Blazing Wind PnP - Game Thread

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Re: Blazing Wind PnP - Game Thread

Post by Agent of Dread »

[quote="Agent of Dread"]Ell, level 4 Bard [Cover]
23/23 HP --- 13/32 SE
015 XP
300 AP

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

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

Abilities
Chord [ 4 SE + Notes SE ] [270 AP]
Ell plays three different notes in one single sound - all three notes' effects are applied at once, stacking if necessary. Cannot be performed by singing.

Passive tone [ X*2 SE ] [140 AP]
Ell sings in a soothing voice with X strength, which reduces the target's damage output by X for the first turn it takes, then X-1 for the next, and X-2 after that, and so on, until it wears off. However, the debuff may not lower an enemy's damage by more than half. If the strength would debuff more than half, the debuff stays at half and lasts more turns, depending on the overcast.

Musician [+10 AP]
Ell's ability with spells is channeled through her music - her spells are Notes and require a musical instrument or ability to sing clearly and properly to use.

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

Notes
Soothing Song [ 5 SE ]
[Current: 44%]
A gracefully played soothing sound magically removes some of the target's wounds and stabilizes its general condition.
Restores [40 + WILx2]% of the target's HP. If Ell wishes, the healing can instead be split equally between all allied listeners (rounded down).
Magic Missile [ 5 SE ]
[Current: 3x | 2-5 damage, 125 Hit]
Ell conjures up to [INT/5] small spheres of pure magical energy and fires them at his targets independently from each other, dealing respectable damage upon impact. Each missile does 2-5 damage, has a hit chance of [80 + INT*3] and will never score critical hits.
Magical Thorns [ 2 SE per turn ]
[Current: 2-6 damage, 90 Hit]
Ell entraps her target in a magically conjured entanglement of thorny vines. While they will not hinder its combat ability, they will slowly damage it over time for as long as the caster sustains them with spirit energy.
Deals [1 + INT/10] to [2 + INT/4] damage per turn. The chance of success is [60 + INT*2]. If the target fails the resistance check at any point, it will not be granted any further chances to resist the effect as long as the spell is sustained without interruption.

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

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

Backstory
Ell was born into a wealthy family, raised quite exclusively. Homeschooled, trained to sing and play music. She was handed the tools, given the knowledge, and instructed to use them. Never a choice, never a purpose she could get behind. She became a rather sad soul, and one without a purpose. All her family would let her do was play music and sing to support all of them. It makes it ironic; there was little reason for song in her life at any point - it was heard among her village that she had never smiled once in her life. She made a living off of her music, but never really found a purpose. It was something she could do, and that was it. She searches the Earth and her soul for something missing - taken from her at a very young age: Her happiness. A purpose. She doesn't really know how to interact with people, and doesn't understand emotions, and she's trying to learn what her intensive homeschooling could never teach.
Ell stays silent and watches the scene unfold - she doesn't know whether or not anything she says will make anything better, or worse.
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Re: Blazing Wind PnP - Game Thread

Post by Shade »

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


    < Name >----------------< HP >---< SE >--< Pos. >---< Other >
    Ell.................... | 23/23 | 13/32 | Cover |
    -------------------------------------------------------------------
    Aranym.v........... | 22/22 | 44/44 | Cover |
    -------------------------------------------------------------------
    Mordekai.viiii...... | 22/22 | 40/40 | Front |
    -------------------------------------------------------------------
    Arianna.m.......... | 30/30 | 40/40 | Front |
    -------------------------------------------------------------------
    Amadeus............ | 15/15 | ....... | Front |
    -------------------------------------------------------------------
Spoiler: Ell & Aranym
The soldier grins.
"Occasionally. The armor's from the army, but I replaced the standard weapons we receive with artifacts from various places. I occasionally get into fights here and there, and I don't really care who it is that I'm fighting. I was trained for war; pitying every foe you come across doesn't do you any good."
He sighs in apathy.
"It's unfortunate that one of them apparently was your brother, but that's in the past. It's too late to change it."
He gets up.
"What you should be concerned with right now is the people that have been attacking me. It appears they're after my amulet, and who knows how far they're willing to go in order to get it."
He takes another look around the room, then adds:
"So, could you give me back my weapons? I'd prefer not to fight them barehanded should they happen to find me."
Spoiler: Arianna
You hurry back to the hut, trying to ignore the constant feeling of being watched. However, there's already someone waiting for you at the entrance to the woods - a group of five cloaked figures.
"So you choose to resist to the end? Fine, have it your way. The deaths of the people in this town are your responsibility, yet you gained nothing from it... A pity, don't you think?"
The figure that has been speaking takes a step forward and begins to point at you.
"Seize her."

