[PnP] The Fountain of Dreams (Talk)

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

Post by Ditto »

Celice, Lvl 0 Henchman (Front) -00-
=============================================
Image 28/28
Image 0/10
Image 4-9, +2 Hit
- Spiked Mace - (1d6 Dmg, +1 Hit)
Image 19
- Buckler - (02 AC)
- Lightweight Black Armor - (02 AC)
Spoiler: Inventory and Status
Items:
-

Abilities:
- Counter -
(Passive)
Celice can counter against melee attacks.
[ AP] - Activates upon dodging an attack.
[ AP] - On activation, Celice will counter with a melee attack. This only works on enemies in melee range.

- Block -
(Passive)
Celice can block attacks with her shield.
[ AP] - Activates on the first [1] hit(s) taken on a given turn (misses do not count).
[ AP] - On activation, the damage of the attack will be negated.

- Vitality -
(Passive)
Celice can act quicker than most.
[ AP] - Celice can take two major actions on any given turn instead of just one major and minor action.

- Guard -
(Passive)
Celice can defend allies from harm.
[ AP] - Can be sustained on [1] ally(s) in the cover row at a time.
[ AP] - When used, attacks that hit that ally (misses do not count) will have damage redirected to Celice (these attacks may still be blocked).

Stats:
Strength: +3
Dexterity: +3
Agility: +4
Endurance: +5
Intellect: -5
Willpower: -5
Luck: +0

Info:
Ability Points: 150
HP Mod: +5

Appearance:
Simply seeing Celice, it's easy to recognize her as a current or former employee of someone bent on world domination. Her mace, buckler, lightweight black armor and eye-covering helm are clearly standard issue equipment of any disposable soldier in an evil wizard's army. Strangely, Celice is not travelling with any other goons as most goons do. While this could just be due to a seclusive personality, it could also be due to a lack of a job - anyone knows that no good goon stays apart from a group for long, unless they want to meet death at an eager paladin or evangelist's hands.

Celice is mostly unremarkable, with average length red hair, freckles, and pale skin. She seems to be of somewhat above average height and strength. For the most part, she is quiet, reserved, and seems to want little more than to make a living like any other mercenary.
Keeping the abilities fairly simple for now.
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Shade »

Cimeries wrote: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.
Oh, wait, you wanted two uses?
For active abilities, I give a discount on any use beyond the first. 30 AP for 2 uses is fine. If you want to keep it at 40 AP, feel free to make it 3 uses.


Ditto wrote:- Trident - (1d6 Dmg, +1 Hit)
That's pretty weak, actually. Feel free to buff it to Iron Spear level (2-7 Dmg, Crt at 19).
Ditto wrote:- Buckler - (02 AC)
- Lightweight Black Armor - (02 AC)
Just a minor nitpick, I'd like you to make the buckler 1 AC and the armor 3 AC.
Ditto wrote: - Counter -
(Passive)
Celice can counter against melee attacks.
[ AP] - Activates upon dodging an attack.
[ AP] - On activation, Celice will counter with a melee attack. This only works on enemies in melee range.
25 AP.
Ditto wrote: - Block -
(Passive)
Celice can block attacks with her shield.
[ AP] - Activates on the first [1] hit(s) taken on a given turn (misses do not count).
[ AP] - On activation, the damage of the attack will be negated.
Please make this limited-use somehow, as in its current state this makes you completely invincible to single foes.
Either that, or make it only cut damage in half or something.
2 uses, no damage: 25 AP
unlimited uses, half damage: 30 AP
Note that this won't work against spells in either case.
Ditto wrote: - Vitality -
(Passive)
Celice can act quicker than most.
[ AP] - Celice can take two major actions on any given turn instead of just one major and minor action.
60 AP. Sorry, but that's pretty powerful.
If you just want the option at all, you can instead take the same ability as Cime (Blinding Speed - 20 AP for 1 use, 30 AP for 2 uses, 40 AP for 3 uses) if you'd like.
Ditto wrote: - Guard -
(Passive)
Celice can defend allies from harm.
[ AP] - Can be sustained on [1] ally(s) in the cover row at a time.
[ AP] - When used, attacks that hit that ally (misses do not count) will have damage redirected to Celice (these attacks may still be blocked).
10 AP.
Ditto wrote:Stats:
Strength: +3
Dexterity: +3
Agility: +4
Endurance: +5
Intellect: -5
Willpower: -5
Luck: +0
That's only +5 in total. You're allowed to have a stat total of +10. ^^
Ditto wrote:HP Mod: +5
+4, actually. It only becomes +5 at +6 Fortitude/Endurance.
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Ditto »

