[PnP] Last Legend II (Game)

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Cimeries
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Re: [PnP] Last Legend II (Game)

Post by Cimeries »

  • Still the Prettiest, Lv 1.00 Knight-Bot (Front)
    45/45 "HP"
    9-17 Dmg | +2 Hit | 16 AC
    Fancy Lancey [ 4-12 dmg ]
    Armor Plating [ 8 AC ]
Spoiler: Inventory & Status
Items:
[list]- Pocket mirror [ Who is this handsome automaton? ][/list]

Abilities:
[list]Inspire [1/2]
[list]Still can supercharge his attack with lightning, adding lightning damage equal to the original damage (effectively doubling it). Inspire can punch through walls and demolish obstacles.[/list][/list]

[list]Screwdriver [1/1]
[list]If Still has successfully hit an enemy with a piercing weapon, he can activate this ability to engage special rotors in his hand that will cause it to spin on its axis, turning his weapon into a drill. The enemy will be impaled on the weapon and continue to take maximized damage from the weapon every turn. Still cannot attack regularly while an enemy is held like this, but neither can that enemy.[/list][/list]

[list]Emergency Maintenance [1/1]
[list]We can't let this handsome chassis come to ruin! Still can quickly patch himself up for 15 "HP" as a minor action.[/list][/list]

[list]Gears and Cogs
[list]Still can't be healed by medicine, rest or healing potions, but he can repair himself when out of combat (if he has time). His abilities will replenish at the end of combat.[/list][/list]

Stats:
+5 Strength
+2 Dexterity
-3 Agility
+5 Fortitude
±0 Intellect
-4 Willpower
+5 Luck

Appearance:
Image

Story:
Still is programmed to be the ultimate valiant champion! Protector of the weak! Destroyer of the evil (and ugly)! He rides to battle on his trusty steed*, to force glorious justice (and swag) down the throats of villains everywhere.
*Steed not included.
After consulting his world map, Still began marching vigilantly towards the Cave of the Ancients. A minute or two later, Still realized that his marching hymn felt uncharacteristically lonely, and then he took a look around and realized the rest had gone off to fight random monsters. Still was disappointed, but no matter, the squires will learn to respect his magnificent authority in due time, after he rescues them from these generic looking low-level random goo monsters.

Still suddenly experienced a very powerful feeling of Deja-vu. Odd considering that he's supposed to be an automaton and all that. He disregards this, however, seeing how his squires are in peril and more importantly, he must make a good entry.
"Fear not! I'm comiiiiiiiiiiiiiiiing!"
He rushes towards the scene of the battle, accelerating with the aid of his auxiliary batteries divine might, his lance at the ready, driving himself into the nearest slime, creating an explosion of lightning on impact.
Inspire on one of the uninjured slimes.
:wink:
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penguinflyer5234
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Re: [PnP] Last Legend II (Game)

Post by penguinflyer5234 »

  • Lok, Lv 1.00 Thief (Front)
    21/21 HP
    01/02 SP
    2d4 Dmg | +4 Hit | 18 AC
    Dagger of the Acients [ 2d4 dmg ]
    Hooded Cloak [ 1 AC ]
Spoiler: Inventory & Status
Items:
[list]39 Throwing Knives [ 1d4 ][/list]

Abilities:
[list]Thievery
[list]Once a battle, Lok can attempt to steal an item from the target. Success is defined by a DEX vs. AGI check against the target[/list]
Identify [ 5 SP ]
[list]Lok can identify what an item does with a [35+5INT]% of succeeding.
[ Currently 35% ]
[/list]
Remove Curse [ 5 SP ]
[list]Lok can remove [1+WIL/5] curses and debuffs from an item or character with a [35+5INT]% of succeeding.
[ Currently 1 curse at 35% ]
[/list]
Poison [ 1 SP ]
[list]Lok can create poison, apply it to a throwing item, and throw said item. The poison lasts for [3+WIL] turns and does [3+WIL] damage a turn.
[ Currently 3 damage for 3 turns ]
[/list]
Pick Locks
[list]Lok can pick locks. DEX check on lock's DC.[/list]
Backstab
[list]If the target hasn't attacked Lok yet, he can attack for double damage.[/list]
Disarm
[list]Lok can disarm the target's weapon after a DEX vs. FOR check. Anyone can pick the weapon up for the cost of a major action.[/list]
Disarm Trap
[list]Lok can disarm a trap! DEX vs trap's DC blah blah blah[/list]
Haste [8 SP]
[list]The target gets an additional major action per turn for [2 + INT/3] turns and target's AGI increases by [1 + WIL/2]
[ Currently 2 turns and +1 AGI ]
[/list][/list]

Stats:
-3 Strength
+5 Dexterity
+5 Agility
+1 Fortitude
-2 Intellect
-1 Willpower
+5 Luck

Appearance:
- Dashing young man (under the cloak)
- Skinny
- Average height
- brown hair

Story:
I'M A THIEF WHO CAN THIEVE THINGS
"...How odd, I feel like we've done this before."

Lok throws a poison knife at slime number three.
...
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octagon
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Re: [PnP] Last Legend II (Game)

Post by octagon »

Holg, Lv1 [00] Ignorancer [Cover]
20/20 HP
27/27 MP
PP
Exciting Grid [2/2] Ignore [1/1] Destroytheworld [1/1]
6-4 dmg (0) | -1 Hit (-1) | 13 AC (12)
medium hat of major self-displacement (+80 AC (for the hat only, doesn't apply to its wearer))
Scintillating Brooch (3 DR against obscure elements)
Hammer of Sophistication (6-4 Dmg)
Mystic Garment beyond the Undeniable Walrus (1 AC)
Spoiler: Character sheet
Items

Abilities
Angular [5 SP]
Deals [INT+2·WIL+d6] sideways damage to a single character. If a character who has accumulated sideways damage is rotated by whatever means, the sideways damage is converted into regular non-elemental magic damage or healing, depending on in which direction they were tilted.

Tilt [3 SP] [1 PP]
Holg rotates a character by 90°, dislocating their hitbox and causing sbsequent weirdness. Causes the last attack that missed an enemy to hit / the last attack that hit an ally to miss. At the cost of a minor action, it can be extended to two beautiful spells with the even more beautiful names Tiltga (7 SP, 2 PP) and Tiltja (12 SP, 4 PP), which affect an entire party and everyone participating in this battle, respectively.

Instability [5 MP] [2 PP]
The target starts to blink between two locations, evading all single-target attacks. If they are attacked twice in the same turn (in which case one of the attacks will hit) or hit by a multi-target attack, the effect ends.

Mastodon of Pain [sustained] [7 SP/turn]
Her attacks become usable from the back row, gain an [INT+2] bonus to Hit, are split up into 3 strikes, each of which deals half damage and has a 50% chance to deflect a single ranged attack.

Ignore [1]
Holg ignores her enemies so thoroughly that the ignorance becomes mutual and the enemies' train of thought is interrupted. Prevents all enemies from targeting her during this turn or re-using the abilities they used last turn.

Exciting Grid [3 PP] [7 SP] [2]
Divides the battlefield into an inexplicably interesting and awesome grid, which deals [2+WIL/2] damage to enemies for every line of the grid they touch. Obviously, larger enemies will touch more lines and thus take more damage.
(Enemies can make an agility or intelligence save (depending on which stat is higher) to reduce the amount of lines they touch. Human-sized or smaller enemies will touch 0 to [Int÷2] lines. Enemies larger than a human will touch 2 to [INT] lines, and very large enemies (ogres, elephants, dragons) will touch 4 to [2·Int] lines.)


