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PostPosted: Sat Jun 02, 2012 5:27 pm 
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Potion Mimic (Senior Member)
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Joined: Thu Jul 24, 2008 12:25 pm
Posts: 7102
Location: Gensokyo
The 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.

After a while, you arrive at Zeto, an unremarkable small village at the border of a forest housing the entrance to the cave that is said to lead to Arcadia. This will likely be the last bit of civilization you'll encounter in a while, or possibly at all, so it probably is a good idea to properly prepare for the journey ahead of you by stocking up on supplies now.

ToD: Noon
Gold: 150
< HP >----< SP >----< Pos. >---< Name >----
32/32 .|. __.__ .|. Front _|. Celice
10/10 .|. 23/23 .|. Cover .|. James
06/06 .|. 35/35 .|. Cover .|. Alice
-----------------------------------------------

Places of interest
[Reveal] Spoiler: Blacksmith
As you approach the building, the sound of hammers hitting metal becomes louder and louder. As you eventually enter, almost overwhelmed by the wave of heat coming from the furnace inside, three men immediately turn around to eye the newcomers. The two younger ones appear to be responsible for making the weapons and armour sold in this shop, while the oldest of the bunch seems to be the salesman. The salesman has a thick beard and gray hair, whereas the other two have black hair. All three of them are quite muscular, though.
The salesman promptly adresses you. He has a strong and confident, but nonetheless friendly voice.
"Ah, let me guess. More people testing their luck in finding the Fountain, eh? You'll do well to get yourselves some quality steel here."

Quote:
10 gold: Dagger (2-5 Dmg, +1 Hit)
21 gold: Shortsword (3-6 Dmg)
34 gold: Longsword (3-8 Dmg)
65 gold: Two-handed Sword (4-12 Dmg, Crt at 19, 2h)

18 gold: Hand Axe (2-6 Dmg, -1 Hit, x3 CrtDmg)
30 gold: Battle Axe (2-8 Dmg, -1 Hit, x3 CrtDmg)
60 gold: Two-handed Axe (3-10 Dmg, -1 Hit, Crt at 19, x3 CrtDmg, 2h)

12 gold: Wooden Spear (2-5 Dmg, Crt at 19)
25 gold: Iron Spear (2-7 Dmg, Crt at 19)
62 gold: Spiked Spear (4-8 Dmg, Crt at 18)

06 gold: Wooden Club (2-4 Dmg, +1 Hit)
25 gold: Iron Mace (3-6 Dmg, +1 Hit)
60 gold: Spiked Mace (4-8 Dmg, +1 Hit, Crt at 19)

06 gold: Throwing Knives [10] (2-4 Dmg, ranged)
15 gold: Bag of Throwing Stars [20] (2-4 Dmg, +1 Hit, Crt at 19, ranged)

19 gold: Shortbow (+2 Dmg, +1 Hit)
38 gold: Longbow (+4 Dmg)
52 gold: Composite Longbow (+5 Dmg)

05 gold: Wooden Arrows [20] (1-4 Dmg, -1 Hit)
10 gold: Iron Arrows [20] (2-5 Dmg)
18 gold: Silver Arrows [20] (2-6 Dmg, +1 Hit | +3 Dmg to demons and undead)
20 gold: Fire Arrows [10] (1-4 Dmg, -1 Hit | Cannot crit. Sets the target on fire, dealing 4 fire damage for 3 turns.)

16 gold: Leather Cuirass (2 AC)
27 gold: Chain Shirt (4 AC, -1 AGI)
38 gold: Chainmail (6 AC, -2 AGI)
47 gold: Breastplate (7 AC, -2 AGI)
52 gold: Splint Mail (10 AC, -4 AGI)
70 gold: Full Plate (14 AC, -6 AGI)


[Reveal] Spoiler: General Store
As you enter the store, you're immediately welcomed by a slightly chubby woman with short brown hair.
"Welcome! We offer a multitude of tools useful to any adventurer, whether you're heading to Arcadia or not."
Judging from all the colorful plants in here, you could've mistaken this for a pharmacy... ...or even a flower shop. As the woman notices your looks, she adds with a genuine smile:
"Of course that includes potent medicine, just in case you get into trouble with monsters along your way."