Celice, Lvl 1 Henchman (Front) -00-
=============================================
Image 32/32
Image 0/10
Image 5-10, +3 Hit
- Trident - (2-7 Dmg, Crt at 19)
Image 19
- Buckler - (01 AC)
- Lightweight Black Armor - (03 AC)
Spoiler: Inventory and Status
Items:
-

Abilities:
- Counter -
(Passive)
Celice can counter against melee attacks. [25 AP]
- Activates upon dodging an attack.
- On activation, Celice will counter with a melee attack. This only works on enemies in melee range.

- Block [2/2]-
(Active)
Celice can block attacks with her shield. [25 AP]
- When used, activates on the first [1] hit(s) taken on a given turn (misses do not count).
- On activation, the damage of the attack will be negated.
- Uses no action to activate.

- Vitality -
(Passive)
Celice can act quicker than most. [60 AP]
- Celice can take two major actions on any given turn instead of just one major and minor action.

- Guard -
(Passive)
Celice can defend allies from harm. [10 AP]
- Can be sustained on [1] ally(s) in the cover row at a time.
- When used, attacks that hit that ally (misses do not count) will have damage redirected to Celice (these attacks may still be blocked).

Stats:
Strength: +3
Dexterity: +3
Agility: +4
Endurance: +5
Intellect: +0
Willpower: -5
Luck: +0

Info:
Ability Points: 20
HP Mod: +4

Appearance:
Simply seeing Celice, it's easy to recognize her as a current or former employee of someone bent on world domination. Her trident, buckler, lightweight black armor and eye-covering horned helm are clearly standard issue equipment of any disposable soldier in an evil wizard's army. Strangely, Celice is not travelling with any other goons as most goons do. While this could just be due to a seclusive personality, it could also be due to a lack of a job - anyone knows that no good goon stays apart from a group for long, unless they want to meet death at an eager paladin or evangelist's hands.

Celice is mostly unremarkable, with average length red hair, freckles, and pale skin. She seems to be of somewhat above average height and strength, and looks to be around twenty. For the most part, she is quiet, reserved, and seems to want little more than to make a living like any other mercenary.
More stat points are cool, undid my intelligence dump. Grabbed 2 uses block along with the rest of the abilities (including Vitality, I'm willing to pay the AP if it means I can do more fancy manuevers per turn).

Does 2 uses block consume an action when used?
Last edited by Ditto on Fri Jun 01, 2012 2:45 am, edited 7 times in total.
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Agent of Dread »

Alice, level 1 [0]
Image
Gemini
(Cover)
  • HP: 6/6
    SP: 35/35
    AP: 15
    [T: 2/2 | GC: 2/2]

    6-9 Dmg | +8 Hit | 13 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. [5 AP]

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]

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. [20 AP]

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. [+10 AP]

Terrify [2/2] - Alice betrays expectations to thoroughly spook one target, giving it [INT] less Hit and Damage for the remainder of the battle upon success of an [INT] vs [WIL] check. If an enemy has seen her switch to demonic before she uses this, its effect is halved. Can only be used while human. [30 AP]

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]

Soul Reave [2/2] - Alice takes a hefty munch out of a single enemy's soul, dealing double damage to HP and standard damage to MP (with [INT] as [STR] replacement). Can only be used while demonic. [25 AP]

Spells
[06] Paralysis
(Current: 5 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 [3 + 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 [WIL]d2+5 HP to the target.

