Front |
    -------------------------------------------------------------------
    Arianna.m.......... | 30/30 | 40/40 | Front |
    -------------------------------------------------------------------
    Amadeus............ | 15/15 | ....... | Front |
    -------------------------------------------------------------------
Spoiler: Mordekai
The innkeeper eyes your coins warily for a short moment, but then replies with complete apathy: "Five gold pieces."
Upon your next question, he scratches his head for a moment, then gives a slightly more enthusiastic response: "If you're okay with bread 'n beer. Three gold pieces if you want both."
You can see the wind shaking the trees outside through the windows, and it's getting dark.
Spoiler: Arianna
Don't forget to update your gold. 15 - 5 != 15. :wink:

You go to your room as fast as you can without being overly conspicuous, but it doesn't look like anyone's been following you up here. Still, you decide it'd be better to lock the door behind you after entering the room.
The room itself doesn't look bad. It's a small, but clean room with wooden floor and walls, an elegant round table with two chairs next to it, a single cupboard, a moderately comfortable bed and a single window. You've certainly had worse rooms for five gold pieces.
A strong wind is coming up; you can see it shaking the trees outside through the window. It's getting dark, too.

Do you want to go to sleep now?
Cimeries
Lumberjack (Developer)
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Re: Blazing Wind PnP - Game Thread

Post by Cimeries »

Image Image Image Image Image
Mordekai, Lv3 [00] Si-ren Emissary [Front]
Image
Image 22/22 Image 36/36
02-06 Atk | 126/108 Hit | 13 Crt | 1.5 Act
00% Prt | 77/59 Avd | 66/48 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 ]
- 07 Gold Coins

Spellbook[list]
[*][8 SE] Cone of Cold
[Current: 2-7 damage, 89 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, 75 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 withhin to see through it and act normally, but anyone trying to attack from outside will have a much harder time to hit anything withhin. 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
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
10 Agility
04 Fortitude
12 Intellect
12 Willpower
04 Perception

Miscellanea:
Critical damage: 200%
Image Ability Points: 40

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.
"Bread and beer will be just fine, thank you."
He takes out 8 coins and makes two neat pillars on the desk for the innkeeper, one of 3 coins, and one of 5.

He swipes the pouch back and takes out his notebook, setting an odd blue quill beside it.
"Can you tell me a little about this town? I am making a recording of the places I travel."
Mordekai had observed just a few days ago that if he explained the reason behind his inquiries, his conversation partners tended to be more cooperative in their answers.
:wink:
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Ditto
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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.
Arianna is relieved to know no one followed her, but still not satisfied. Locking the door behind her, she decides it's the best she can do. Sighing slightly in relief, Arianna slumps back first onto the bed, afraid to completely fall asleep, at risk of being attacked. She knew that she needed sleep, especially after having to leave the last town at midnight and having to travel through the next night, too, but midnight was the perfect time for an attack. Regardless, she couldn't keep this up forever. With a brief incantation, Amadeus turns into a pile of white ash on the floor near the bed. She wished normal people could be like him, where death was just like sleep and you could come back the following morning. Maybe if something like that existed for her, she wouldn't fear death all the time. Arianna lies down on the bed, trying not to fall asleep, but eventually the room fades out and she can't stay awake any longer.
"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.. Late evening
    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 | 36/36 | Front |
    -------------------------------------------------------------------
    Arianna.m.......... | 30/30 | 40/40 | Front |
    -------------------------------------------------------------------
    Amadeus............ | 15/15 | ....... | Front |
    -------------------------------------------------------------------
Spoiler: Mordekai
The innkeeper takes the coins and puts them into a nearby pot, just slightly out of the reach of any curious customers. He then proceeds to take half a loaf of bread and an empty mug out of a cupboard, the latter of which he then fills with beer from a barrel. He sets down both on the counter in front of you. Finally, he takes a key out of his trouser pockets and puts it down next to the rest of your order.
"Upstairs, room five."
He lights a few candles in the room before he answers your next request.
"Not much to it. Lots of merchants travel through here, but other than that, you won't find anything here you can't find in other places."
He eyes you once more. You get the impression that he has more to say than that, but it doesn't look like he's willing to say more. A moment later, one of the men that were already here when you arrived begins to occupy the innkeeper's attention by ordering some beer as well.
Spoiler: Arianna
I'll wake you up if something happens. Otherwise you'll sleep until the morning, though that may take a while, as I can't skip the night as long as the others aren't sleeping.
Cimeries
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Joined: Wed Jul 23, 2008 6:56 am

Re: Blazing Wind PnP - Game Thread

Post by Cimeries »

Image Image Image Image Image
Mordekai, Lv4 [00] Si-ren Emissary [Front]
Image
Image 22/22 Image 40/40
02-06 Atk | 128/108 Hit | 13 Crt | 1.5 Act
00% Prt | 79/59 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
10 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.
He scribbles something in his notebook with the quill.
"I was hoping you could tell me the name of the town, actually. I haven't heard it coming in and must have missed the signs. Any nearby settlements or interesting locations?"

He tears a bit off the bread, raises his mask slightly with one hand and puts the piece in his mouth with the other. He then takes a sip of his beer in the same manner.

He begins making notes of the taste and texture of the bread and the beer with comparison to other food and drink he had lately.

Raised INT by 2, updated spells accordingly.
:wink:
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