GeoShift [2 PP] [10 SP]
Situational abilities are a lot more fun if you can cheat the situation. Changes the effective terrain of the battlefield into another terrain of her choice.

Destroytheworld [all PP, min. 6] [1]
Holg ignores ontological inertia and goes on a rampage, attacking [2+Lvl±1] random enemies, smashing and imploding some landscape features/vegetation/furniture and dropping [INT+current PP] random explosive objects around her (2d4+WIL damage to a random enemy). Enemies have a (current PP/100)% chance to partially cease to exist, which means they will get stunned for this turn and lose half of their current HP or 20% of their max HP, whichever is higher.

Ignore Gravity [passive]
Holg is unaffected by falls, as she can simply ignore gravity and stay afloat in place as long as it's necessary.


Geomancy
The usable Geomancy ability depends on the terrain.

Soil Eater [Grasslands] (4 SP)
Pelts the enemy with chunks of dirt, transforms one of them into HP-restoring edible matter and tosses it to an ally. Damages all enemies for 2d[1+WIL] HP and heals the ally whose HP is the lowest by half of their missing HP.

Shrubs of Wrath [Forest] (14 SP)
Conjures some goofy-looking and infuriatingly cutesy animated shrubs that carry the user's squirming enemies out of range, preventing them from acting for 1 turn and from using close-range attacks for [INT/2] turns (rounded down). If an enemy that has a fire-elemental attack succeeds at a Willpower save, they can use it to burn the shrubs and evade the effect. Berserks enemies weak to Cute-elemental damage.

Break [Rocky] (6 SP)
Holg looks around and takes a break while absentmindedly kicking up some dust. Heals her for [15+Int]% HP, boosts party AC by 2 for the duration of the round and petrifies enemies in critical health status.

Pull of Sand [Desert] (5 SP)
Pulls the sand below an enemy away and increases their poslunction. Halves their resistance to elements and status effects and lowers their AC and DR by 1.

Sponge [Underwater/Riverbank] (6 SP)
An absurdly dry sponge appears out of nowhere to dehydrate an enemy for 2d8+WIL damage (regardless of other fluid sources in the vicinity).

Highjump [Castle] (4 SP)
Holg leaps high into the air, crashing her relatively shockproof head into the ceiling and causing rubble to rain down on all enemies (for d3+STR/2 damage). Enemies who somehow ended up between her head and the ceiling are squished for 4d8+STR damage.

Weaponized Furniture [Fancy Room] (8 SP)
Causes the interior decoration itself to become hostile, halving enemies' chances to hit or evade attacks and causing all enemies performing an action that requires moving during this turn to trip, dealing 2d4 damage.

Science [Lab/Bottomless Pit] (6 SP)
Scans all enemies and does something untested (executes a random move from a hidden blue magic-ish skill list of your choice.)

Laminate [Office] (3 SP)
Sets the target's AC to 0 but gives them +(10-Holg's INT) DR. If a fire attack is aimed that way, it will melt the foil, removing the effect and doubling the damage of the fire attack.

Ruin [Ruins] (1 SP)
Distributes damage among all enemies equal to the amount of money they're carrying, and destroys half of the money. (I know that as far as the players are concerned, but there's no currency in this game, but if money exists at all in this game, make an amount up on the spot.)

IsleoftheDamned [Wasteland/Netherworld]
Traps an enemy's mind in redundant and horrifying contemplations regarding a place that was turned into a horrible demon-infested hellhole. “Let's go to the Isle of the Damned! But before we go to the Isle of the Damned, I need to do something to prepare for the Isle of the Damned…” – Deals mediocre Spooky damage and disrupts enemy concentration, lowering their accuracy and spell damage and attempting to confuse them ((20+2·INT)% base chance).

Mastery of Even Numbers in the Calm of the Storm v1.3.5a: Fake Extrapolation of Horrible Planet ~ Mysterious Turmoil of St. Vortex the Eager [Fallback]
Does something ridiculously complicated and surrounds an ally with an energy field, giving them an additional major action this turn and dealing 4d3 lightning-elemental, physical damage to the next [INT] enemies that hit them.


Stats
STR ±0
DEX -1
AGI +2
FOR ±0
INT +3
WIL +4
LUK +2


Background
Holg is a curious spellcaster travelling the world in order to train her …unique magical abilities and put them to use.
Her name was meant to be “Holy”, since in the mage village where she comes from, people believe that naming a child will automatically bestow them with the knowledge of the spell in question (it seems to work, but there's many people named Ultima, Curaga or similar who can never put their namesake spell to use, simply because they don't have enough max MP). However, her name was misspelled due to a typo, so she has to go by the unpleasant-sounding name of “Holg”. Well, she arranged with it.
No one knows about a spell named “Holg”, but it seems like it exists, and actually leaked some of its power to her. Holg has the ability to manipulate reality itself by disregarding information. Ignoring the laws of physics allows her to perform some feats that were previously considered impossible…
Holg gains a preposterousness point (PP) for every major action she takes (at least 1 per round) at the end of a turn. Critical hits and natural 20s give her another PP. While defending she reaffirms her ignorance of unpleasant information, gaining an additional PP. She cannot retain more than [Lvl] PP at the end of battle.
“I'm not sure if I know these monsters, but somehow I think I do… it's hard to describe. I also vaguely remember that these things can do a thing, whatever that means.
Please leave this slime to me.”

Just because it feels like the best thing to do, Holg leaps backward, flails around and yells “Angular” in an inappropriately solemn and stiff voice, glaring at Hungry Slime D.
Should I tone down her fourth-wall breaking habits?
Lok could speed me up so I can accumulate sideways damage on a slime and then kill it in a single “hit” to prevent it from splitting.
Also, I take it the base hit value of weapons is 0?
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Agent of Dread
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Re: [PnP] Last Legend II (Game)

Post by Agent of Dread »

  • Lacy the Dishonest, Lv 1.00 Liar (Front)
    30/30 HP
    13/19 LP
    5-14 Dmg | +6 Hit | 16 AC
    Broadsword [ 1-10 dmg ]
    Pretty Little Outfit [ 1 AC ]
Spoiler: Inventory & Status
Items:
[list]- White Rose (charming)[/list]

Abilities:
Harmless Fun [4 LP] - Lacy tickles the enemy all over with her sword, being extra careful to [make them giggle/cause them lots of pain]!
[list]Level + 2 instances of 2d6 damage, separate hit checks for each.[/list]

"Hug" [4 LP] - When Lacy's hurt, she gets really sad, and the only thing that can make her better is a big warm [cuddle/slaughter]!
[list]Regular attack, damage dealt + 5 is returned as HP.[/list]

Cling [4 LP] - Sometimes Lacy feels overwhelmed with [affection/bloodlust], so she can't help but run over and [cling adorably/brutally mangle] whatever limbs of her target she can get her arms around!
[list]Regular attack, stuns for 2 turns on successful hit.[/list]

Encouragement [2 LP] - Lacy loves for everything to go well, so sometimes she'll smile sweetly and ask her friends to [do their best and fight with vigor/tear those bastards to pieces]!
[list]+2 Dmg and AC on every friendly party member for 2 turns, minor action.[/list]

Upholding the Image - If Lacy comes across some kind [folk/prey], she immediately remembers to [be on her best behaviour/pretend to be a cutie-pie]!
[list]When entering battles with less than full LP, Lacy gains 2 x [number of enemies] LP.[/list]

Adorable - Lots of people think Lacy is super-cute, and they want to give her hugs! And Lacy loves to [hug/stab] them in return!