-------------------------------------------------------------------
17/17 | 25/25 | Cover | Cultist A
16/16 | 25/25 | Cover | Cultist B
22/22 | 11/11 | Front | Cultist C
24/24 | 08/08 | Front | Cultist D
23/23 | 23/23 | Front | Elite Cultist
-------------------------------------------------------------------
Spoiler: Mordekai
Before you make up your mind on whether to follow the lady or not, you actually see her return to the entrance of the forest - however, the figures that have been following you apparently weren't aware of your presence after all, as they haven't bothered you and have instead been waiting for the arrival of the woman. One of figures starts to speak to the woman.
"So you choose to resist to the end? Fine, have it your way. The deaths of the people in this town are your responsibility, yet you gained nothing from it... A pity, don't you think?"
The figure that has been speaking to the woman takes a step forward and begins to point at her.
"Seize her."

-------------------------------------------------------------------
17/17 | 25/25 | Cover | Cultist A
16/16 | 25/25 | Cover | Cultist B
22/22 | 11/11 | Front | Cultist C
24/24 | 08/08 | Front | Cultist D
23/23 | 23/23 | Front | Elite Cultist
-------------------------------------------------------------------
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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:
-10 Gold

Spells:
[7 Max]

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

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

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

Abilities:

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


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

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

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

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

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

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

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

Story and Appearance:
In front of you stands the same priestess you knew ten years ago, wisened by age and experience. She dons the same thick, enchanted robe, belted at the waist. Green scale bracers cover the arms, running under long sleeves of the robe. Visible under the long robe are simple gold sandals. Arianna carries a shield fused from two basilisk scales in one hand and a long, enchanted oak wood staff in the other hand, ornated with a blue gemstone at the top. Arianna wears the hood of her robe over her face, and strands of hair hang out from it. Arianna remains the same composure as before, but keeps her head hunched down and keeps more quiet. A bird that shines golden light is perched on Arianna's shoulder.
Arianna takes on a harsh, judgmental expression. "Their deaths are only your fault. Whether by me surrendering and giving you the power to kill them and many more, or by me running and you killing them to get to me, they were doomed, and by your hand. Maybe blaming others for your actions is how you live with yourselves. I don't understand how you can fool yourselves like that, personally, but maybe that's because I have a soul." The words, "Seize her," follow. "Maybe, but at least one of you will likely die in the process. Five weak men isn't enough to deal with me and Amadeus here." Amadeus flaps his wings in a defensive gesture as the cultists approach. Channeling her power towards him, Arianna seeks through the minds of these individuals who intended to capture her, seeking for their strengths so that she might use them against the cultists. Amadeus dives towards one of the cultists standing in the front row, cultist D, and pecks at his face and eyes in an effort to blind him.

Harness used, minor action given to Amadeus to attack the cultist.
"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, Lv4 [08] Si-ren Emissary [Front]
Image
Image 22/22 Image 32/40
02-06 Atk | 124/108 Hit | 13 Crt | 1.5 Act
00% Prt | 78/62 Avd | 66/50 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, 93 Hit] [Frost 2 Turns]
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: 2-6 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, vertical surfaces, and even ceilings so long that he can maintain forward motion. Additionally, he can walk or run without making any sound. [120 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: 100

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.
Updated Spiderwalk to the upgraded version.

It seems that the figures were following the lady as well, but unlike Mordekai, their intent was far more devious than his. He decided to help her fend off her attackers, as the bird in her care, which she called "Amadeus" was to remain safe if he wanted to learn about it. Perhaps she will return the favor and tell him everything about the bird if he rescues her.

