[PnP] Last Legend II (Game)

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Re: [PnP] Last Legend II (Game)

Post by Shade »

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



Holg: [03] Tilt @ Hungry Slime D
Hungry Slime D takes 28 damage.

Still: Attack @ Hungry Slime B
5 + 2 = 7 vs. 11 ---> Miss



Enemy Phase

Hungry Slime B: Attack @ Still
6 + 2 = 8 vs. 16 ---> Miss



Suddenly, Hungry Slime B gets hit by a falling star!
Hungry Slime B takes 1000 damage.




-< HP >--< SP >---------< Name >---------------
00/28 | __.__ | [ F ] | Lv0 Hungry Slime A
Pwnt | __.__ | [ F ] | Lv0 Hungry Slime B
00/28 | __.__ | [ F ] | Lv0 Hungry Slime C
00/28 | __.__ | [ F ] | Lv0 Hungry Slime D
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
--------------------------------------------------



Victory!

Results:
.......64 base Exp
.......+10 for being lucky bastards
.......x1.2 for winning with all characters above 0 HP
Total: 89 Exp

Still: +5 bonus for overkill


Lok [ 00 -> 89 ]
Lacy [ 00 -> 89 ]
Still [ 00 -> 94 ]
Holg [ 00 -> 89 ]

Loot:
1x Green Elixir (Fully restores user's SP)
3x Green Drop (Restores 30% SP)
1x Fallen Star (Restores 20 SP)


Party: Full Recovery.


Well, so much for your first random encounter! But unfortunately, that wasn't quite enough for a level up. So, where will you go next?

23 hours remain.
[0h] Continue exploring the world map and level-grind against random encounters
[0h] Continue exploring the world map and level-grind on the peninsula of power-leveling
[1h] Prepare yourselves to fight for your cake in a nearby town
[2h] Enter the cave of the ancients, wherein lies the first plot coupon
[2h] Enter the fortress of chaos, wherein lies the second plot coupon
[2h] Enter the forest of lies, wherein lies the third plot coupon
[4h] Enter the bonus dungeon and challenge the doomy dooms of doom to obtain the Infinity +1 Sword
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Re: [PnP] Last Legend II (Game)

Post by octagon »

Holg, Lv1 [85] Ignorancer [Cover]
20/20 HP
14/27 SP
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.


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 some people with irritating names like “Stop”, “Drain”, “Nuke” or “Hungry Friend” (no, of course it didn't work) and 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…
“I'd like to gain a level, but I don't just want to fight the same slimes again. Do you think there's other encounters in this area? Or do you feel like doing something more reckless instead? We could go to that off-looking strip of land with the mismatching edges over there…
Note that if the random monsters around here are impolite, we may get into a battle while discussing this.”


Xenogears has such idiotic encounter mechanics. You can get into a random encounter by rotating the effin' camera.
Please put a savestate here, so we can savescum the random encounters if necessary :twisted:
Is there a shared inventory? Or does one of us have to pick up the loot, or we'll lose it?
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Re: [PnP] Last Legend II (Game)

Post by Agent of Dread »

[quote="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...
Lacy kicks the dirt and looks cute while she waits for some more monsters to show up, which means she wants another random encounter I guess.
Then they can go stock up on weapons.
- Linktree: linktr.ee/trilbs -
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Re: [PnP] Last Legend II (Game)

Post by Cimeries »

  • Still the Prettiest, Lv 1.94 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][*]A Pocket mirror [ Who is this handsome automaton? ]
[*]1x Green Elixir (Fully restores user's SP)
[*]3x Green Drop (Restores 30% SP)
[*]1x Fallen Star (Restores 20 SP)[/list]

Abilities:
[list]Inspire [2/2]
[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]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]

[list]Haywire Modular Knight-Bottery
[list]Knight-Bots gonna Knight-Bot. A minor malfunction in Still's Awesomeness-Regulation-Module is causing him to integrate anything he comes across to exponentially increase his awesomeness. The same malfunction also causes him to do so obsessively based on obscure songs, movies, video games, etc. He will (usually) gain a new minor ability after every encounter, but will otherwise gain regular abilities very slowly:

Green Machine [1/1]
[list]- These slimes are pretty useful for cleaning oil stains... and also EVIL! Still has collected the leftovers of the blobs and stored them in his arm. He can periodically launch a glob of acidic slime that deals no damage on its own, but will digest its target for 5 damage per turn, delivering a through scrubbing.[/list][/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 finishes tinkering with the remains of the slimes (what was he doing with them anyway?), takes the loot and declares:
"The evil is vanquished! Rejoice!"
The goofy permanent grin on his faceplate seems even more pronounced now, somehow.

