[PnP] The Fountain of Dreams (Talk)

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[PnP] The Fountain of Dreams (Talk)

Post by Shade »

The story is about the titular Fountain of Dreams, a structure said to be built near the core of the world in a wondrous place called Arcadia. It is said that whoever visits the Fountain is granted their dearest wishes, and thus many people have set out to find this legendary place. However, only few of them have ever returned, empty-handed and too frustrated to tell about their adventures.
For your own personal reasons, you too eventually decide to try and find the Fountain of Dreams together with a few allies, hoping to be more successful than those before you.


Rules:

Roleplaying
1. For anything not adressed in this ruleset, generic RPG rules apply. You know the drill. (Feel free to ask if you don't.)

2. If you want to do something that you don't want to describe as bluntly in your roleplaying or otherwise can't fit into it, feel free to state your character's actual action in OOC text for clarification.


Combat

3. This PnP uses the traditional d20 for determining the success of all actions.
Physical attacks will hit if the attacker's d20 + Hit matches or exceeds the target's AC.
Scoring a natural 20 on an attack roll of a physical attack will result in a critical hit that will deal double damage. Abilities and certain weapons can adjust this mechanic.

4. Every character can take either a minor and a major action per turn, or just two minor ones.
- Major actions: Attacking, using a spell or an active ability (unless specified otherwise), using an item, changing armour.
- Minor actions: (De-)activiating a sustained ability, giving or receiving an item, switching between front and cover, changing weapons.

5. If a character's HP drop to 0 or less, he/she is KO. This damages your fortitude modifier, meaning that your max. HP will be reduced until you get sufficient rest. As long as your max. HP are still above 0, however, you can continue the fight once you receive sufficient healing.

6. You can choose between two possible positions for battles - front or cover. The front can be attacked by anything, but can also attack with anything itself. Covered characters cannot attack in melee. Trying to attack a covered combatant in melee is possible, but provokes a DEX vs. AGI check against all opposing front combatants and is thus more likely to fail - however, this only applies if the front actually exists. If there's no front row, the cover row will be treated as the front.

7. If things don't seem to be going your way, you can escape from battles. Whether this fails or succeeds depends on the circumstances; usually, you will be able to get away, but ranged attackers may get in a few free attacks while you escape. However, any party members not capable of moving (e. g. because of being unconscious) will need to be carried by someone else, and will be left behind if carrying them would hinder your escape too much.

8. If you don't want to wait for the other players to post in a battle (if things just seem to slow down), post in the talk thread (this one) and let me know. You can then also give orders to the characters that haven't posted yet, if you want to, kind of like in an actual RPG game. Any characters that do not receive orders and have not posted yet at that point will idle for that turn.
You can also post actions for multiple turns in advance, which I will attempt to follow as closely as possible.


Character Stats
9. Every character's main stats are HP (Health Points), SP (Spirit Points), XP (Experience Points) and AP. Everyone knows what HP and XP do, as well as how XP are gained. SP is what you use to cast spells (they can also fuel physical abilities if that suits your fancy). AP allow you to learn abilities as usual.

10. Advancing to the next level always takes 100 XP. After a level up your XP are reset to 0, though any leftover XP will be kept (e. g. reaching 108 XP would leave you with 8 XP after the level up). Gaining a level will allow you to distribute 2 additional points among your main stats and increase your max. HP, as well as give you additional AP.

11. Players may define their active/sustained/passive abilities themselves, but the GM may change them if he deems them too imbalanced; otherwise, you'll be told how many AP your abilities require. Please refrain from making your abilities overly complex, as I don't really feel like spending three hours just to calculate one round of combat.
I'm aiming for roughly 25 AP for a completely "average" ability (with active abilities' uses' average being 2).

12. You can start out with any equipment you want, but please be reasonable. You can also start out with any number of utility items that make sense for your character, as long as your inventory is big enough to hold them.

13. Armor has been simplified. It simply adds AC, and lowers/increases your AGI in addition to this if it's heavy/light. This means that heavy armor will make you very resistant to physical attacks, but at the same time very suspectible to magical projectiles, while light robes and the like will only give you a modest defense against physical attacks, but help you dodge magical projectiles.