Stats:
+2 Strength
+5 Dexterity
+1 Agility
+2 Fortitude
+3 Intellect
±0 Willpower
-3 Luck

Appearance:
Image

Story:
Lacy was the loveliest little girl, and she always told her parents and the cheery people of her home village whatever they wanted to hear. She was cute and respectful and bright and... perfect!
But she was never being honest, you know...
"How strange, I don't feel like I've ever been here before.
But nonetheless, there are slimes to be huggled! Good luck, you three!"
Lacy said, as she smiled her sweetest most innocent smile.
[Encouragement]
"Now for a great... big... hug for that bitch of a slime."
Suddenly her grin looked a lot more wicked...
[Cling]
- Linktree: linktr.ee/trilbs -
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Re: [PnP] Last Legend II (Game)

Post by Shade »

Terrain: Grassland
-< HP >--< SP >---------< Name >
11/21 | 01/02 | [ F ] | Lok | (Swallowed - can't move)
29/30 | 13/19 | [ F ] | Lacy
45/45 | __.__ | [ F ] | Still
20/20 | 22/27 | ( C ) | Holg

All: Encouragement (+2 Atk/AC, 1 turn)
-----------------------------------


@octagon: There never was a fourth wall to begin with.
And yes, weapons have +0 Hit by default. You get -1 Hit from having -1 DEX and +1 Hit from having +3 INT, so your actual Hit value is 0.



Lacy: [02] Encouragement
Lacy's party receives +2 Atk and +2 AC for 2 turns
Lacy: [04] Cling @ Nobody
RNG says Slime E is actually Nobody. 'nother disguise busted!
1 + 6 = 7 vs. 11 ---> Critical Failure!

After encouraging your friends to kick these goo-bags'... ...well, they don't have asses, so... ...where was I again? Ah, yes.
After doing that, you run towards one of these adorable little creatures, intending to give it a hug with all your blade heart! Unfortunately, you trip over a spot of particularly hard air and end up accidently planting your face right inside that sticky green mass you wanted to hug. You quickly pull back to avoid getting stuck. The mark of your face remains visible, however, giving the impression of the slime grinning in response to your clumsiness. That bastard!


Still: (1/2) Inspire @ Hungry Slime A
20 + 2 = 22 vs. 11 ---> Critical Hit! 74 damage!

Radiating an aura of awesomeness and utter beauty, you charge to your comrades' aid and slam your fancey lancey right into that ugly piece of goo! Your attack is so impossibly magnificient and breath-taking that the slime simply ceases to exist, forgetting to even emit the puff of green smoke it's supposed to emit upon death!


Lok: [01] Poison @ Hungry Slime C
11 + 4 = 15 vs. 11 ---> Hit, 4 damage. The slime splits!
---> 15 vs. 17 + 1 = 18 ---> No effect.

You throw a poisoned knife at one of the slimes. The knife hits the slime, gets stuck in it and causes it to split into two, but the poison doesn't seem to have any effect.


Holg: Retreats to the Cover row
Holg: [05] Angular @ Hungry Slime D
9 + 3 = 12 vs. 17 + 2 = 19 ---> Miss!

You attempt to invoke your spell to inflict sideways damage to Nobody-- er, the slime, but you just can't seem to get it right. Nothing happens.




Enemy Phase

Hungry Slime B: Attack @ Lacy
16 + 2 = 18 vs. 16 ---> Hit, 1 damage.

The slime happily leaps forward and bumps into you with full force. The impact causes you to stumble backwards a little, but that's about it.


Hungry Slime C: Swallow @ Lok
2 + 2 = 4 vs. 14 + 5 = 19 ---> Failure

Hungry Slime D: Attack @ Lok
11 + 2 = 13 vs. 20 ---> Miss

Hungry Slime E: Attack @ Still
13 + 2 = 15 vs. 18 ---> Miss

Hungry Slime F: Swallow @ Lok
11 + 2 = 13 vs. 7 + 5 = 12 ---> Success...

As the slime leaps into the air, a déjà-vu overcomes you. It's gonna-- ...yep, it landed right on top of you. The slime's gooey substance completely engulfs your body, preventing you from breathing or even moving.



Lok is slowly being digested and takes 10 damage.


-< HP >--< SP >---------< Name >---------------
00/28 | __.__ | [ F ] | Lv0 Hungry Slime A
28/28 | __.__ | [ F ] | Lv0 Hungry Slime B
12/28 | __.__ | [ F ] | Lv0 Hungry Slime C
28/28 | __.__ | [ F ] | Lv0 Hungry Slime D
28/28 | __.__ | [ F ] | Lv0 Hungry Slime E | (Grinning bastard!)
12/28 | __.__ | [ F ] | Lv0 Hungry Slime F | (Engulfing Lok)
--------------------------------------------------
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Re: [PnP] Last Legend II (Game)

Post by octagon »

[quote="octagon"]Holg, Lv1 [00] Ignorancer [Cover]
20/20 HP
22/27 MP
1 PP
Exciting Grid [2/2] Ignore [1/1] Destroytheworld [1/1]
6-4 dmg (0) | 0 Hit (0) | 13 AC (12)
medium hat of major self-displacement (+80 AC (for the hat only, doesn't apply to its wearer))
Scintillating Brooch (3 DR against obscure elements)
Hammer of Sophistication (6-4 Dmg)
Mystic Garment beyond the Undeniable Walrus (1 AC)
Spoiler: Character sheet
Items

Abilities
Angular [5 SP]
Deals [INT+2·WIL+d6] sideways damage to a single character. If a character who has accumulated sideways damage is rotated by whatever means, the sideways damage is converted into regular non-elemental magic damage or healing, depending on in which direction they were tilted.

Tilt [3 SP] [1 PP]
Holg rotates a character by 90°, dislocating their hitbox and causing sbsequent weirdness. Causes the last attack that missed an enemy to hit / the last attack that hit an ally to miss. At the cost of a minor action, it can be extended to two beautiful spells with the even more beautiful names Tiltga (7 SP, 2 PP) and Tiltja (12 SP, 4 PP), which affect an entire party and everyone participating in this battle, respectively.

Instability [5 MP] [2 PP]
The target starts to blink between two locations, evading all single-target attacks. If they are attacked twice in the same turn (in which case one of the attacks will hit) or hit by a multi-target attack, the effect ends.

Mastodon of Pain [sustained] [7 SP/turn]
Her attacks become usable from the back row, gain an [INT+2] bonus to Hit, are split up into 3 strikes, each of which deals half damage and has a 50% chance to deflect a single ranged attack.

Ignore [1]
Holg ignores her enemies so thoroughly that the ignorance becomes mutual and the enemies' train of thought is interrupted. Prevents all enemies from targeting her during this turn or re-using the abilities they used last turn.

Exciting Grid [3 PP] [7 SP] [2]
Divides the battlefield into an inexplicably interesting and awesome grid, which deals [2+WIL/2] damage to enemies for every line of the grid they touch. Obviously, larger enemies will touch more lines and thus take more damage.
(Enemies can make an agility or intelligence save (depending on which stat is higher) to reduce the amount of lines they touch. Human-sized or smaller enemies will touch 0 to [Int÷2] lines. Enemies larger than a human will touch 2 to [INT] lines, and very large enemies (ogres, elephants, dragons) will touch 4 to [2·Int] lines.)


GeoShift [2 PP] [10 SP]
Situational abilities are a lot more fun if you can cheat the situation. Changes the effective terrain of the battlefield into another terrain of her choice.