He begins his little victory robot dance, not realizing that his rhythmic, sensual movements are attracting more monsters...
:wink:
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Re: [PnP] Last Legend II (Game)

Post by Shade »

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



Wrote Savestate 0.



As you perform your victory poses/dances, another "random" encounter approaches! It's a group of orcs... They seem to intend on killing you and selling your clothes and weapons for some money. Except there is no money in this game. Sucks to be them!



-< HP >--< SP >---------< Name >---------------
40/40 | __.__ | [ F ] | Lv1 Orc Warrior
50/50 | __.__ | [ F ] | Lv2 Orc Berserker
35/35 | __.__ | ( C ) | Lv1 Orc Archer
49/49 | __.__ | [ F ] | Lv4 Orc Captain
--------------------------------------------------
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Re: [PnP] Last Legend II (Game)

Post by Cimeries »

  • Still the Prettiest, Lv 1.94 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][*]A Pocket mirror [ Who is this handsome automaton? ]
[*]1x Green Elixir (Fully restores user's SP)
[*]3x Green Drop (Restores 30% SP)
[*]1x Fallen Star (Restores 20 SP)[/list]

Abilities:
[list]Inspire [2/2]
[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]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]

[list]Haywire Modular Knight-Bottery
[list]Knight-Bots gonna Knight-Bot. A minor malfunction in Still's Awesomeness-Regulation-Module is causing him to integrate anything he comes across to exponentially increase his awesomeness. The same malfunction also causes him to do so obsessively based on obscure songs, movies, video games, etc. He will (usually) gain a new minor ability after every encounter, but will otherwise gain regular abilities very slowly:

Green Machine [1/1]
[list]- These slimes are pretty useful for cleaning oil stains... and also EVIL! Still has collected the leftovers of the blobs and stored them in his arm. He can periodically launch a glob of acidic slime that deals no damage on its own, but will digest its target for 5 damage per turn, delivering a through scrubbing.[/list][/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.
"Aha! Agents of evil come to pillage my Fancy Lancey! You should know that anyone who has tried to take it has failed miserably! (except for me, during that one time in which I originally took it off the corpse of an evil knight, that I had stumbled upon...)"

He charges the Fancy Lancey with fancy lightning and strikes at the Orc Berserker.
:wink:
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Re: [PnP] Last Legend II (Game)

Post by penguinflyer5234 »

  • Lok, Lv 1.89 Thief (Cover)
    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]37 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
Lok throws a poison knife at the orc archer.
...
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Re: [PnP] Last Legend II (Game)

Post by octagon »

Holg, Lv1 [85] Ignorancer [Cover]
20/20 HP
22/27 SP
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.


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.)

*Turn* Undead [Crypt/Graveyard] (10 SP)
Attempts to stack [INT+2·WIL+d6] sideways damage on every Undead in the vicinity and stuns them for a turn.

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 some people with irritating names like “Stop”, “Drain”, “Nuke” or “Hungry Friend” (no, of course it didn't work) and 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…
Holg tries to peek behind the orcs, trying to find out whether there's annoying goblins hidden behind them, and charges the warrior with some sideways damage.
“That's awfully rude. Do we look like walking EXP bags to you?”
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Re: [PnP] Last Legend II (Game)

Post by Shade »

Terrain: Grassland
-< HP >--< SP >---------< Name >
21/21 | 01/02 | ( C ) | Lok
00/30 | 19/19 | [ F ] | Lacy
09/45 | __.__ | [ F ] | Still
07/20 | 22/27 | ( C ) | Holg
-----------------------------------


Still: (1/2) Inspire @ Orc Berserker
6 + 2 = 8 vs. 18 ---> Miss

Lok: [01] Poison @ Orc Archer
9 + 4 = 13 vs. 19 ---> Miss

Holg: [05] Angular @ Orc Warrior
5 + 3 = 8 vs. 10 + 2 = 12 ---> Miss

Lacy: Attack @ Orc Warrior
5 + 6 = 11 vs. 18 ---> Miss

But these guys mean business! They almost effortlessly dodge your attacks, dancing around your blades like retarded ballerinas.




Enemy Phase

Orc Warrior: Disguises Fourth Wall as a paper airplane
5 + 4 = 9 vs. 10 ---> Failure
Orc Warrior: Smash @ Still
15 + 1 = 16 vs. 16 ---> Hit, 11 damage.