14. Items don't stack. Ammunation (arrows, bolts, throwing stars, throwing knives, etc.) is excepted.

15. This PnP re-introduces gold as a currency and shops to buy items from. You can sell items you don't need for 80% of their value. All gold is shared by the entire party, and will be displayed together with your status table in my posts.

16. Any character that fulfills the necessary requirements may start out with up to 3 spells. You can define your spells yourself if you want to, but I probably will adjust them to make sure they're not over-/underpowered, as well as to maintain some sort of continuity between them. After the game has started, spells can be learned at various occassions. There's no limit to how many spells your character may learn, although you can only memorize 5 of them at once, and you can only change your memorized spells while resting (whenever your SP would fully recover). Your characters may freely teach each other their knowledge of spells when they're unoccupied for a while, though depending on both the pupil and the teacher, the pupil may learn a different variation of the spell instead (this is not always strictly negative).
Most basic spells require roughly 5 SP to cast. The stronger the spell, the more SP it requires.

17. Each character has the following modifiers, also called main stats:

Strength (STR)
- Every point de-/increases the maximum number of items you can carry.
- Every point de-/increases your base HP by 1.
- Every point increases the damage your physical attacks deal by 1. Negative points do not decrease your damage.
If a damaged/buffed STR modifier causes your inventory limit to drop below the amount of items you are carrying, you will have to discard items until you no longer surpass your new limit.
A damaged/buffed STR modifier will not affect your HP.


Dexterity (DEX)
- Every point de-/increases your Hit bonus by 1.
- Every other point de-/increases your AC by 1.

Agility (AGI)
- Every point de-/increases your AC by 1.
- Your AGI is applied to your saving throw against various spells (mostly those that take on a physical form, like a fireball for example).

Fortitude (FOR)
- Every point de-/increases your base HP by 2.
- Every other point de-/increases your HP Modifier (HP increase upon level up) by 1.
- Your FOR is applied to your saving throw against status ailments and instant death.

Intellect (INT)
- Every point de-/increases your maximum SP by 3.
- Every other point de-/increases your (physical) Hit bonus by 1.
- Your INT determines the chance of success of many of your own spells. Negative points do not decrease the chance of success.
A damaged/buffed INT modifier will not affect your SP.

Willpower (WIL)
- Every point de-/increases your maximum SP by 2.
- Your WIL determines the effectiveness of many of your own spells. Negative points do not decrease their effectiveness.
- Your WIL is applied to your saving throw against some types of spells (mostly those that do not take on a physical form, like debuffs, curses and mind control).
A damaged/buffed WIL modifier will not affect your SP.

Luck (LUK)
Luck is everything and at the same time nothing. It will not directly affect your stats nor your performance in combat, but if you find yourself winning tough encounters against all odds or keep getting hit by random stray arrows, your luck may or may not be responsible for this.
If you don't know what to think of it, just leave it at 0.

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

Code: Select all

 - HP Modifier            (HPMod): 2 ± FOR/2
 - Health                    (HP): 15 + [Lv xHPMod] ± 2xFOR ± STR
 - Spirit                    (SP): 10 ± 3xINT ± 2xWIL
 - Ability Points            (AP): 125 + 25xLv
 - Inventory Cap                 : 5 ± STR   (cannot be lower than 1)
 - Damage                   (Dmg): Weapon damage + STR. If unarmed, weapon damage is 1-3.
 - Hit Bonus                (Hit): DEX ± INT/2 ± Weapon Hit
 - Armor Class               (AC): 10 ± DEX/2 ± AGI ± Equipment AC

18. Distribute your starting stats wisely.
Your modifiers can be anything from -5 to (4 + Lv). The sum of all your modifiers must not exceed +10 at the beginning, though you may distribute 2 more points everytime you level up.

19. You can rest whenever you're not in immediate danger. Resting recovers your HP, SP and ability uses, as well as damaged modifiers.
In order to fully recover your HP and SP, you'll have to rest for around 8 hours.
In order to fully recover your ability uses, as little as around 1 hour is sufficient.
Modifiers recover at a rate of around 1 point per 8 hours.
If your rest is interrupted at some point or you simply don't rest long enough, you'll still recover a certain percentual value of your HP, SP and ability uses, but not nearly as much.
Unless you're in a hurry, take your time and rest after battle. Don't rush things.