Destroytheworld [all PP, min. 6] [1]
Holg ignores ontological inertia and goes on a rampage, attacking [2+Lvl±1] random enemies, smashing and imploding some landscape features/vegetation/furniture and dropping [INT+current PP] random explosive objects around her (2d4+WIL damage to a random enemy). Enemies have a (current PP/100)% chance to partially cease to exist, which means they will get stunned for this turn and lose half of their current HP or 20% of their max HP, whichever is higher.

Ignore Gravity [passive]
Holg is unaffected by falls, as she can simply ignore gravity and stay afloat in place as long as it's necessary.


Geomancy
The usable Geomancy ability depends on the terrain.

Soil Eater [Grasslands] (4 SP)
Pelts the enemy with chunks of dirt, transforms one of them into HP-restoring edible matter and tosses it to an ally. Damages all enemies for 2d[1+WIL] HP and heals the ally whose HP is the lowest by half of their missing HP.

Shrubs of Wrath [Forest] (14 SP)
Conjures some goofy-looking and infuriatingly cutesy animated shrubs that carry the user's squirming enemies out of range, preventing them from acting for 1 turn and from using close-range attacks for [INT/2] turns (rounded down). If an enemy that has a fire-elemental attack succeeds at a Willpower save, they can use it to burn the shrubs and evade the effect. Berserks enemies weak to Cute-elemental damage.

Break [Rocky] (6 SP)
Holg looks around and takes a break while absentmindedly kicking up some dust. Heals her for [15+Int]% HP, boosts party AC by 2 for the duration of the round and petrifies enemies in critical health status.

Pull of Sand [Desert] (5 SP)
Pulls the sand below an enemy away and increases their poslunction. Halves their resistance to elements and status effects and lowers their AC and DR by 1.

Sponge [Underwater/Riverbank] (6 SP)
An absurdly dry sponge appears out of nowhere to dehydrate an enemy for 2d8+WIL damage (regardless of other fluid sources in the vicinity).

Highjump [Castle] (4 SP)
Holg leaps high into the air, crashing her relatively shockproof head into the ceiling and causing rubble to rain down on all enemies (for d3+STR/2 damage). Enemies who somehow ended up between her head and the ceiling are squished for 4d8+STR damage.

Weaponized Furniture [Fancy Room] (8 SP)
Causes the interior decoration itself to become hostile, halving enemies' chances to hit or evade attacks and causing all enemies performing an action that requires moving during this turn to trip, dealing 2d4 damage.

Science [Lab/Bottomless Pit] (6 SP)
Scans all enemies and does something untested (executes a random move from a hidden blue magic-ish skill list of your choice.)

Laminate [Office] (3 SP)
Sets the target's AC to 0 but gives them +(10-Holg's INT) DR. If a fire attack is aimed that way, it will melt the foil, removing the effect and doubling the damage of the fire attack.

Ruin [Ruins] (1 SP)
Distributes damage among all enemies equal to the amount of money they're carrying, and destroys half of the money. (I know that as far as the players are concerned, but there's no currency in this game, but if money exists at all in this game, make an amount up on the spot.)

IsleoftheDamned [Wasteland/Netherworld] (6 SP)
Traps an enemy's mind in redundant and horrifying contemplations regarding a place that was turned into a horrible demon-infested hellhole. “Let's go to the Isle of the Damned! But before we go to the Isle of the Damned, I need to do something to prepare for the Isle of the Damned…” – Deals [1 + WIL/2]d6 Spooky damage and disrupts enemy concentration, reducing their hit value and spell damage by 2 until the end of combat or the terrain is changed and attempting to confuse them ((20+2·INT)% base chance).

Mastery of Even Numbers in the Calm of the Storm v1.3.5a: Fake Extrapolation of Horrible Planet ~ Mysterious Turmoil of St. Vortex the Eager [Fallback] (8 SP)
Does something ridiculously complicated and surrounds an ally with an energy field, giving them an additional major action this turn and dealing 4d3 lightning-elemental, physical damage to the next [INT] enemies that hit them.


Stats
STR ±0
DEX -1
AGI +2
FOR ±0
INT +3
WIL +4
LUK +2


Background
Holg is a curious spellcaster travelling the world in order to train her …unique magical abilities and put them to use.
Her name was meant to be “Holy”, since in the mage village where she comes from, people believe that naming a child will automatically bestow them with the knowledge of the spell in question (it seems to work, but there's many people named Ultima, Curaga or similar who can never put their namesake spell to use, simply because they don't have enough max MP). However, her name was misspelled due to a typo, so she has to go by the unpleasant-sounding name of “Holg”. Well, she arranged with it.
No one knows about a spell named “Holg”, but it seems like it exists, and actually leaked some of its power to her. Holg has the ability to manipulate reality itself by disregarding information. Ignoring the laws of physics allows her to perform some feats that were previously considered impossible…
Holg gains a preposterousness point (PP) for every major action she takes (at least 1 per round) at the end of a turn. Critical hits and natural 20s give her another PP. While defending she reaffirms her ignorance of unpleasant information, gaining an additional PP. She cannot retain more than [Lvl] PP at the end of battle.
“Nice job, you dashing construct.
I'd get you out, Lok, but I don't think I can kill that slime without hurting you…”

Hoping that this would improve her chances of actually hitting for a change, Holg suppresses the urge to announce her attacks with cheesy, clashing pre-recorded voice samples, and silently sends another discharge of implausibility at the same slime she had targeted before.
I forgot to assign SP costs to Isle of the Damned and St. Vortex. Would 6 and 8 SP be okay?
Last edited by octagon on Sat Sep 08, 2012 6:38 pm, edited 1 time in total.
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Re: [PnP] Last Legend II (Game)

Post by Cimeries »

  • Still the Prettiest, Lv 1.00 Knight-Bot (Front)
    45/45 "HP"
    9-17 Dmg | +2 Hit | 16 AC
    Fancy Lancey [ 4-12 dmg ]
    Armor Plating [ 8 AC ]
Spoiler: Inventory & Status
Items:
[list]- Pocket mirror [ Who is this handsome automaton? ][/list]

Abilities:
[list]Inspire [0/2]
[list]Still can supercharge his attack with lightning, adding lightning damage equal to the original damage (effectively doubling it). Inspire can punch through walls and demolish obstacles.[/list][/list]

[list]Screwdriver [1/1]
[list]If Still has successfully hit an enemy with a piercing weapon, he can activate this ability to engage special rotors in his hand that will cause it to spin on its axis, turning his weapon into a drill. The enemy will be impaled on the weapon and continue to take maximized damage from the weapon every turn. Still cannot attack regularly while an enemy is held like this, but neither can that enemy.[/list][/list]

[list]Emergency Maintenance [1/1]
[list]We can't let this handsome chassis come to ruin! Still can quickly patch himself up for 15 "HP" as a minor action.[/list][/list]

[list]Gears and Cogs
[list]Still can't be healed by medicine, rest or healing potions, but he can repair himself when out of combat (if he has time). His abilities will replenish at the end of combat.[/list][/list]

Stats:
+5 Strength
+2 Dexterity
-3 Agility
+5 Fortitude
±0 Intellect
-4 Willpower
+5 Luck

Appearance:
Image

Story:
Still is programmed to be the ultimate valiant champion! Protector of the weak! Destroyer of the evil (and ugly)! He rides to battle on his trusty steed*, to force glorious justice (and swag) down the throats of villains everywhere.
*Steed not included.
"Huh? What the hell are you smiling about?! Think you're cooler than me, you amorphous punk?! Eat my magic thundah!"
Still engulfs his lance in lightning and drives it into the grinning slime.
:wink:
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Re: [PnP] Last Legend II (Game)