Quote:
05 gold: Healing powder (Restores 50% HP)
08 gold: Spirit powder (Restores 50% SP)

02 gold: Rope (10m) (Can be used for a multitude of purposes.)
02 gold: Torch (10h) (Somewhat dim light source. Lasts for up to 10 hours once lighted.)
06 gold: Tinderbox (Contains everything necessary to make a fire. Unlimited uses.)
10 gold: Lantern (Moderately bright light source. Requires 1 flask of oil per 20 hours.)
03 gold: Flask of oil (Fuels lanterns, but can also be used for different purposes.)
01 gold: Empty bottle (Used to hold potions and other liquids.)
09 gold: Lockpick (Gives a +8 bonus to any attempts at picking locks, but may break upon a failure (25% chance).)
18 gold: Alchemy equipment (Gives a +8 bonus to any attempts at brewing potions and offers 10 extra slots for alchemic ingredients.)


[Reveal] Spoiler: Wizard's Office
Following a sign reading "Want to expand your magical knowledge? This way - I teach spells!", you arrive at a shabby old hut that looks like it could break down any moment. Just as you're about to listen to your survival instinct and leave, you hear an aged man's voice from inside: "Don't go away! Come in, come in!"
Reluctantly, you do as you're told and enter, finding the voice to belong to someone who looks like a poor drunkard rather than a wizard. He seems to be aware of this.
"Don't judge me by my looks, I'm the most competent wizard you'll find around here."
Well, it's without a doubt the work of magic that this hut isn't breaking apart...

Quote:
(The price to learn a spell is twice its SP cost in gold pieces.)

[06] Spell Break
The caster purges the target of any magic affecting them, whether positive or negative.
-> Completely removes all hexes and enchantments affecting the target without fail.

[08] Toxic Mist
(Base: 1 damage, 2 poison, DG 10 vs. FOR) | (At 5/5: 6 damage, 4 poison, DG 15 vs. FOR)
The caster creates a cloud of poisonous olive-colored mist in a chosen area nearby.
-> Forces anyone caught in the mist to make a FOR check with a DG of [10 + INT]. Any target failing the check will take 1+[WIL] poison damage immediately and become poisoned, taking a further 2+[WIL/2] poison damage each turn until cured.

[09] Chain Lightning
(Base: 4/2 damage, 2 targets, +0 Hit vs. AGI) | (At 5/5: 14/7/5/4 damage, 4 targets, +5 Hit vs. AGI)
The caster releases a magical bolt of lightning from the tip of their finger, electrocuting several targets at random.
-> Deals [2xWIL]+4 damage to the first target, 1/2 of that to the second, 1/3 to the third, etc. Hits up to [2+INT/2] targets, though any beyond the first are chosen at random.
Deals a flat 2 additional points of damage to any targets soaked in water or clad in metal.

[12] Sphere o' Boom
(Base: 8 damage to target, 4 damage to area, +0 Hit vs. AGI) | (At 5/5: 13-23 damage to target, 7-12 damage to area, +5 Hit vs. AGI)
The caster hurls a small sphere of concentrated arcane energy at the target, which explodes upon contact.
-> Deals [WIL]d3+8 damage to the target and half of that amount to anyone standing too close (the enemy party, usually). This spell has no effect at all if it misses the initial target.


[Reveal] Spoiler: Training Hall
You enter the training halls... ...but they're empty. Or at least they were until just a moment ago. A man in full platemail approaches you.
"Greetings, are you here to hone your combat skills? I'm the resident trainer."
He opens his helmet to reveal his face, and you can tell he's not particularly fond of the lack of activity here.
"All those ignorant fools, running right to their deaths thinking they could deal with whatever they encounter, only to be proven wrong by a goblin's blade or something similarly humilating. Surely you're more rational than that, right? Do yourselves a favor and spend a few hours training here. I don't charge much and you won't regret it."

Quote:
Train here to obtain 25 Exp per hour. Max. 100 Exp / person.
1 hour: 3 gold / person


[Reveal] Spoiler: Gambling Booth
You approach a booth on the streets that seems to belong to a wandering merchant or something of that sort. As the well-clothed young man notices you, he addresses you with a confident smile on his face.
"Why, hello there! You look like you'd be able to appreciate a good game!"
He points at the deck of cards in his other hand.
"How about some Blackjack? If you have a lucky day, you might just get yourselves some extra cash! Want to try it?"