  • Example-kun, Lv 1.00 (Front)
    HP 24/24
    SP 20/20
    5-10 Dmg | +3 Hit | 17 AC
    Longsword [ 3-8 Dmg ]
    Chainmail [ 6 AC | -2 AGI ]
    Spoiler: Inventory & Status
    Items (1/7):
    - Stuff

    Spells:
    ---

    Abilities ( ??/150 AP):
    [list][*]Example Ability [ 2 / 2 ] [ Active ] [ ?? AP ]
    Description
    [*]Example Ability [ Sustained ] [ ?? AP ]
    Description
    [*]Example Ability [ Passive ] [ ?? AP ]
    Description
Stats:
+2 Strength
+2 Dexterity
+0/+2 Agility
+2 Fortitude
+2 Intellect
+2 Willpower
-2 Luck

HPMod: +3

Appearance:
[Insert description and/or picture]

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



Notes:
- I decided to boost both STR and the minimum damage of weapons because plain ol' physical attacks were kind of underpowered, causing fights to drag out unnecessarily when neither party was full of mages or spammed abilities.
- Don't make the mistake of considering luck a dump stat. It isn't.
- Feel free to assume that your characters already know each other at the beginning of the game if you want to. May speed things up.
Last edited by Shade on Sat Jun 02, 2012 1:48 pm, edited 3 times in total.
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Cimeries »

...





Can I play an insane dude?
:wink:
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Shade »

I won't stop you.
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Cimeries »

You couldn't even if you wanted to.
:wink:
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Agent of Dread »

I'm writing this from school, but it sounds great. I really like the simplified armour system, why didn't we use it in the first place? :P
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Shade »

Sometimes the simplest solutions just don't occur to people because they're so simple. :?
Also reduced base SP by 5 because I kinda went overboard there.
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Agent of Dread »

Oh god, my character build currently leaves me with 0 HP.
EDIT: Balanced it a tad. Now I've got a grand total of 6. :teach:
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Agent of Dread »

Alice, level 1 [0]
Gemini
(Cover)
  • HP: 6/6
    SP: 35/35
    AP: 150
    [T: 2/2 | GC: 2/2]

    6-9 Dmg | +9 Hit | 21 AC
    Black Orb Staff [1-4 Dmg | +1 Hit]
    Black Dress [1 AC]
Spoiler: Inventory'n'Stuff
Items [0/1]
-

Abilities
Easily Mistaken (Passive) - Alice looks like a cute little girl playing witches, and most other people will perceive her as such. As a result she may gain favours from NPCs or get different reactions from enemies.

Staff Caster (Passive) - Alice can cast magic through staffs instead of attacking with them in melee, and doing so uses INT instead of STR for damage modifier. The attacks are ranged.

Safety Net (Passive) - If an attack would reduce Alice from 2 or more HP to 0, she remains at 1. If she is hit at 1, she is KO'd.

Demon Eyes (Passive) - Alice has extra sensitivity towards demonic goings-on.

Gemini (Sustained) - Alice allows the demon in her to emerge. Lets her use certain abilities while forbidding her from using others. If she changes battle position as a minor action, she can switch states too.

Terrify [2/2] - Alice betrays expectations to thoroughly spook one target, giving it [INT] less Hit and Damage for the remainder of the battle. If an enemy has seen her switch to demonic before she uses this, its effect is halved. Can only be used while human.

Ghastly Claws [2/2] - Alice leaps at her enemy and claws at it (certain body parts may be specified). Deals 3x[INT] ± [STR] damage with +1 to Hit. Can only be used while demonic.

Spells

-Some kind of Stun?
-Basic attack spell?
-Healing spell?

Stats
STR: -4
DEX: +5
AGI: ±0
FOR: -3
INT: +5
WIL: +5
LUK: +2

HPMod: 1

Picture and Description
Image
Alice appears to be a 10-year-old girl with long jet-black hair and a black dress over a white shirt. She has black boots and a staff. Her eyes are beautiful and large, swaying back and forth between a deep crimson and piercing reddish pink. She is about 130 cm in height, with a slim figure and pale skin.
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Cimeries »

James Crowhorn IV, Illusionist, Lv 1.00 (Cover)
Image
HP 10/10
SP 23/23
0 -00 Dmg | +6 Hit | 17 AC
James' Cane [ ? -? Dmg ]
Evening Suit [ 1 AC ]
Spoiler: Inventory & Status
Items (1/3):
- Throwing Knife Set [?-? dmg][10/10]

Spells:
- Invisibility spell (that can be cast on allies as well, breaks if they attack or are hit directly)
- Mirror Image (only on self, like the D&D spell or the one Carlos has in Deliverance)
- Turncoat - causes enemies to switch sides temporarily

Abilities ( ??/150 AP):
[list][*]Rain of Steel [ 1 / 1 ] [ Active ] [ ?? AP ]
Throws several knives at once at the enemy front line, hitting them at random.
The number of knives that can be thrown this way equals [AGI+DEX]/3.