Post by Agent of Dread »

  • Lacy the Dishonest, Lv 1.00 Liar (Front)
    30/30 HP
    09/19 LP
    5-14 Dmg | +6 Hit | 16 AC
    Broadsword [ 1-10 dmg ]
    Pretty Little Outfit [ 1 AC ]
Spoiler: Inventory & Status
Items:
[list]- White Rose (charming)[/list]

Abilities:
Harmless Fun [4 LP] - Lacy tickles the enemy all over with her sword, being extra careful to [make them giggle/cause them lots of pain]!
[list]Level + 2 instances of 2d6 damage, separate hit checks for each.[/list]

"Hug" [4 LP] - When Lacy's hurt, she gets really sad, and the only thing that can make her better is a big warm [cuddle/slaughter]!
[list]Regular attack, damage dealt + 5 is returned as HP.[/list]

Cling [4 LP] - Sometimes Lacy feels overwhelmed with [affection/bloodlust], so she can't help but run over and [cling adorably/brutally mangle] whatever limbs of her target she can get her arms around!
[list]Regular attack, stuns for 2 turns on successful hit.[/list]

Encouragement [2 LP] - Lacy loves for everything to go well, so sometimes she'll smile sweetly and ask her friends to [do their best and fight with vigor/tear those bastards to pieces]!
[list]+2 Dmg and AC on every friendly party member for 2 turns, minor action.[/list]

Upholding the Image - If Lacy comes across some kind [folk/prey], she immediately remembers to [be on her best behaviour/pretend to be a cutie-pie]!
[list]When entering battles with less than full LP, Lacy gains 2 x [number of enemies] LP.[/list]

Adorable - Lots of people think Lacy is super-cute, and they want to give her hugs! And Lacy loves to [hug/stab] them in return!



Stats:
+2 Strength
+5 Dexterity
+1 Agility
+2 Fortitude
+3 Intellect
±0 Willpower
-3 Luck

Appearance:
Image

Story:
Lacy was the loveliest little girl, and she always told her parents and the cheery people of her home village whatever they wanted to hear. She was cute and respectful and bright and... perfect!
But she was never being honest, you know...
It missed... but Lacy really wanted to... hug... the cute little slime!
Lacy closed in for some "Harmless Fun" on the slime engulfing Lok.
"Hey! Don't get hugged by him, get disembo- hugged by me!"
- Linktree: linktr.ee/trilbs -
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Re: [PnP] Last Legend II (Game)

Post by Shade »

Terrain: Grassland
-< HP >--< SP >---------< Name >
03/21 | 01/02 | [ F ] | Lok
19/30 | 09/19 | [ F ] | Lacy | (Swallowed - can't move)
45/45 | __.__ | [ F ] | Still
20/20 | 17/27 | ( C ) | Holg

All: Encouragement (+2 Atk/AC)
-----------------------------------


@octagon: Uh, sure


Holg: [05] Angular @ Hungry Slime D
14 + 3 = 17 vs. 7 + 2 = 9 ---> Hit, 16 sideways damage.

Apparently, not calling your attacks actually works! One really has to wonder why everyone else in anime, manga and video games keeps doing it.


Still: (0/2) Inspire @ Hungry Slime E
7 + 2 = 9 vs. 11 ---> Critical Hit!? 52 damage!

In order to wash that dirty grin off that slime's... ...uh, face?
Anyway, in order to do that, you once again charge at it with your fancey lancey, missing it spectacularly and raining down lightning next to it! But your handsomeness and elegance is so stunning and breath-taking, it dies regardless.


Lacy: [04] Harmless Fun @ Hungry Slime F
3 + 6 = 9 vs. 11 ---> Miss
9 + 6 = 15 vs. 11 ---> Hit, 8 damage. Lok takes 8 damage. The Slime splits!
14 + 6 = 20 vs. 11 ---> Hit, 10 damage.

Your jealousy (in the form of your blade) cuts right through the slime and Lok. Serves them right! ...but look at that, now there's another one of thuse cute huge masses of goo!




Enemy Phase

Hungry Slime B: Attack @ Lok
9 + 2 = 11 vs. 20 ---> Miss

Hungry Slime C: Swallow @ Lok
9 + 2 = 11 vs. 18 + 5 = 23 ---> Failure

Hungry Slime D: Attack @ Still
15 + 2 = 17 vs. 18 ---> Miss

Hungry Slime G: Swallow @ Lacy
8 + 2 = 10 vs. 4 + 1 = 5 ---> Success...

The new slime sincerely shares your feelings and absolutely wants to hug you! Except that it does so with its whole body, engulfing you completely and slowly suffocating you.



Lacy is slowly being digested and takes 10 damage.


-< HP >--< SP >---------< Name >---------------
00/28 | __.__ | [ F ] | Lv0 Hungry Slime A
28/28 | __.__ | [ F ] | Lv0 Hungry Slime B
12/28 | __.__ | [ F ] | Lv0 Hungry Slime C
28/28 | __.__ | [ F ] | Lv0 Hungry Slime D | (16 SwDmg)
00/28 | __.__ | [ F ] | Lv0 Hungry Slime E
00/28 | __.__ | [ F ] | Lv0 Hungry Slime F
02/28 | __.__ | [ F ] | Lv0 Hungry Slime G | (Engulfing Lacy)
--------------------------------------------------
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Re: [PnP] Last Legend II (Game)

Post by penguinflyer5234 »

  • Lok, Lv 1.00 Thief (Cover)
    03/21 HP
    01/02 SP
    2d4 Dmg | +4 Hit | 18 AC
    Dagger of the Acients [ 2d4 dmg ]
    Hooded Cloak [ 1 AC ]
Spoiler: Inventory & Status
Items:
[list]38 Throwing Knives [ 1d4 ][/list]

Abilities:
[list]Thievery
[list]Once a battle, Lok can attempt to steal an item from the target. Success is defined by a DEX vs. AGI check against the target[/list]
Identify [ 5 SP ]
[list]Lok can identify what an item does with a [35+5INT]% of succeeding.
[ Currently 35% ]
[/list]
Remove Curse [ 5 SP ]
[list]Lok can remove [1+WIL/5] curses and debuffs from an item or character with a [35+5INT]% of succeeding.
[ Currently 1 curse at 35% ]
[/list]
Poison [ 1 SP ]
[list]Lok can create poison, apply it to a throwing item, and throw said item. The poison lasts for [3+WIL] turns and does [3+WIL] damage a turn.
[ Currently 3 damage for 3 turns ]
[/list]
Pick Locks
[list]Lok can pick locks. DEX check on lock's DC.[/list]
Backstab
[list]If the target hasn't attacked Lok yet, he can attack for double damage.[/list]
Disarm
[list]Lok can disarm the target's weapon after a DEX vs. FOR check. Anyone can pick the weapon up for the cost of a major action.[/list]
Disarm Trap
[list]Lok can disarm a trap! DEX vs trap's DC blah blah blah[/list]
Haste [8 SP]
[list]The target gets an additional major action per turn for [2 + INT/3] turns and target's AGI increases by [1 + WIL/2]
[ Currently 2 turns and +1 AGI ]
[/list][/list]

Stats:
-3 Strength
+5 Dexterity
+5 Agility
+1 Fortitude
-2 Intellect
-1 Willpower
+5 Luck

Appearance:
- Dashing young man (under the cloak)
- Skinny
- Average height
- brown hair

Story:
I'M A THIEF WHO CAN THIEVE THINGS
"Owwww. Dammit these slimes hurt!"

