Blazing Wind PnP - Game Thread

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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 | 40/40 | Front |
    -------------------------------------------------------------------
    Arianna.m.......... | 30/30 | 40/40 | Front |
    -------------------------------------------------------------------
    Amadeus............ | 15/15 | ....... | Front |
    -------------------------------------------------------------------
Spoiler: Mordekai
Why just two points? You get three per level up. :o

The innkeeper ignores you for a minute or so while he gets the other man his beer, but then eventually responds: "Genos. Aside from a small village around half a day from here, this place is surrounded by a whole lot of nothing. Unless you're interested in grass, trees and rocks."
He watches you as you begin to eat the bread, drink the beer and make your notes. He's seems to be wondering why you don't take off your mask to eat and drink, and doesn't quite succeed in giving you the same apathetic look as before.
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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 | 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 ]

- Key to room #5
- 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.
He writes as the innkeeper speaks, and takes the key.
"Thank you, I am not interested in those."
Sarcasm is an art he had still not mastered. He eats another chunk of his bread.
Mordekai noticed a hint of curiosity on the innkeeper's face, but says nothing. If it was important for him to know something, he could ask.

Mordekai turns around in his seat and examines the people in the room, he looks at what they're doing, tries to see if there are any unusual looking people in the crowd. That woman that was here just before him seemed unusual, it's a shame she left.

He feels his coin pouch is lighter now, he may need to earn more money to continue sampling foods and other luxuries. Street performing is very slow, and extortion is something he had decided to refrain from unless absolutely necessary.
He asks the innkeeper again while with his back to him, still observing the crowd:
"Perhaps are you offering, or do you know of anyone offering any work opportunities, by chance? It seems I am running low on funds."

Raised AGI by 1.[/quote]
:wink:
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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 | 40/40 | Front |
    -------------------------------------------------------------------
    Arianna.m.......... | 30/30 | 40/40 | Front |
    -------------------------------------------------------------------
    Amadeus............ | 15/15 | ....... | Front |
    -------------------------------------------------------------------
Spoiler: Mordekai
You examine the other people in the room. The first thing you notice is that all of them are male; unlike most of your previous visits to taverns and inns, where you usually spotted at least one or two female guests, sometimes more. Aside from that, they all look normal. A few of them are playing some kind of card game, some are chatting, some are just sitting there... But all of them seem to avoid looking into your general direction.
The innkeeper's response to your question about a work opportunity is a simple "Don't think so. 'least not for strangers."
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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 | 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 ]

- Key to room #5
- 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.
He turns back and takes another sip from his drink.
"In that case, some introduction is in order. My name is Mordekai, and I am a wizard of some considerable skill. Please do not be intimidated by the mask, I wear it as part of a... challenge, of sorts."
He offers a handshake.
: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.
He points to a small nearby hut.
"This is my home. You can rest here."
Just assume I said this in direct sequence to my other post.
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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.
"Thankyou... thankyou. Where can I put my bag?"
Last edited by Agent of Dread on Thu Jul 21, 2011 1:09 pm, edited 1 time 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 | 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: Mordekai
The innkeeper stares at you, apparently at a loss for words. It seems he didn't expect you to actually introduce yourself. And not just him - everyone else is staring at you as well. This time not out of fear, but out of curiosity, mixed with surprise in some cases. They also seem to be curious about how the innkeeper will react.
"Huh..."
He accepts your gesture, though only pretty briefly.
"Well... I don't have anything to do for ya, though. You'll have to ask someone else, and I can tell ya that you'll most likely not have much luck in finding work with your outfit. If it's that important, you should wear something normal and get rid of that mask. You'll surely understand that people won't trust someone who doesn't even reveal their face to them."

-- Perception --
7 vs 10 -> Failure
Spoiler: Arianna
You wake up to the sound of shattering glass; it appears something, or someone, broke through the window in your dark room. In sharp attention, you listen for the sound of movement, but you can't hear anything...
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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 | 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 ]

- Key to room #5
- 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.
Mordekai was disappointed that his display of trust yielded nothing. Perhaps he was missing some element.
"That is very unfortunate, then, but I cannot remove my mask, nor change my clothes. I suppose I'll be heading to my room then. One final question for you, though: I noticed that your tavern has no women in it at all, aside from the lady that was here moments ago. Any particular reason for that?"
He eats the last bit of his bread and downs the remainder of the drink.
: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.
Fear and shock fill Arianna as she is awoken by shattered shards of glass. She had fallen asleep. Damn it! If she had just persevered for one more night, things wouldn't have ended up like this. This was not a good situation at all... dark, in a locked room, after separating herself from any other people that might hear the noise. This could be her last fight, all because she was too careless. Too isolated. Every move she made could either put in her in more or less danger, it seemed. She wasn't going to run, though. By the time she got the key in the locked door, if they hadn't taken it yet, they would have had plenty of time to strike her while she was occupied. With a mouthed incantation, Amadeus rises up from the white ashes, giving a dim light to the black room. That would make anyone know she was here, but at least it would keep her from being completely in the dark. Amadeus looks around the room, giving every corner of the room a defensive glare. Arianna gets out of the bed and backs up against a wall, hoping scales, cloth, and magic would be enough to keep her alive.
"I know you're there. Leave me alone. The shattered glass is sure to alert plenty of people, and you will be spotted if you don't go. I'm tired of killing you. How many more of you are willing to die for your greed?"
Maybe there wasn't anyone. Maybe it was just an accident. But it was better to assume it wasn't an accident and stay alive than assume it was and die.
"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 | 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: Mordekai
"Your call."
The innkeeper scratches his head for a moment before he responds again: "Heh... They're probably all too busy with other things to enjoy themselves here. Not my fault."