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.
Last edited by Agent of Dread on Sat Jun 02, 2012 2:04 pm, edited 7 times in total.
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Shade »

Ditto wrote: Lvl 0 Henchman
Oh yeah, and this PnP goes back to the regular Lv1 start. :)
This also puts you at 32 HP.
Ditto wrote:Does 2 uses block consume an action when used?
No, I consider it a reaction ability.
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Agent of Dread »

New suggestion on previous post.
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Shade »

Agent of Dread wrote:Soul Reave [?/?] - Alice takes a hefty munch out of a single enemy's soul, dealing double damage to HP and standard damage to MP (with [INT] as [STR] replacement). Can only be used while demonic.
25 AP for 2 uses.
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Agent of Dread »

Bargain! :P Taken. I'll hold onto the rest.
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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 [ 3 / 3 ] [ 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.
[/list]

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".
Updated.

Some more abilities:
Grey Magician [ Passive ] [ ??? AP ]
James cannot learn any direct offensive spells, or spells that create something (elemental spells, for instance).
All of his recovery spells have their effects cut in half.
Spells that affect the targets' mind or are otherwise of an illusionary nature have their effects increased by 50%, and cost 1 less SP to cast.
Illusion spells ill-suited to such a boost or without scale-able effects instead have their duration increased by 50%.


Mirror Magic [ 1 / 1 ] [ ??? AP ]
When a harmful spell is cast by an enemy, James will expand a use of this ability to redirect the spell in its entirety back to the enemy that cast it.
If the spell had an area of effect, after the redirection it will simply mirror that of the original, but affect the enemy party instead.
On the turn following the use of this ability, James will be able to perform one minor action less.
:wink:
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Shade »

@Cime: I just noticed that I seem to have calculated your spells' current effects using the wrong stats. Not sure how that happened. ;/
Invisibility currently lasts 5 turns, Turncoat lasts 2 turns. For some reason I thought you had +4 WIL.
Cimeries wrote:Grey Magician [ Passive ] [ ??? AP ]
James cannot learn any direct offensive spells, or spells that create something (elemental spells, for instance).
All of his recovery spells have their effects cut in half.
Spells that affect the targets' mind or are otherwise of an illusionary nature have their effects increased by 50%, and cost 1 less SP to cast.
Illusion spells ill-suited to such a boost or without scale-able effects instead have their duration increased by 50%.
5 AP. Do you count the chance of success as an "effect" of the spell?
Cimeries wrote:Mirror Magic [ 1 / 1 ] [ ??? AP ]
When a harmful spell is cast by an enemy, James will expand a use of this ability to redirect the spell in its entirety back to the enemy that cast it.
If the spell had an area of effect, after the redirection it will simply mirror that of the original, but affect the enemy party instead.
On the turn following the use of this ability, James will be able to perform one minor action less.
20 AP. Nice one. :)


EDIT: Digging Alice's new portrait.
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Shade »

We'll begin today, I'll start writing up the introduction post in a few hours.
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Shade »

Also, decided to make some more changes to the spells, primarily making it so that negative stats do not weaken the effect. Makes them slightly more worthwhile for non-casters and at the same time easier for me to balance, as there's no way for the effect to become negative.
Please update your spells with the following:


[06] Paralysis
(Current: 5 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 [3 + WIL/2] turns.

(Summary: Changed all ± to +, increased duration)

[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)

(Summary: Changed ± to +)

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

(Summary: Changed formula)



[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 [2+INT+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.

(Summary: Changed formula, also making it slightly better)

[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.

(Summary: No changes)

[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 [3+WIL/4] 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.

(Summary: Changed all ± to +, increased duration)
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Agent of Dread »

Shade wrote:EDIT: Digging Alice's new portrait.
More than you might think. ;)
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Ditto »

correct thread this time

That moment when you realize you have more than three times the health of anyone else in the party.

Y U GUYS USE ENDURANCE AS A DUMP STAT
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Re: [PnP] The Fountain of Dreams (Talk)

Post by Shade »

And so began the adventures of the glass cannon, the glass cannon and the wtfindestructible tank. :teach:
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