The warrior takes out a piece of paper and folds it a few times, apparently trying to make it look like an airplane, but fails miserably; it looks more like a duck instead.
Frustrated with his failure, he proceeds to smash his axe right into your plating and leaves a big scratch.


Orc Berserker: Attack @ Lacy
18 + 3 = 21 vs. 14 ---> Critical Hit! 36 damage!

The berserker swings his massive two-handed blade in a large arc and delivers a devastating hit. He cleanly cleaves right through your body, turning you into a bloody mess. Ouch.


Orc Archer: Attack @ Holg
10 + 6 = 16 vs. 13 ---> Hit, 13 damage.

Orc Captain: Quick Strike @ Still
11 + 5 = 16 vs. 16 ---> Hit, 12 damage.
Orc Captain: Attack @ Still
15 + 6 = 21 vs. 16 ---> Hit, 13 damage.

The leader of the bunch delivers a quick two-hit combo with his spiked mace, again displaying quite impressive accuracy. The spikes leave quite a few holes in your plating, and the impact might have damaged some of your inner workings...




-< HP >--< SP >---------< Name >---------------
40/40 | __.__ | [ F ] | Lv1 Orc Warrior
50/50 | __.__ | [ F ] | Lv2 Orc Berserker
35/35 | __.__ | ( C ) | Lv1 Orc Archer
49/49 | __.__ | [ F ] | Lv4 Orc Captain
--------------------------------------------------
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Re: [PnP] Last Legend II (Game)

Post by Shade »

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



Loaded Savestate 0.



As you perform your victory poses/dances, another "random" encounter approaches! It's a group of orcs... They seem to intend on killing you and selling your clothes and weapons for some money. Except there is no money in this game. Sucks to be them!
...this is their second try, isn't it? They just don't learn, do they?



-< HP >--< SP >---------< Name >---------------
40/40 | __.__ | [ F ] | Lv1 Orc Warrior
50/50 | __.__ | [ F ] | Lv2 Orc Berserker
35/35 | __.__ | ( C ) | Lv1 Orc Archer
49/49 | __.__ | [ F ] | Lv4 Orc Captain
--------------------------------------------------
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Re: [PnP] Last Legend II (Game)

Post by octagon »

Holg, Lv1 [85] Ignorancer [Cover]
20/20 HP
22/27 SP
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.


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.

Curiosity [passive]
Holg is observant and interested in many things, but that doesn't mean she can concentrate on everything at the same time. She can learn a new ability for every level she gains, but she can't use more than 3+((INT+WIL)÷6) different active or sustained skills in a single 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.

*Turn* Undead [Crypt/Graveyard] (10 SP)
Attempts to stack [INT+2×WIL+d6] sideways damage on every Undead in the vicinity and stuns them for a turn.

It Keeps Happening [passive] [tower/stair-centric terrain]
When Holg rotates an enemy that's standing on the ground, they have a [?] chance to fall down the stairs, taking [WIL-(times someone fell off the stairs during this battle)×d4] damage.

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 some people with irritating names like “Stop”, “Drain”, “Nuke” or “Hungry Friend” (no, of course it didn't work) and 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…
“What use do you have for money and experience anyway?
Raid victims that drop more stuff? And then?
Oh wait.”

She makes another (?) attempt at to inflict some sideways damage, but this time on the captain.
Last edited by octagon on Fri Sep 21, 2012 9:16 pm, edited 2 times in total.
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Re: [PnP] Last Legend II (Game)

Post by Cimeries »

  • Still the Prettiest, Lv 1.94 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][*]A Pocket mirror [ Who is this handsome automaton? ]
[*]1x Green Elixir (Fully restores user's SP)
[*]3x Green Drop (Restores 30% SP)
[*]1x Fallen Star (Restores 20 SP)[/list]

Abilities:
[list]Inspire [2/2]
[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]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]

[list]Haywire Modular Knight-Bottery
[list]Knight-Bots gonna Knight-Bot. A minor malfunction in Still's Awesomeness-Regulation-Module is causing him to integrate anything he comes across to exponentially increase his awesomeness. The same malfunction also causes him to do so obsessively based on obscure songs, movies, video games, etc. He will (usually) gain a new minor ability after every encounter, but will otherwise gain regular abilities very slowly:

Green Machine [1/1]
[list]- These slimes are pretty useful for cleaning oil stains... and also EVIL! Still has collected the leftovers of the blobs and stored them in his arm. He can periodically launch a glob of acidic slime that deals no damage on its own, but will digest its target for 5 damage per turn, delivering a through scrubbing.[/list][/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.
"Aha! Agents of evil come to pillage my... wait, you guys again? Look I already said I'm not interested."