He silently steps in from the darkness with his hand raised, muttering an incantation. Cold air swirls around his palm and shoots out in a ray of frost and jagged icicles at the other cloaked figures.
:wink:
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Re: Blazing Wind PnP - Game Thread

Post by Shade »

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


    < Name >----------------< HP >---< SE >--< Pos. >---< Other >
    Ell.................... | 23/23 | 13/32 | Cover |
    -------------------------------------------------------------------
    Aranym.v........... | 22/22 | 44/44 | Cover |
    -------------------------------------------------------------------
    Mordekai.viiii...... | 22/22 | 32/40 | Front |
    -------------------------------------------------------------------
    Arianna.m.......... | 30/30 | 40/40 | Front |
    -------------------------------------------------------------------
    Amadeus............ | 15/15 | ....... | Front |
    -------------------------------------------------------------------
I just noticed that I screwed up Cone of Cold's hit chance. It's supposed to be [65 + INTx2], not [65 + INT/2].
This also means you currently have 93 Hit with it.

Spoiler: Arianna & Mordekai
"You're overestimating yourself, wench."
The figures all reveal daggers they've been hiding beneath their cloaks.

Arianna uses Harness.
[quote][5 SE] Chill Wave: [70 + INTx3] Hit, [2 + INT/3] to [5 + INT/2] cold dmg to one target
{3 SE/turn} Empower: +[WIL/5] Atk to one target
{3 SE/turn} Protect: +[WILx2]% Prt to one target
[4 SE] Banishment: [50 + INTx2] Hit, inflicts Spirit Seal for 3 turns

Some of these spells may belong to multiple enemies. If you choose one of those, one of their owners is chosen at random to steal from.
Also note that enemies don't have actual stats (because I'm too lazy to calculate them for every single enemy), so their combat stats like Hit and damage and stuff may differ a little from what's actually possible.
[/quote]

Amadeus attacks cultist D's eyes:
-- Maneuver: -50 Hit, x1.2 Dmg, blindness --
5-13 Dmg, 46 Hit, 5 Crt: Missed
Amadeus pecks at the cultist's face and eyes in an effort to blind him, but the cultist covers them with his arms and takes a step backwards everytime the bird attacks, leaving only the air for him to peck at.

Suddenly, another stranger emerges from the darkness of the night!

Mordekai casts Cone of Cold (8 SE):
vs. Cultist A (3-7 Dmg, 53 Hit): 7 Dmg, Frozen.
vs. Cultist B (3-7 Dmg, 54 Hit): 6 Dmg, Frozen.
vs. Cultist C (3-7 Dmg, 71 Hit): 6 Dmg, Frozen.
vs. Cultist D (3-7 Dmg, 75 Hit): Missed
vs. Elite Cultist (3-7 Dmg, 60 Hit): Missed


The cultist who adressed Arianna before hastily turns around to face the newcomer.
"We've been ambushed!? How in...!? ...grrr! Kill them both!"

Cultist D attacks Arianna (2-7 Dmg, 32 Hit, 6 Crt): Missed
The cultist makes a clumsy strike in your general direction, but all you have to do to dodge it is to take a step backwards.

Elite Cultist casts Banishment against Arianna (4 SE, 17 Hit): Failure

Cultist A, B and C take 1 damage.


-------------------------------------------------------------------
09/17 | 25/25 | Cover | Cultist A | Frozen (1 turn)
09/16 | 25/25 | Cover | Cultist B | Frozen (1 turn)
15/22 | 11/11 | Front | Cultist C | Frozen (1 turn)
24/24 | 08/08 | Front | Cultist D
23/23 | 19/23 | Front | Elite Cultist
-------------------------------------------------------------------
Last edited by Shade on Mon Jul 25, 2011 3:23 pm, edited 1 time in total.
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Re: Blazing Wind PnP - Game Thread

Post by Ditto »

Image - Arianna, Lvl 4 Priestess (Front) -35-
=============================================
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:
-10 Gold

Spells:
[7 Max]