Quote:
Gamble here to win some extra cash... ...or lose it, if you're unlucky.
1 game: 10 gold. You get 20 if you win.


Tell me when you're ready and want to leave.


Last edited by Shade on Sun Jun 03, 2012 1:32 pm, edited 1 time in total.

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PostPosted: Sat Jun 02, 2012 6:57 pm 
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Jungle Warrior (Committed contributor)
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Joined: Mon Feb 22, 2010 10:59 pm
Posts: 1452
Location: The universe and all the other places too
Celice, Lvl 1 Henchman (Front) -75-
=============================================
Image 32/32
Image 8/8
Image 5-10, +3 Hit
- Trident - (2-7 Dmg, Crt at 19)
Image 19
- Buckler - (01 AC)
- Lightweight Black Armor - (03 AC)

[Reveal] Spoiler: "Inventory and Status"
Items:
- Healing powder (Heals for 50% of HP)
- Healing powder (Heals for 50% of HP)
- Rope (10m)
- Oil Flask (Can fuel lanterns, may perform other uses)
- Tinderbox (Can set a fire, infinite uses)
- Torch (Lasts for 10h once ignited, dim light source)
- Torch (Lasts for 10h once ignited, dim light source)
- Empty Bottle (Holds liquids and stuff)

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.


To the fountain of dreams they went... not that she really cared about it.

Honestly, she wholly doubted that that well even existed, let alone that it actually had any power to it. What mattered was that she had some work to do again. After her last boss had attracted the attention of a band of adventurers and gotten himself killed, she had been out of a job for a good few months now. Were it not for these two psychopaths, she might have even had to stoop to... adventuring with a paladin. Just the thought of that made her shudder. But this was decent work. She got a third of the loot, she likely wouldn't be sent to a probable death as with all of her old officers, and neither of these guys seemed to be overzealous crusaders by any stretch of the imagination.

One of the other two had seemed to have brought some funds with them - or maybe they'd pooled it, she didn't know - but she was happy to use them.
"Alright, let's each take some and save what we don't use, we'll meet back here in a few hours..."
Voice trailing off as she heads off with the money before waiting for a response, Celice grabs thirty-five of the coins to spend for whatever and heads off on her own to buy some equipment.

Buying 2 Healing powder, a Rope, an Oil Flask, a Tinderbox, and two torches and an empty bottle for 26 gold, followed by three hours in the training hall for another 9.

_________________
"It only hurts when my squad won't f***ing heal me."

http://guildedage.net/


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PostPosted: Sat Jun 02, 2012 8:02 pm 
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Lumberjack (Developer)
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Joined: Wed Jul 23, 2008 6:56 am
Posts: 7525
Location: Israel
James Crowhorn IV, Illusionist, Lv 1.00 (Cover)
Image
HP 10/10
SP 23/23
2 -4 Dmg | +6 Hit | 18 AC
James' Cane [ 2 -4 Dmg ]
Evening Suit, Leather Cuirass [ 2 AC ]
[Reveal] Spoiler: "Inventory & Status"
Items (3/3):
- 10 Throwing Knives [2-4 dmg]
- Deck of cards
- Rope (10m)

Spells:
[07] Minor Sphere of Invisibility
(Gray Magician: 10 Turns), (Base: 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.
[04] Mirror Image
(Gray Magician: 3 mirror images), (Base: 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.
[07] Turncoat
(Gray Magician: 3 turns, DG 17 vs. WIL), (Base: 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.
[06] Spell Break
The caster purges the target of any magic affecting them, whether positive or negative.
-> Completely removes all hexes and enchantments affecting the target without fail.

Abilities ( 140/150 AP):
  • 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.
  • Image Grey Magician [ Passive ] [ 05 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%.

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

HPMod: 01
AP: 10

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".


That day James had arrived at Zeto, with his three companions. There was a woman, Celice that looked like a mercenary. He didn't know what much to think of her. She seemed alright, and she made a good bodyguard.
Then there were the two girls. One of them, Alice, was nice and, James thought, very sweet, but the other was mean and ugly and James couldn't look at her for very long.
Trouble is the two girls would often speak in unison or complete eachothers' sentences. They seemed like very close friends, pretty much inseparable, so James just tolerated the second girls' presence quietly. James didn't bother to learn the other girls' name, he just plain didn't speak to her. He was secretly hoping something bad happens to her, even though he knew it was a mean thing to think.