[*]Blinding Speed [ 1 / 1 ] [ Active ] [ ?? AP ]
Converts a single minor action into a major action.
[*]Knife Artist [ Passive ] [ ?? AP ]
+2 to throwing knife damage.
James may expand a minor action to immediately recover any throwing knives used that turn. Knives not recovered immediately are instead recovered at the end of combat, and will almost always be intact unless exposed to extreme conditions (GM's discretion)

[*]Sleight of Hand [ Passive ] [ ?? AP ]
James can perform an additional secondary action, and may use weapons directly from his inventory without equipping them first.
[*]Theatrics [ Passive ] [ ?? AP ]
James recovers a single point of SP during turns in which he casts a spell, uses an active ability or invokes Escape Artist.
[*]Escape Artist [ Passive ] [ ?? AP ]
James always successfully escapes from battle. If he is caught, held, or bound in some way, he can always set himself free using either one primary action or two secondary actions. Cages, traps, and the like are no match for him and he can escape them as well, in a matter of moments.[/list]

Stats:
-2 Strength
+4 Dexterity
+4 Agility
-2 Fortitude
+5 Intellect
-1 Willpower
+2 Luck

HPMod: 01
AP: 150

Appearance:
James is a thin, pale man with a long mane of fair, dark brown hair, and an almost equally long, and fair, groomed beard.
He wears an old evening suit that gives him a very distinct and unusual appearance.
His gaze is very direct and unsettling. When he walks, he barely moves his arms at all, and does so with almost unnatural swiftness.
His voice is deep. He carries a walking cane with a special concealed dagger in it.

Story:
James never talks about himself. He calls himself an "Illusionist".
:wink:
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Ditto »

What's with this "young girl who is actually a demon" theme and its sudden popularity?

Making another tank, as should be expected, but I think I might make it more of a hybrid meatshield/dodger than the same high HP guy that I always use.
"It only hurts when my squad won't f***ing heal me."

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Re: [PnP] The Fountain of Dreams (Talk)

Post by Agent of Dread »

You say 'actually' like Yumiko was hiding it. :P
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Cimeries »

Ditto wrote:What's with this "young girl who is actually a demon" theme and its sudden popularity?
They're all playing those weird-ass animu games of theirs.
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Agent of Dread »

That picture Octagon posted of Flandre was indeed a big part of my inspiration here. :P
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Shade »

Agent of Dread wrote:Oh god, my character build currently leaves me with 0 HP.
EDIT: Balanced it a tad. Now I've got a grand total of 6. :teach:
Yeah, you can't set both STR and FOR to -5, as having 0 max. HP is almost equal to being dead. :?