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

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

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

Abilities:

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


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

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

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

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

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

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

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

Story and Appearance:
In front of you stands the same priestess you knew ten years ago, wisened by age and experience. She dons the same thick, enchanted robe, belted at the waist. Green scale bracers cover the arms, running under long sleeves of the robe. Visible under the long robe are simple gold sandals. Arianna carries a shield fused from two basilisk scales in one hand and a long, enchanted oak wood staff in the other hand, ornated with a blue gemstone at the top. Arianna wears the hood of her robe over her face, and strands of hair hang out from it. Arianna remains the same composure as before, but keeps her head hunched down and keeps more quiet. A bird that shines golden light is perched on Arianna's shoulder.
A smile comes across Arianna's face. "Outstanding." So the stranger was on her side, then. She would have to apologize later, but it was a reasonable assumption. At any rate, they hadn't tried a gambit like attacking themselves before, so this might actually finally be someone she could trust, arcane magic aside. Searching through the minds of her enemies, Arianna finds a spell she decides to use. Drawing from the strength of the very enemies she was fighting, Arianna empowers Amadeus with magical strength, greatly increasing his power and weakening her enemies.

Gave empower to myself and used it on Amadeus due to WIL edit.
Last edited by Ditto on Mon Jul 25, 2011 3:33 pm, edited 2 times in total.
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Re: Blazing Wind PnP - Game Thread

Post by octagon »

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

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

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

Abilities
Focus [1] [active] [65 AP]
Aranym fuses additional power into a spell, increasing its damage/healing power/... and success/status effect chance by 50% and bypassing all damage reduction. A focused spell consumes double MP.
Deflection [3] [passive limited] [90 AP]
Aranym deflects a resisted magical attack, turning the absorbed power into a makeshift shield of raw energy. The shield absorbs [strength of the deflected attack spell] points of damage from attacks directed at the party, priorizing the survival of each ally.
Mercy [passive] [+100 AP]
Aranym cannot strike critical hits by any means, does not gain any experience for killing a sentient being and his accuracy for lethal attacks on any living creature is halved.
Affinity [sustained] [125 AP]
Aranym concentrates on a certain element. While in this state, he can only cast spells of the element in question, but gains a 50% resistance to that element. Entering and exiting this state is a minor action.
Interference [curr. occupation: 7 SE] [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 is disgusted by the fact that his snide remark was actually not too far from the truth.
"You're despicable, marauder. You murder innocents just to obtain a piece of equipment - and you're worse than bandits, who do similar things just to make ends meet. What if someone more powerful than you would decide to slay you for the sake of the items you collected?
You're against everything I strive for. You are a selfish destructor of lives. Your actions are against everything good and pure.
Did you ever even wonder what is the right thing to do?
Do you even care?"



"I am reluctant to give those weapons back to you, but it looks like we need every help we can get against these mysterious dark-cloaked mages.
But stop talking about your amulet.
This belongs to you just as little as it belonged to me or as it belonged to my brother. He protected it for a reason...
Please return it to its destination after we are done with this."

He goes to the closet and is about to give the soldier's weapons back to him.
"What powers do these people possess?
If we can handle them, I think we should set out to learn about their identity and motives... What do you think about this, Ell?"
Last edited by octagon on Tue Jul 26, 2011 12:58 pm, edited 1 time in total.
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Re: Blazing Wind PnP - Game Thread

Post by Agent of Dread »

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

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

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

Abilities
Chord [ 4 SE + Notes SE ] [270 AP]
Ell plays three different notes in one single sound - all three notes' effects are applied at once, stacking if necessary. Cannot be performed by singing.

Passive tone [ X*2 SE ] [140 AP]
Ell sings in a soothing voice with X strength, which reduces the target's damage output by X for the first turn it takes, then X-1 for the next, and X-2 after that, and so on, until it wears off. However, the debuff may not lower an enemy's damage by more than half. If the strength would debuff more than half, the debuff stays at half and lasts more turns, depending on the overcast.

Musician [+10 AP]
Ell's ability with spells is channeled through her music - her spells are Notes and require a musical instrument or ability to sing clearly and properly to use.