Lok retreats into the back row and throws a regular knife at slime swallowing Lacy.

How many non-poison knives can I throw at once?
...
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Re: [PnP] Last Legend II (Game)

Post by Cimeries »

  • Still the Prettiest, Lv 1.00 Knight-Bot (Front)
    45/45 "HP"
    9-17 Dmg | +2 Hit | 16 AC
    Fancy Lancey [ 4-12 dmg ]
    Armor Plating [ 8 AC ]
Spoiler: Inventory & Status
Items:
[list]- Pocket mirror [ Who is this handsome automaton? ][/list]

Abilities:
[list]Inspire [0/2]
[list]Still can supercharge his attack with lightning, adding lightning damage equal to the original damage (effectively doubling it). Inspire can punch through walls and demolish obstacles.[/list][/list]

[list]Screwdriver [1/1]
[list]If Still has successfully hit an enemy with a piercing weapon, he can activate this ability to engage special rotors in his hand that will cause it to spin on its axis, turning his weapon into a drill. The enemy will be impaled on the weapon and continue to take maximized damage from the weapon every turn. Still cannot attack regularly while an enemy is held like this, but neither can that enemy.[/list][/list]

[list]Emergency Maintenance [1/1]
[list]We can't let this handsome chassis come to ruin! Still can quickly patch himself up for 15 "HP" as a minor action.[/list][/list]

[list]Gears and Cogs
[list]Still can't be healed by medicine, rest or healing potions, but he can repair himself when out of combat (if he has time). His abilities will replenish at the end of combat.[/list][/list]

Stats:
+5 Strength
+2 Dexterity
-3 Agility
+5 Fortitude
±0 Intellect
-4 Willpower
+5 Luck

Appearance:
Image

Story:
Still is programmed to be the ultimate valiant champion! Protector of the weak! Destroyer of the evil (and ugly)! He rides to battle on his trusty steed*, to force glorious justice (and swag) down the throats of villains everywhere.
*Steed not included.
"Ha! Ha! And a thousand times ha!"
Still's internal computational macguffin seems to interpret this as some kind of voice command, and proceeds to cause Still to say "Ha!" a thousand consecutive times in the span of a second. Good thing Still doesn't have meat-ears or they would be bleeding now.
He then proceeds to use a standard attack controlled display of stunning martial prowess on Slime number C.
:wink:
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Re: [PnP] Last Legend II (Game)

Post by octagon »

Holg, Lv1 [00] Ignorancer [Cover]
20/20 HP
17/27 SP
2 PP
Exciting Grid [2/2] Ignore [1/1] Destroytheworld [1/1]
6-4 dmg (0) | 0 Hit (0) | 13 AC (12)
medium hat of major self-displacement (+80 AC (for the hat only, doesn't apply to its wearer))
Scintillating Brooch (3 DR against obscure elements)
Hammer of Sophistication (6-4 Dmg)
Mystic Garment beyond the Undeniable Walrus (1 AC)
Spoiler: Character sheet
Items

Abilities
Angular [5 SP]
Deals [INT+2·WIL+d6] sideways damage to a single character. If a character who has accumulated sideways damage is rotated by whatever means, the sideways damage is converted into regular non-elemental magic damage or healing, depending on in which direction they were tilted.

Tilt [3 SP] [1 PP]
Holg rotates a character by 90°, dislocating their hitbox and causing sbsequent weirdness. Causes the last attack that missed an enemy to hit / the last attack that hit an ally to miss. At the cost of a minor action, it can be extended to two beautiful spells with the even more beautiful names Tiltga (7 SP, 2 PP) and Tiltja (12 SP, 4 PP), which affect an entire party and everyone participating in this battle, respectively.

Instability [5 MP] [2 PP]
The target starts to blink between two locations, evading all single-target attacks. If they are attacked twice in the same turn (in which case one of the attacks will hit) or hit by a multi-target attack, the effect ends.

Mastodon of Pain [sustained] [7 SP/turn]
Her attacks become usable from the back row, gain an [INT+2] bonus to Hit, are split up into 3 strikes, each of which deals half damage and has a 50% chance to deflect a single ranged attack.

Ignore [1]
Holg ignores her enemies so thoroughly that the ignorance becomes mutual and the enemies' train of thought is interrupted. Prevents all enemies from targeting her during this turn or re-using the abilities they used last turn.

Exciting Grid [3 PP] [7 SP] [2]
Divides the battlefield into an inexplicably interesting and awesome grid, which deals [2+WIL/2] damage to enemies for every line of the grid they touch. Obviously, larger enemies will touch more lines and thus take more damage.
(Enemies can make an agility or intelligence save (depending on which stat is higher) to reduce the amount of lines they touch. Human-sized or smaller enemies will touch 0 to [Int÷2] lines. Enemies larger than a human will touch 2 to [INT] lines, and very large enemies (ogres, elephants, dragons) will touch 4 to [2·Int] lines.)


GeoShift [2 PP] [10 SP]
Situational abilities are a lot more fun if you can cheat the situation. Changes the effective terrain of the battlefield into another terrain of her choice.

Destroytheworld [all PP, min. 6] [1]
Holg ignores ontological inertia and goes on a rampage, attacking [2+Lvl±1] random enemies, smashing and imploding some landscape features/vegetation/furniture and dropping [INT+current PP] random explosive objects around her (2d4+WIL damage to a random enemy). Enemies have a (current PP/100)% chance to partially cease to exist, which means they will get stunned for this turn and lose half of their current HP or 20% of their max HP, whichever is higher.

Ignore Gravity [passive]
Holg is unaffected by falls, as she can simply ignore gravity and stay afloat in place as long as it's necessary.


Geomancy
The usable Geomancy ability depends on the terrain.

Soil Eater [Grasslands] (4 SP)
Pelts the enemy with chunks of dirt, transforms one of them into HP-restoring edible matter and tosses it to an ally. Damages all enemies for 2d[1+WIL] HP and heals the ally whose HP is the lowest by half of their missing HP.

Shrubs of Wrath [Forest] (14 SP)
Conjures some goofy-looking and infuriatingly cutesy animated shrubs that carry the user's squirming enemies out of range, preventing them from acting for 1 turn and from using close-range attacks for [INT/2] turns (rounded down). If an enemy that has a fire-elemental attack succeeds at a Willpower save, they can use it to burn the shrubs and evade the effect. Berserks enemies weak to Cute-elemental damage.

Break [Rocky] (6 SP)
Holg looks around and takes a break while absentmindedly kicking up some dust. Heals her for [15+Int]% HP, boosts party AC by 2 for the duration of the round and petrifies enemies in critical health status.

Pull of Sand [Desert] (5 SP)
Pulls the sand below an enemy away and increases their poslunction. Halves their resistance to elements and status effects and lowers their AC and DR by 1.

Sponge [Underwater/Riverbank] (6 SP)
An absurdly dry sponge appears out of nowhere to dehydrate an enemy for 2d8+WIL damage (regardless of other fluid sources in the vicinity).

Highjump [Castle] (4 SP)
Holg leaps high into the air, crashing her relatively shockproof head into the ceiling and causing rubble to rain down on all enemies (for d3+STR/2 damage). Enemies who somehow ended up between her head and the ceiling are squished for 4d8+STR damage.

Weaponized Furniture [Fancy Room] (8 SP)
Causes the interior decoration itself to become hostile, halving enemies' chances to hit or evade attacks and causing all enemies performing an action that requires moving during this turn to trip, dealing 2d4 damage.