Hopefully they will reach The Fountain of Dreams soon. He couldn't stand the thought of... well, nevermind. It's best not to dwell on these things.
Celice had run off with some of the funds to buy some supplies and train. Probably a good idea to do the same.

There was a wizard selling off his arcane knowledge for pittance. Most of the spells were awful, completely lacking in tact, but there was one quite amusing spell he had to offer. James giggled with the thought of how useful it could be, and paid the wizard to teach him Spell Break.
He bought a piece of leather armor. It was fairly light and did not constrict movement, on account of it covering only the torso. He decided to buy it and wear it under his evening suit.
He then followed Celice to the training hall to get some practice as well. He will probably be required to defend himself if he is to reach The Fountain of Dreams in anything other than a casket.

9 Gold for training, 16 for the leather cuirass, 12 for Spell Break. Does the alchemy equipment take an inventory slot?

_________________
Image

"If you quit my game I will find you and punch you repeatedly until you quit life. :>"


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PostPosted: Sun Jun 03, 2012 2:49 am 
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Joined: Wed Jul 23, 2008 8:46 pm
Posts: 8566
Location: Australia
Alice, level 1 [75]
Image
Possessed
(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]

[Reveal] 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.

[06] Spell Break
The caster purges the target of any magic affecting them, whether positive or negative.
-> Completely removes all hexes and enchantments affecting the target without fail.

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.

Zeto, this town was named. A peculiar name indeed, Alice thought. Considering some of the inhabitants, a peculiar name definitely suited it though. However she couldn't keep herself out of the derelict 'Wizard's Office' as it were, because she did like the sound of one of the spells. Spell break purchased.
As she was crossing through the town, she saw Celice walking with a handful of supplies from the general store, including oil... but no lantern?
"What's the oil for, Miss Celice?"
Following that, she reluctantly headed along with the other two to the training hall. Exertion was definitely not her cup of tea but there was a lot to gain, logically. 3 hours.

_________________
- Facebook: Trilby Girl -- Tumblr: trilbystumb -- Discord: Trilby#9851 -


Last edited by Agent of Dread on Mon Jun 04, 2012 2:16 am, edited 1 time in total.

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PostPosted: Sun Jun 03, 2012 2:16 pm 
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Potion Mimic (Senior Member)
Potion Mimic (Senior Member)
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Joined: Thu Jul 24, 2008 12:25 pm
Posts: 7102
Location: Gensokyo
ToD: Afternoon
Gold: 57
< HP >----< SP >----< Pos. >---< Name >----
32/32 .|. __.__ .|. Front _|. Celice
10/10 .|. 23/23 .|. Cover .|. James
06/06 .|. 35/35 .|. Cover .|. Alice
-----------------------------------------------

Total gold spent: 93
Everyone: +75 Exp for spending 3 hours training.
Celice [ 00 -> 75 ]
James [ 00 -> 75 ]
Alice [ 00 -> 75 ]

In the end, you all meet up at the training halls, heeding the trainer's advice and spending some gold and time to be prepared for what's to come. However, he not only teaches you basic knowledge about combat, he also gives you some helpful advice that might come in handy in the future:
- "So you paid that old drunkard to teach you Spell Break, eh? It seems to be by far his most popular spell, but be aware of its limits. Ailments that are not of a magical nature will not be affected by it."
- "Don't underestimate creatures like goblins or orcs. They know the terrain they live in, while you most likely don't. While in the forest, prepare for ambushes and traps, especially at night."
- "A lot of herbs grow in the forest, especially near water. Even if you're not an alchemist, knowing which herb does what can have its benefits. Look out for roots with a red hue especially - they're among the ingredients used to make the healing powder you can buy in this village, and for good reason."

After three hours of vigorous training, the trainer bids you farewell with a satisfied smile.
"You did well. Don't get yourselves killed out there, it'd be such a waste."

Anything else?


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PostPosted: Sun Jun 03, 2012 2:24 pm 
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Protector (Senior Member)
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Joined: Wed Jul 23, 2008 8:46 pm
Posts: 8566
Location: Australia
Alice, level 1 [75]
Image
Possessed
(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]

[Reveal] 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.

[06] Spell Break
The caster purges the target of any magic affecting them, whether positive or negative.
-> Completely removes all hexes and enchantments affecting the target without fail.

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.