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

Notes
Soothing Song [ 5 SE ]
[Current: 44%]
A gracefully played soothing sound magically removes some of the target's wounds and stabilizes its general condition.
Restores [40 + WILx2]% of the target's HP. If Ell wishes, the healing can instead be split equally between all allied listeners (rounded down).
Magic Missile [ 5 SE ]
[Current: 3x | 2-5 damage, 125 Hit]
Ell conjures up to [INT/5] small spheres of pure magical energy and fires them at his targets independently from each other, dealing respectable damage upon impact. Each missile does 2-5 damage, has a hit chance of [80 + INT*3] and will never score critical hits.
Magical Thorns [ 2 SE per turn ]
[Current: 2-6 damage, 90 Hit]
Ell entraps her target in a magically conjured entanglement of thorny vines. While they will not hinder its combat ability, they will slowly damage it over time for as long as the caster sustains them with spirit energy.
Deals [1 + INT/10] to [2 + INT/4] damage per turn. The chance of success is [60 + INT*2]. If the target fails the resistance check at any point, it will not be granted any further chances to resist the effect as long as the spell is sustained without interruption.

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

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

Backstory
Ell was born into a wealthy family, raised quite exclusively. Homeschooled, trained to sing and play music. She was handed the tools, given the knowledge, and instructed to use them. Never a choice, never a purpose she could get behind. She became a rather sad soul, and one without a purpose. All her family would let her do was play music and sing to support all of them. It makes it ironic; there was little reason for song in her life at any point - it was heard among her village that she had never smiled once in her life. She made a living off of her music, but never really found a purpose. It was something she could do, and that was it. She searches the Earth and her soul for something missing - taken from her at a very young age: Her happiness. A purpose. She doesn't really know how to interact with people, and doesn't understand emotions, and she's trying to learn what her intensive homeschooling could never teach.
"I'll help out. I do need to earn my keep, I guess. But I won't be much use after using my energy to heal him..."
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Re: Blazing Wind PnP - Game Thread

Post by Shade »

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


    < Name >----------------< HP >---< SE >--< Pos. >---< Other >
    Ell.................... | 23/23 | 13/32 | Cover |
    -------------------------------------------------------------------
    Aranym.v........... | 22/22 | 44/44 | Cover |
    -------------------------------------------------------------------
    Mordekai.viiii...... | 22/22 | 32/40 | Front |
    -------------------------------------------------------------------
    Arianna.m.......... | 30/30 | 40/40 | Front |
    -------------------------------------------------------------------
    Amadeus............ | 15/15 | ....... | Front |
    -------------------------------------------------------------------
Spoiler: Arianna & Mordekai
Waiting for a move from Cimeries.
Spoiler: Ell & Aranym
Suddenly, the soldier's expression becomes stern.
"Oh, shut up. Don't judge me for your own poor sense of reality. There is no such thing as good or evil, as guilt or innocence. In the end, everyone just cares about their own survival. I am grateful that you saved my life, but if I were you, I probably wouldn't have done so. If you have something someone else wants and are incapable of defending yourself, you're simply out of luck.
In the end, I'm a soldier. I am trained to kill. Why would I care about others' lives?
And I'm not gonna part with this amulet. I don't care whom it used to belong to; I found it and I defended it. It's mine."

He clears his throat, then responds:
"I told you, they're spellcasters. I'm not very versed when it comes to spells, so I don't know what exactly they did, but I quickly felt incredibly cold, as if I was freezing to death. They also somehow gave me most of those cuts without actually touching me. And tell me what you will, but I'm pretty sure their daggers shouldn't be as strong in their hands as they were."
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Re: Blazing Wind PnP - Game Thread

Post by Cimeries »

Image Image Image Image
Mordekai, Lv4 [08] Si-ren Emissary [Front]
Image
Image 22/22 Image 32/40
02-06 Atk | 124/108 Hit | 13 Crt | 1.5 Act
00% Prt | 78/62 Avd | 66/50 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, 93 Hit] [Frost 2 Turns]
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: 2-6 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 [0/1]
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, vertical surfaces, and even ceilings so long that he can maintain forward motion. Additionally, he can walk or run without making any sound. [120 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: 100