Agent of Dread wrote:| +9 Hit
Shouldn't that be +8? +5 from DEX, +2 from INT, +1 from your staff.
Agent of Dread wrote:21 AC
That should be 13. 10 base, +2 from DEX, +1 from your dress. ;/
Agent of Dread wrote:Easily Mistaken (Passive) - Alice looks like a cute little girl playing witches, and most other people will perceive her as such. As a result she may gain favours from NPCs or get different reactions from enemies.
5 AP seems reasonable.
Agent of Dread wrote:Staff Caster (Passive) - Alice can cast magic through staffs instead of attacking with them in melee, and doing so uses INT instead of STR for damage modifier. The attacks are ranged.
40 AP. Nice one.
Agent of Dread wrote:Safety Net (Passive) - If an attack would reduce Alice from 2 or more HP to 0, she remains at 1. If she is hit at 1, she is KO'd.
Blatantly stolen
20 AP.
Agent of Dread wrote:Demon Eyes (Passive) - Alice has extra sensitivity towards demonic goings-on.
5 AP
Agent of Dread wrote:Gemini (Sustained) - Alice allows the demon in her to emerge. Lets her use certain abilities while forbidding her from using others. If she changes battle position as a minor action, she can switch states too.
Looks more like a restriction to me, so +10 AP it is.
Agent of Dread wrote:Terrify [2/2] - Alice betrays expectations to thoroughly spook one target, giving it [INT] less Hit and Damage for the remainder of the battle. If an enemy has seen her switch to demonic before she uses this, its effect is halved. Can only be used while human.
I feel that this should invoke an INT vs. WIL (or possibly WIL vs. WIL) check, giving the target a chance to resist it.
30 AP if you add that.
Agent of Dread wrote:Ghastly Claws [2/2] - Alice leaps at her enemy and claws at it (certain body parts may be specified). Deals 3x[INT] ± [STR] damage with +1 to Hit. Can only be used while demonic.
25 AP.
Agent of Dread wrote:-Some kind of Stun?
-Basic attack spell?
-Healing spell?
[06] Paralysis
(Current: 4 Turns, DG 16 vs. FOR)
The caster manipulates the target's nerves, causing their muscles to temporarily cease functioning and effectively paralysing them.
-> Forces the target to do a FOR check against a DG of [11 ± INT]. If they fail the check, they're paralyzed for [2 ± WIL/2] turns.

[05] Magic Blast
(Current: 7-15 Dmg, +5 Hit vs. AGI)
The caster fires a concentrated blast of magical energy at the target, piercing through any armor and damaging them directly.
-> Deals [2±WIL/2]d3+3 damage upon impact. This spell can crit. (Natural 20, x2 damage)

[04] Cure
(Current: 10-15 HP)
The caster invokes positive magical energy to help cure some of the target's injuries.
-> Restores [3±WIL/2]d2+5 HP to the target.


Cimeries wrote:James' Cane [ ? -? Dmg ]
Let's make that 2-4, I guess.
Cimeries wrote: - Throwing Knife Set [?-? dmg][10/10]
2-4, I guess.
Cimeries wrote:Rain of Steel [ 1 / 1 ] [ Active ] [ ?? AP ]
Throws several knives at once at the enemy front line, hitting them at random.
The number of knives that can be thrown this way equals [AGI+DEX]/3.
Nice one. 20 AP.
Cimeries wrote:Blinding Speed [ 1 / 1 ] [ Active ] [ ?? AP ]
Converts a single minor action into a major action.
Simple but effective. I like it.
20 AP.
Cimeries wrote:Knife Artist [ Passive ] [ ?? AP ]
+2 to throwing knife damage.
James may expand a minor action to immediately recover any throwing knives used that turn. Knives not recovered immediately are instead recovered at the end of combat, and will almost always be intact unless exposed to extreme conditions (GM's discretion)
Yeah, I get the theme. =P
30 AP for this one.
Cimeries wrote:Sleight of Hand [ Passive ] [ ?? AP ]
James can perform an additional secondary action, and may use weapons directly from his inventory without equipping them first.
25 AP.
Cimeries wrote:Theatrics [ Passive ] [ ?? AP ]
James recovers a single point of SP during turns in which he casts a spell, uses an active ability or invokes Escape Artist.
15 AP, I guess.
Cimeries wrote:Escape Artist [ Passive ] [ ?? AP ]
James always successfully escapes from battle. If he is caught, held, or bound in some way, he can always set himself free using either one primary action or two secondary actions. Cages, traps, and the like are no match for him and he can escape them as well, in a matter of moments.
25 AP.
40 AP if you'd like immunity to attacks (while escaping) on top of that.
Cimeries wrote:Spells:
- Invisibility spell (that can be cast on allies as well, breaks if they attack or are hit directly)
- Mirror Image (only on self, like the D&D spell or the one Carlos has in Deliverance)
- Turncoat - causes enemies to switch sides temporarily
[08] Minor Sphere of Invisibility
(Current: 7 Turns)
The caster surrounds the target with a concealing sphere of magic that is impenetrable to anyone but the target's own eyes, effectively making them invisible.
-> The target becomes invisible for [3±INT/2±WIL/2] turns. Any actions aimed at the invisible, whether beneficial or harmful, have a 50% chance to outright fail. The spell breaks prematurely if the invisible is successfully hit by any action or targets anyone but themselves with any action.