You finish eating the bread. It was soft and had a good flavor. +4 Exp.
You finish your drink. The beer was cool and refreshing. +4 Exp.

-- Perception --
8 vs 6 -> Success
You notice several cloaked figures run by outside through one of the windows to your right. Their cloaks are pretty dark; it's apparent that they seem to blend very well into the darkness, as no-one else is showing any signs of having noticed them. Or perhaps they just don't care.
Spoiler: Arianna
However, there's no response. All you hear is the sound of the wind from outside...

-- Perception --
15 vs 5 -> Success
As you examine the room, you eventually notice a small white object among the shards on the floor.

As you pick it up, it turns out to be a rock with a piece of paper wrapped around it. You roll out the paper and read what's written on it.
[quote="Paper"]Come to the abandoned windmill just north of the town at midnight.
We'll no longer put up with your fooling around.
Surrender yourself or blood will be shed.
[/quote]
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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 ]

- Key to room #5
- 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.
Mordekai immediately runs up to the window and leans out to see where the dark figures are going. Finally, something interesting!
"Did anyone else see that?"
He realized that is unlikely, they probably can't see as well as he did.
: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.
Arianna laughs harshly upon reading the words, "Or blood will be shed." The reason why they wanted her captured was for the power to shed blood. This chase was insane. So they intended to pull on her heart strings. She did care about the people of this town. She cared about the people of every town. But there was still more at stake. She didn't know how she could justify putting these people in danger, but in a way, there was no way to save them. A small tear coming out from under the hood and hair, Arianna mutters a silent, sad apology to the townspeople from her room, and unlocks the door to her room.
"I'm sorry."
She rushes out of the inn as wordlessly and silently as she entered, followed by Amadeus. That masked man was still in the same spot... maybe he wasn't involved. But she could never be sure. And searches for the first person she can find.
"There's a small elven town near here, do you know which direction it's in?"
"It only hurts when my squad won't f***ing heal me."

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Cimeries
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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 ]

- Key to room #5
- 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.
Then as suddenly as she left, the lady returns from upstairs, accompanied by a beautiful golden bird. She rushes outside in a hurry.
Mordekai's interest is immediately piqued, as he had never seen such a bird before. He instinctively reaches for his journal, ready to record every little bit of information he could learn about it. He drops his room key on the table, runs outside, and approaches the woman, who was conversing with a nearby local.
"Excuse me, sorry to interrupt, but that is a very interesting companion you have here. Could you perhaps tell me a little about it? What species is it?"
He held his journal in his hand and pressed the quill on the paper in anticipation.
: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.
Arianna staggers back when the masked man approached, and Amadeus flaps his wings in a defensive gesture. Was he here to make sure she went to the mill? And asking her about the bird, and everything, he could easily be trying to gain information against her. This man... didn't seem like one of them, despite the fact that everything about him seemed to fit that exact description. But she simply couldn't trust this man with any information. Arianna urges the person she is asking.
"Please, hurry. I don't have much time." As soon as the civilian answers, knowing or not, Arianna runs into the woods away from the masked man without answering, either in the direction the person points her in or, if he doesn't know, south, away from the mill.
"It only hurts when my squad won't f***ing heal me."

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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 notice how quickly the time flies by during your chat, you finally take shelter in Aranym's house. A strong wind comes up and furiously shakes the trees outside, making the warm interior of the house that much more comfortable.
However, a few minutes later, you hear someone frantically knock against the door... Knock, knock, knock, knock, knock...

Will you open the door?
Spoiler: Mordekai
The people in the room look at you in confusion. "See what?"

You leave the inn in an attempt to start a conversation with the lady, but she ignores you and runs away, out of the village, towards the south.
Spoiler: Arianna
You storm out of the inn and ask the first person you come across about where the village you're looking for is located, a young man. However, it appears that he doesn't know what village you're talking about, and thus fails to give you a satisfying answer.
You run away. Away from the mill, towards the south. You run... and run... and run...
You don't know how long you ran, but you eventually reach the border of a forest. There's a pretty seedy, slightly demolished wooden hut just before the entrance.

Do you want to hide in there, or do you want to continue onwards into the woods?
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