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 repeats with another blast of cold. This time, however, he does so without muttering a single word, and the resulting burst is tinted with dark fog and wisps and pulls air towards is slightly, like a vortex.
Void Caster: Cone of Cold
:wink:
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Re: Blazing Wind PnP - Game Thread

Post by Shade »

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


    < Name >----------------< HP >---< SE >--< Pos. >---< Other >
    Ell.................... | 23/23 | 13/32 | Cover |
    -------------------------------------------------------------------
    Aranym.v........... | 22/22 | 44/44 | Cover |
    -------------------------------------------------------------------
    Mordekai.viiii...... | 22/22 | 32/40 | Front |
    -------------------------------------------------------------------
    Arianna.m.......... | 28/30 | 40/40 | Front |
    -------------------------------------------------------------------
    Amadeus............ | 15/15 | ....... | Front | Empower (sust. by Arianna): +4 Atk
    -------------------------------------------------------------------
Spoiler: Arianna & Mordekai
Arianna casts Empower (3 SE) on Amadeus: +4 Atk
Cultist A loses 3 SE.

Mordekai casts Cone of Cold:
vs. Cultist A (5-11 Dmg, 53 Hit): Missed
vs. Cultist B (5-11 Dmg, 54 Hit): Missed
vs. Cultist C (5-11 Dmg, 71 Hit): 5 Dmg, Frozen.
vs. Cultist D (3-7 Dmg, 75 Hit): Missed
vs. Elite Cultist (3-7 Dmg, 60 Hit): 6 Dmg.


Cultist D attacks Arianna (2-7 Dmg, 32 Hit, 6 Crt): 2 Dmg.
The cultist tries again, and this time, hits. He doesn't leave much more than a scratch, though.

Elite Cultist casts Chill Wave against Mordekai (5 SE | 4-7 Dmg, 24 Hit): Missed

Cultist A, B and C take 1 damage.
Cultist A and B can move again.


-------------------------------------------------------------------
08/17 | 22/25 | Cover | Cultist A
08/16 | 25/25 | Cover | Cultist B
09/22 | 11/11 | Front | Cultist C | Frozen (1 turn)
24/24 | 08/08 | Front | Cultist D
17/23 | 14/23 | Front | Elite Cultist
-------------------------------------------------------------------
Last edited by Shade on Wed Jul 27, 2011 2:01 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 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:
-10 Gold

Spells:
[7 Max]

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

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

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

Abilities:

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


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

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

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

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

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

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

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

Story and Appearance:
In front of you stands the same priestess you knew ten years ago, wisened by age and experience. She dons the same thick, enchanted robe, belted at the waist. Green scale bracers cover the arms, running under long sleeves of the robe. Visible under the long robe are simple gold sandals. Arianna carries a shield fused from two basilisk scales in one hand and a long, enchanted oak wood staff in the other hand, ornated with a blue gemstone at the top. Arianna wears the hood of her robe over her face, and strands of hair hang out from it. Arianna remains the same composure as before, but keeps her head hunched down and keeps more quiet. A bird that shines golden light is perched on Arianna's shoulder.
The man manages to land a hit on Arianna, but it doesn't leave more than a small scrape. He wasn't much of a threat. The leader of the cultists, however, should probably be dealt with. Arianna focuses all of her magic onto Amadeus, and he dives forward towards the cultist leader, striking him in the chest twice in a row in an effort to knock him out and maybe frighten a few of the other ones.