Science [Lab/Bottomless Pit] (6 SP)
Scans all enemies and does something untested (executes a random move from a hidden blue magic-ish skill list of your choice.)

Laminate [Office] (3 SP)
Sets the target's AC to 0 but gives them +(10-Holg's INT) DR. If a fire attack is aimed that way, it will melt the foil, removing the effect and doubling the damage of the fire attack.

Ruin [Ruins] (1 SP)
Distributes damage among all enemies equal to the amount of money they're carrying, and destroys half of the money. (I know that as far as the players are concerned, but there's no currency in this game, but if money exists at all in this game, make an amount up on the spot.)

IsleoftheDamned [Wasteland/Netherworld] (6 SP)
Traps an enemy's mind in redundant and horrifying contemplations regarding a place that was turned into a horrible demon-infested hellhole. “Let's go to the Isle of the Damned! But before we go to the Isle of the Damned, I need to do something to prepare for the Isle of the Damned…” – Deals [1 + WIL/2]d6 Spooky damage and disrupts enemy concentration, reducing their hit value and spell damage by 2 until the end of combat or the terrain is changed and attempting to confuse them ((20+2·INT)% base chance).

Mastery of Even Numbers in the Calm of the Storm v1.3.5a: Fake Extrapolation of Horrible Planet ~ Mysterious Turmoil of St. Vortex the Eager [Fallback] (8 SP)
Does something ridiculously complicated and surrounds an ally with an energy field, giving them an additional major action this turn and dealing 4d3 lightning-elemental, physical damage to the next [INT] enemies that hit them.


Stats
STR ±0
DEX -1
AGI +2
FOR ±0
INT +3
WIL +4
LUK +2


Background
Holg is a curious spellcaster travelling the world in order to train her …unique magical abilities and put them to use.
Her name was meant to be “Holy”, since in the mage village where she comes from, people believe that naming a child will automatically bestow them with the knowledge of the spell in question (it seems to work, but there's many people named Ultima, Curaga or similar who can never put their namesake spell to use, simply because they don't have enough max MP). However, her name was misspelled due to a typo, so she has to go by the unpleasant-sounding name of “Holg”. Well, she arranged with it.
No one knows about a spell named “Holg”, but it seems like it exists, and actually leaked some of its power to her. Holg has the ability to manipulate reality itself by disregarding information. Ignoring the laws of physics allows her to perform some feats that were previously considered impossible…
Holg gains a preposterousness point (PP) for every major action she takes (at least 1 per round) at the end of a turn. Critical hits and natural 20s give her another PP. While defending she reaffirms her ignorance of unpleasant information, gaining an additional PP. She cannot retain more than [Lvl] PP at the end of battle.
Motivated by her success, Holg just silently repeats her action, hoping to stack a lethal amount of damage on the slime so she can finish it off.
Remind me to make a cropped, resized and perhaps shittily paletteswapped version of AoD's mage drawing
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Re: [PnP] Last Legend II (Game)

Post by Shade »

Terrain: Grassland
-< HP >--< SP >---------< Name >
03/21 | 01/02 | ( C ) | Lok
18/30 | 09/19 | [ F ] | Lacy
45/45 | __.__ | [ F ] | Still
20/20 | 12/27 | ( C ) | Holg
-----------------------------------


Lok: Retreats to the Cover row
Lok: (38) Throws Throwing Knife @ Hungry Slime G
10 + 4 = 14 vs. 11 ---> Hit, 1 damage. Lacy takes 1 damage. The slime splits! ...kinda!?

As your knife hits the slime and Lacy for what can at best be called scratch damage, the slime once again splits... ...though with only 1 HP left and me being mean, the HP of both resulting slimes got rounded down to 0, causing them to go poof!


Still: Attack @ Hungry Slime C
6 + 2 = 8 vs. 11 ---> Hit!? 12 damage!

Another attack, and again you miss. Or so it looked like for a moment, as suddenly, your lance relocates and sticks itself right into the slime you were aiming at, causing it to go poof!


Holg: [05] Angular @ Hungry Slime D
18 + 3 = 21 vs. 3 + 2 = 5 ---> Hit, 12 sideways damage.



Enemy Phase

Hungry Slime B: Attack @ Lacy
3 + 2 = 5 vs. 14 ---> Miss

Hungry Slime D: Attack @ Still
2 + 2 = 4 vs. 16 ---> Miss



-< HP >--< SP >---------< Name >---------------
00/28 | __.__ | [ F ] | Lv0 Hungry Slime A
28/28 | __.__ | [ F ] | Lv0 Hungry Slime B
00/28 | __.__ | [ F ] | Lv0 Hungry Slime C
28/28 | __.__ | [ F ] | Lv0 Hungry Slime D | (28 SwDmg)
00/28 | __.__ | [ F ] | Lv0 Hungry Slime E
00/28 | __.__ | [ F ] | Lv0 Hungry Slime F
00/28 | __.__ | [ F ] | Lv0 Hungry Slime G
00/28 | __.__ | [ F ] | Lv0 Hungry Slime H
--------------------------------------------------
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Re: [PnP] Last Legend II (Game)

Post by octagon »

Holg, Lv1 [00] Ignorancer [Cover]
20/20 HP
14/27 SP
2 PP
Exciting Grid [2/2] Ignore [1/1] Destroytheworld [1/1]
6-4 dmg (0) | 0 Hit (0) | 13 AC (12)
medium hat of major self-displacement (+80 AC (for the hat only, doesn't apply to its wearer))
Scintillating Brooch (3 DR against obscure elements)
Hammer of Sophistication (6-4 Dmg)
Mystic Garment beyond the Undeniable Walrus (1 AC)
Spoiler: Character sheet
Items

Abilities
Angular [5 SP]
Deals [INT+2·WIL+d6] sideways damage to a single character. If a character who has accumulated sideways damage is rotated by whatever means, the sideways damage is converted into regular non-elemental magic damage or healing, depending on in which direction they were tilted.

Tilt [3 SP] [1 PP]
Holg rotates a character by 90°, dislocating their hitbox and causing sbsequent weirdness. Causes the last attack that missed an enemy to hit / the last attack that hit an ally to miss. At the cost of a minor action, it can be extended to two beautiful spells with the even more beautiful names Tiltga (7 SP, 2 PP) and Tiltja (12 SP, 4 PP), which affect an entire party and everyone participating in this battle, respectively.

Instability [5 MP] [2 PP]
The target starts to blink between two locations, evading all single-target attacks. If they are attacked twice in the same turn (in which case one of the attacks will hit) or hit by a multi-target attack, the effect ends.

Mastodon of Pain [sustained] [7 SP/turn]
Her attacks become usable from the back row, gain an [INT+2] bonus to Hit, are split up into 3 strikes, each of which deals half damage and has a 50% chance to deflect a single ranged attack.

Ignore [1]
Holg ignores her enemies so thoroughly that the ignorance becomes mutual and the enemies' train of thought is interrupted. Prevents all enemies from targeting her during this turn or re-using the abilities they used last turn.

Exciting Grid [3 PP] [7 SP] [2]
Divides the battlefield into an inexplicably interesting and awesome grid, which deals [2+WIL/2] damage to enemies for every line of the grid they touch. Obviously, larger enemies will touch more lines and thus take more damage.
(Enemies can make an agility or intelligence save (depending on which stat is higher) to reduce the amount of lines they touch. Human-sized or smaller enemies will touch 0 to [Int÷2] lines. Enemies larger than a human will touch 2 to [INT] lines, and very large enemies (ogres, elephants, dragons) will touch 4 to [2·Int] lines.)