He charges the Fancy Lancey with fancy lightning and strikes at the Orc Berserker.[/quote]
:wink:
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Re: [PnP] Last Legend II (Game)

Post by penguinflyer5234 »

  • Lok, Lv 1.89 Thief (Cover)
    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]37 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
Lok throws a poison knife at the orc archer...again.
...
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Re: [PnP] Last Legend II (Game)

Post by Shade »

Terrain: Grassland
-< HP >--< SP >---------< Name >
00/21 | 01/02 | ( C ) | Lok
00/30 | 19/19 | [ F ] | Lacy
00/45 | __.__ | [ F ] | Still
08/20 | 22/27 | ( C ) | Holg
-----------------------------------


Holg: [05] Angular @ Orc Captain
7 + 3 = 10 vs. 1 + 0 = 1 ---> Hit, 14 sideways damage.

Still: (1/2) Inspire @ Orc Berserker
17 + 2 = 19 vs. 18 ---> Hit, 26 damage.
[ ! ] Orc Berserker: Wrath
Atk +25%

You smack your lightning-charged lance right into the berserker's face, knocking out a few of his teeth in the process. Now he can't grin anymore! He responds to this with severe anger management issues, filling the blade of his two-handed sword with lots of Anger Energy (TM).


Lok: [01] Poison @ Orc Archer
12 + 4 = 16 vs. 19 ---> Miss

Lacy: Is being lazy



Enemy Phase

Orc Warrior: Disguises Fourth Wall as a paper airplane
20 + 4 = 24 vs. 10 ---> Critical Success!
Orc Warrior: Smash @ Still
17 + 1 = 18 vs. 16 ---> Hit, 11 damage.

The warrior takes out a piece of paper and folds it a few times. The result is an absolutely magnificient paper airplane! He sends it flying, causing you to become distracted by its perfect flight. Only an axe to your face brings you back into reality (or lack thereof).


Orc Berserker: Recklessness
Always maximum damage given and taken
Orc Berserker: Frenzy
@Lacy: 19 + 3 = 22 vs. 14 ---> Critical Hit! 50 damage!
@Still: 19 + 2 = 21 vs. 16 ---> Critical Hit! 50 damage!
@Lok: 17 + 1 = 18 vs. 18 ---> Hit, 25 damage.
@Holg: 5 + 0 = 5 vs. 13 ---> Miss!

The berserker unleashes his anger by smashing your faces in a fit of insanity. Ouch.


Orc Archer: Attack @ Holg
4 + 6 = 10 vs. 13 ---> Miss

Orc Captain: Quick Strike @ Holg
2 + 5 = 7 vs. 13 ---> Miss
Orc Captain: Attack @ Holg
8 + 6 = 14 vs. 13 ---> Hit, 12 damage.


-< HP >--< SP >---------< Name >---------------
40/40 | __.__ | [ F ] | Lv1 Orc Warrior
24/50 | __.__ | [ F ] | Lv2 Orc Berserker | (Wrath, +25% Atk), (Recklessness, max. Dmg)
35/35 | __.__ | ( C ) | Lv1 Orc Archer
49/49 | __.__ | [ F ] | Lv4 Orc Captain | (14 SwDmg)
--------------------------------------------------
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Re: [PnP] Last Legend II (Game)

Post by octagon »

Holg, Lv1 [85] Ignorancer [Cover]
08→20/20 HP
22→15/27 SP
2→0 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.

Curiosity [passive]
Holg is observant and interested in many things, but that doesn't mean she can concentrate on everything at the same time. She can learn a new ability for every level she gains, but she can't use more than 3+((INT+WIL)÷6) different active or sustained skills in a single 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.

*Turn* Undead [Crypt/Graveyard] (10 SP)
Attempts to stack [INT+2×WIL+d6] sideways damage on every Undead in the vicinity and stuns them for a turn.

It Keeps Happening [passive] [tower/stair-centric terrain]
When Holg rotates an enemy that's standing on the ground, they have a [60+3*INT]% chance to fall down the stairs, taking [WIL-(times someone fell off the stairs during this battle)×d4] damage.

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 some people with irritating names like “Stop”, “Drain”, “Nuke” or “Hungry Friend” (no, of course it didn't work) and 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…
“We're not quite done for yet…”
With a fierce grin, Holg rotates her (suddenly less mangled) allies back on their feet, and hopes they can survive another combat round.
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