Minor action given, used channel of power.
Last edited by Ditto on Fri Jul 29, 2011 4:28 pm, edited 1 time in total.
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Re: Blazing Wind PnP - Game Thread

Post by octagon »

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

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

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

Abilities
Focus [1] [active] [65 AP]
Aranym fuses additional power into a spell, increasing its damage/healing power/... and success/status effect chance by 50% and bypassing all damage reduction. A focused spell consumes double MP.
Deflection [3] [passive limited] [90 AP]
Aranym deflects a resisted magical attack, turning the absorbed power into a makeshift shield of raw energy. The shield absorbs [strength of the deflected attack spell] points of damage from attacks directed at the party, priorizing the survival of each ally.
Mercy [passive] [+100 AP]
Aranym cannot strike critical hits by any means, does not gain any experience for killing a sentient being and his accuracy for lethal attacks on any living creature is halved.
Affinity [sustained] [125 AP]
Aranym concentrates on a certain element. While in this state, he can only cast spells of the element in question, but gains a 50% resistance to that element. Entering and exiting this state is a minor action.
Interference [curr. occupation: 7 SE] [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:58] [sustained] [200 AP]
In this mode, all his magical attacks deal 25% less damage, but have a [INT*2+WIL*2] 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.
Even more reluctant after this reply, he returns the soldier's weapons and sets out.
"If your particular mindset wouldn't be followed by so many, no one would even have to struggle for survival that hard. Without the ignorance of people like you the world would be a better place.
You don't seem to value life a bit, and you end the lives of people who do value the lives of themselves and others. Not everyone is as indifferent as you; stop trampling over those who, unlike you, are actually living.

And this amulet is an object of past times; today it should just be left alone. Let bygones be bygones, and bring this charm back to its resting place."

He struggles to focus on the current situation.
"Well, your description of those mages is quite generic... tracking them down most likely is our only way to find out who we are, and we should do so, just for the sake of Camadyl.

By the way: though I can't feel sympathy for the ruthless murderer you are, but I'd at least like to know the name of the man I'm fighting alongside with."

I want to end this dialogue, since this bickering between Aranym and his brother's murderer could go on forever. I expect neither of them to convince the other one.
I feel quite sorry about setting out regardless of Ell's bad SE condition, but I can neither wait for these people to ring the door and bring a leaflet with them, nor expect Jeremy to hack the party's SE regeneration ex machina.

Also it's weird how Wind Cutter is like Magic Missile, except elemental and crappier.... I'd be happy if you would at least slightly desuckify it (by slightly increasing accuracy, min or max damage or amount of projectiles?).
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Shade
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Re: Blazing Wind PnP - Game Thread

Post by Shade »

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


    < Name >----------------< HP >---< SE >--< Pos. >---< Other >
    Ell.................... | 23/23 | 13/32 | Cover |
    -------------------------------------------------------------------
    Aranym.v........... | 22/22 | 44/44 | Cover |
    -------------------------------------------------------------------
    Mordekai.viiii...... | 22/22 | 32/40 | Front |
    -------------------------------------------------------------------
    Arianna.m.......... | 28/30 | 40/40 | Front |
    -------------------------------------------------------------------
    Amadeus............ | 15/15 | ....... | Front | Empower (sust. by Arianna): +4 Atk
    -------------------------------------------------------------------
Spoiler: Ell & Aranym
"Sure, whatever. It's pointless to argue this matter with someone who obviously hasn't seen what life is like with his own eyes."
The soldier stares at you as if he doubted your sanity.
"You aren't planning on voluntarily saying hello to them, right? Are you nuts? They'll turn you into mincemeat before you even draw your weapon!"
Reluctantly, he adds:
"Humph. Call me Castor. And don't think I'm gonna leave this house as long as those figures are running around."

-------------------------------------------------------------------
Castor............ | 69/69 | 08/08 | Front |
-------------------------------------------------------------------

Will you leave the house without Castor?
Cimeries
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Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: Blazing Wind PnP - Game Thread

Post by Cimeries »

Image Image Image Image
Mordekai, Lv4 [08] Si-ren Emissary [Front]
Image
Image 22/22 Image 32/40
02-06 Atk | 124/108 Hit | 13 Crt | 1.5 Act
00% Prt | 78/62 Avd | 66/50 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, 93 Hit] [Frost 2 Turns]
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: 2-6 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 [0/1]
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, vertical surfaces, and even ceilings so long that he can maintain forward motion. Additionally, he can walk or run without making any sound. [120 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: 100

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.
"Do you know these men?"
He asks as he claws at one of the cultists (A) with his weapon.
:wink:
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