GeoShift [2 PP] [10 SP]
Situational abilities are a lot more fun if you can cheat the situation. Changes the effective terrain of the battlefield into another terrain of her choice.

Destroytheworld [all PP, min. 6] [1]
Holg ignores ontological inertia and goes on a rampage, attacking [2+Lvl±1] random enemies, smashing and imploding some landscape features/vegetation/furniture and dropping [INT+current PP] random explosive objects around her (2d4+WIL damage to a random enemy). Enemies have a (current PP/100)% chance to partially cease to exist, which means they will get stunned for this turn and lose half of their current HP or 20% of their max HP, whichever is higher.

Ignore Gravity [passive]
Holg is unaffected by falls, as she can simply ignore gravity and stay afloat in place as long as it's necessary.


The Power of Ignorance [passive]
By ignoring all kinds of natural limitations, Holg can perform physics-defying, reality-warping feats of magic, fuelled by …something that builds up over time. She gains a preposterousness point (PP) for every major action she takes (at least 1 per round) at the end of a turn. For every 20 she rolls and every critical hit she strikes by other means (if there are other means to score a critical hit, that is), she gains another PP. While defending she reaffirms her ignorance of inconvenient information, gaining an additional PP. She cannot retain more than [Lvl] PP at the end of battle.

Geomancy
The usable Geomancy ability depends on the terrain.

Soil Eater [Grasslands] (4 SP)
Pelts the enemy with chunks of dirt, transforms one of them into HP-restoring edible matter and tosses it to an ally. Damages all enemies for 2d[1+WIL] HP and heals the ally whose HP is the lowest by half of their missing HP.

Shrubs of Wrath [Forest] (14 SP)
Conjures some goofy-looking and infuriatingly cutesy animated shrubs that carry the user's squirming enemies out of range, preventing them from acting for 1 turn and from using close-range attacks for [INT/2] turns (rounded down). If an enemy that has a fire-elemental attack succeeds at a Willpower save, they can use it to burn the shrubs and evade the effect. Berserks enemies weak to Cute-elemental damage.

Break [Rocky] (6 SP)
Holg looks around and takes a break while absentmindedly kicking up some dust. Heals her for [15+Int]% HP, boosts party AC by 2 for the duration of the round and petrifies enemies in critical health status.

Pull of Sand [Desert] (5 SP)
Pulls the sand below an enemy away and increases their poslunction. Halves their resistance to elements and status effects and lowers their AC and DR by 1.

Sponge [Underwater/Riverbank] (6 SP)
An absurdly dry sponge appears out of nowhere to dehydrate an enemy for 2d8+WIL damage (regardless of other fluid sources in the vicinity).

Highjump [Castle] (4 SP)
Holg leaps high into the air, crashing her relatively shockproof head into the ceiling and causing rubble to rain down on all enemies (for d3+STR/2 damage). Enemies who somehow ended up between her head and the ceiling are squished for 4d8+STR damage.

Weaponized Furniture [Fancy Room] (8 SP)
Causes the interior decoration itself to become hostile, halving enemies' chances to hit or evade attacks and causing all enemies performing an action that requires moving during this turn to trip, dealing 2d4 damage.

Science [Lab/Bottomless Pit] (6 SP)
Scans all enemies and does something untested (executes a random move from a hidden blue magic-ish skill list of your choice.)

Laminate [Office] (3 SP)
Sets the target's AC to 0 but gives them +(10-Holg's INT) DR. If a fire attack is aimed that way, it will melt the foil, removing the effect and doubling the damage of the fire attack.

Ruin [Ruins] (1 SP)
Distributes damage among all enemies equal to the amount of money they're carrying, and destroys half of the money. (I know that as far as the players are concerned, but there's no currency in this game, but if money exists at all in this game, make an amount up on the spot.)

IsleoftheDamned [Wasteland/Netherworld] (6 SP)
Traps an enemy's mind in redundant and horrifying contemplations regarding a place that was turned into a horrible demon-infested hellhole. “Let's go to the Isle of the Damned! But before we go to the Isle of the Damned, I need to do something to prepare for the Isle of the Damned…” – Deals [1 + WIL/2]d6 Spooky damage and disrupts enemy concentration, reducing their hit value and spell damage by 2 until the end of combat or the terrain is changed and attempting to confuse them ((20+2·INT)% base chance).

Mastery of Even Numbers in the Calm of the Storm v1.3.5a: Fake Extrapolation of Horrible Planet ~ Mysterious Turmoil of St. Vortex the Eager [Fallback] (8 SP)
Does something ridiculously complicated and surrounds an ally with an energy field, giving them an additional major action this turn and dealing 4d3 lightning-elemental, physical damage to the next [INT] enemies that hit them.


Stats
STR ±0
DEX -1
AGI +2
FOR ±0
INT +3
WIL +4
LUK +2


Image

Background
Holg is a curious spellcaster travelling the world in order to train her …unique magical abilities and put them to use.
Her name was meant to be “Holy”, since in the mage village where she comes from, people believe that naming a child will automatically bestow them with the knowledge of the spell in question (it seems to work, but there's many people named Ultima, Curaga or similar who can never put their namesake spell to use, simply because they don't have enough max MP). However, her name was misspelled due to a typo, so she has to go by the unpleasant-sounding name of “Holg”. Well, she arranged with it.
No one ever heard about a spell called “Holg”, but apparently one exists, since …something definitely leaked power to her. Holg has the ability to manipulate reality itself by disregarding information. Ignoring the laws of physics allows her to perform some feats that were previously considered impossible…
“Alright, let's finish this.”
She attempts to magically topple slime D and send it into its doom.
Cimeries
Lumberjack (Developer)
Lumberjack (Developer)
Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: [PnP] Last Legend II (Game)

Post by Cimeries »

  • Still the Prettiest, Lv 1.00 Knight-Bot (Front)
    45/45 "HP"
    9-17 Dmg | +2 Hit | 16 AC
    Fancy Lancey [ 4-12 dmg ]
    Armor Plating [ 8 AC ]
Spoiler: Inventory & Status
Items:
[list]- Pocket mirror [ Who is this handsome automaton? ][/list]

Abilities:
[list]Inspire [0/2]
[list]Still can supercharge his attack with lightning, adding lightning damage equal to the original damage (effectively doubling it). Inspire can punch through walls and demolish obstacles.[/list][/list]

[list]Screwdriver [1/1]
[list]If Still has successfully hit an enemy with a piercing weapon, he can activate this ability to engage special rotors in his hand that will cause it to spin on its axis, turning his weapon into a drill. The enemy will be impaled on the weapon and continue to take maximized damage from the weapon every turn. Still cannot attack regularly while an enemy is held like this, but neither can that enemy.[/list][/list]

[list]Emergency Maintenance [1/1]
[list]We can't let this handsome chassis come to ruin! Still can quickly patch himself up for 15 "HP" as a minor action.[/list][/list]

[list]Gears and Cogs
[list]Still can't be healed by medicine, rest or healing potions, but he can repair himself when out of combat (if he has time). His abilities will replenish at the end of combat.[/list][/list]

Stats:
+5 Strength
+2 Dexterity
-3 Agility
+5 Fortitude
±0 Intellect
-4 Willpower
+5 Luck

Appearance:
Image

Story:
Still is programmed to be the ultimate valiant champion! Protector of the weak! Destroyer of the evil (and ugly)! He rides to battle on his trusty steed*, to force glorious justice (and swag) down the throats of villains everywhere.
*Steed not included.
Still lodges his lance merrily into slime B.
:wink:
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