[05] Mirror Image
(Current: 2 mirror images)
The caster creates mirror images of themselves. The mirror images cannot act (but will appear to) and are otherwise indistinguishable from the original.
-> Creates [1+INT/3] mirror images of the caster. Mirror images will vanish upon taking damage.

[08] Turncoat
(Current: 3 turns, DG 14 vs. WIL)
The caster manipulates the target's mind and overrides all of their thoughts with a single order: protecting the caster.
-> Forces the target to do a WIL check against a DG of [10 ± INT]. If it fails the check, it is forced to fight the caster's foes for [2±WIL/3] turns. The caster cannot give the target any orders beyond that.
This spell will not work if the target is the only foe currently present.


Ditto wrote:What's with this "young girl who is actually a demon" theme and its sudden popularity?
Hey now, I've always been a fan of it. :mrgreen:
Ditto wrote:Making another tank, as should be expected, but I think I might make it more of a hybrid meatshield/dodger than the same high HP guy that I always use.
Alright, looking forward to what you come up with!
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Cimeries »

James Crowhorn IV, Illusionist, Lv 1.00 (Cover)
Image
HP 10/10
SP 23/23
2 -4 Dmg | +6 Hit | 17 AC
James' Cane [ 2 -4 Dmg ]
Evening Suit [ 1 AC ]
Spoiler: Inventory & Status
Items (3/3):
- 10 Throwing Knives [2-4 dmg]
- Deck of cards
- Length of Rope

Spells:
[08] Minor Sphere of Invisibility
(Current: 7 Turns)
The caster surrounds the target with a concealing sphere of magic that is impenetrable to anyone but the target's own eyes, effectively making them invisible.
-> The target becomes invisible for [3±INT/2±WIL/2] turns. Any actions aimed at the invisible, whether beneficial or harmful, have a 50% chance to outright fail. The spell breaks prematurely if the invisible is successfully hit by any action or targets anyone but themselves with any action.
[05] Mirror Image
(Current: 2 mirror images)
The caster creates mirror images of themselves. The mirror images cannot act (but will appear to) and are otherwise indistinguishable from the original.
-> Creates [1+INT/3] mirror images of the caster. Mirror images will vanish upon taking damage.
[08] Turncoat
(Current: 3 turns, DG 15 vs. WIL)
The caster manipulates the target's mind and overrides all of their thoughts with a single order: protecting the caster.
-> Forces the target to do a WIL check against a DG of [10 ± INT]. If it fails the check, it is forced to fight the caster's foes for [2±WIL/3] turns. The caster cannot give the target any orders beyond that.
This spell will not work if the target is the only foe currently present.

Abilities ( 135/150 AP):
[list][*]Image Rain of Steel [ 2 / 2 ] [ Active ] [ 40 AP ]
(Current: 2 Knives)
Throws several knives at once at the enemy front line, hitting them at random. The number of knives that can be thrown this way equals [AGI+DEX]/3.
[*]Image Knife Artist [ Passive ] [ 30 AP ]
+2 to throwing knife damage.
James may expand a minor action to immediately recover any throwing knives used that turn. Knives not recovered immediately are instead recovered at the end of combat, and will almost always be intact unless exposed to extreme conditions (GM's discretion)

[*]Image Sleight of Hand [ Passive ] [ 25 AP ]
James can perform an additional secondary action, and may use weapons directly from his inventory without equipping them first.
[*]Image Escape Artist [ Passive ] [ 40 AP ]
James always successfully escapes from battle. If he is caught, held, or bound in some way, he can always set himself free using either one primary action or two secondary actions. Cages, traps, and the like are no match for him and he can escape them as well, in a matter of moments.
Additionally, James is immune to attacks while this ability takes its course.
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Stats:
-2 Strength
+4 Dexterity
+4 Agility
-2 Fortitude
+5 Intellect
-1 Willpower
+2 Luck

HPMod: 01
AP: 15

Appearance:
James is a thin, pale man with a long mane of fair, dark brown hair, and an almost equally long, and fair, groomed beard.
He wears an old evening suit that gives him a very distinct and unusual appearance.
His gaze is very direct and unsettling. When he walks, he barely moves his arms at all, and does so with almost unnatural swiftness.
His voice is deep. He carries a walking cane with a special concealed dagger in it.

Story:
James never talks about himself. He calls himself an "Illusionist".
:wink:
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