"Ambushes? They won't be any trouble, kihihihihi."
Heheheh. Also, I have nothing else to do in the town. I would like to leave the next morning.

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Last edited by Agent of Dread on Mon Jun 04, 2012 2:16 am, edited 1 time in total.

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PostPosted: Sun Jun 03, 2012 4:02 pm 
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Jungle Warrior (Committed contributor)
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Joined: Mon Feb 22, 2010 10:59 pm
Posts: 1452
Location: The universe and all the other places too
Celice, Lvl 1 Henchman (Front) -75-
=============================================
Image 32/32
Image 8/8
Image 5-10, +3 Hit
- Trident - (2-7 Dmg, Crt at 19)
Image 19
- Buckler - (01 AC)
- Lightweight Black Armor - (03 AC)

[Reveal] Spoiler: "Inventory and Status"
Items:
- Healing powder (Heals for 50% of HP)
- Healing powder (Heals for 50% of HP)
- Rope (10m)
- Oil Flask (Can fuel lanterns, may perform other uses)
- Tinderbox (Can set a fire, infinite uses)
- Torch (Lasts for 10h once ignited, dim light source)
- Torch (Lasts for 10h once ignited, dim light source)
- Empty Bottle (Holds liquids and stuff)

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.


The girl asks her about the oil - she was acting with her less crazed personality this time.
"You're supposed to be a witch of some sort, right? You should know how useful it can be to have something that burns."
Hoping not to be followed by the other two, Celice is unhappy to see them follow close behind to the training hall. She was already going to be spending a long time with these loons, couldn't she get some time away from them first?

As if the universe was responding to her previous thought, Alice's eyes switched color as she started cackling in the corniest fashion possible and instantaneously switched to her second personality. Thankfully already behind Alice so that she won't see, Celice closes her eyes and plants her face in her palm. Celice takes note of the trainer's advice and bids him farewell with a slight smile and a wave as the group leaves.

I'm done. TO ADVENTURE!

_________________
"It only hurts when my squad won't f***ing heal me."

http://guildedage.net/


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PostPosted: Mon Jun 04, 2012 8:29 pm 
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Potion Mimic (Senior Member)
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Joined: Thu Jul 24, 2008 12:25 pm
Posts: 7102
Location: Gensokyo
ToD: Morning
Gold: 57
< HP >----< SP >----< Pos. >---< Name >----
32/32 .|. __.__ .|. Front _|. Celice
10/10 .|. 23/23 .|. Cover .|. James
06/06 .|. 35/35 .|. Cover .|. Alice
-----------------------------------------------

Deciding that you're not too keen on going through the forest at night, you decide to spend the night at the inn instead. The next morning, you finally leave the village, heading for Arcadia and the Fountain of Dreams.
According to your knowledge, there's a marked path through the forest that leads straight to the entrance of the cave to Arcadia, yet for some reason many people have trouble finding it regardless.
Finding it before dusk should be very doable if you don't get sidetracked too much, though.
However, there's very little documented information about what's inside the cave, or even how large it is. The distance to the "core of the world" could be anything from a day to a month's worth of travel - you wouldn't know. Hopefully your supplies will be sufficient...

The first hour or so in the forest is completely eventless, and there indeed is a marked path to follow.
However, eventually you notice a trail of blood just slightly off the trodden path that seems to lead deeper into the forest. It seems to be very fresh...


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PostPosted: Sun Jun 17, 2012 12:43 pm 
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Protector (Senior Member)
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Joined: Wed Jul 23, 2008 8:46 pm
Posts: 8566
Location: Australia
Alice, level 1 [75]
Image
Possessed
(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]

[Reveal] 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.

[06] Spell Break
The caster purges the target of any magic affecting them, whether positive or negative.
-> Completely removes all hexes and enchantments affecting the target without fail.

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

HPMod: 1

Picture and Description
Image

Alice shrugs and turns to the others.
"Well, it could very well be a trap... but it's making me thirsty. I want to take a look."

_________________
- Facebook: Trilby Girl -- Tumblr: trilbystumb -- Discord: Trilby#9851 -


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PostPosted: Wed Jun 20, 2012 7:34 am 
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Protector (Senior Member)
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Joined: Wed Jul 23, 2008 8:46 pm
Posts: 8566
Location: Australia
Alice uses Terrify on Aristotlelyiy!

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