[PnP] Conspirators - Game

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Re: [PnP] Conspirators - Game

Post by Agent of Dread »

.
  • Cassius (Cime) ..| [Front] | 25/25 | 04/04
  • Vincent (Shade) ..| [Front] | 13/13 | 20/20
  • Zephyr (Shelly) ..| [Cover] | 15/15 | 22/22
  • Mearie (pf5234) ..| [Cover] | 09/09 | 28/28

.


Mearie manages to locate the two suspicious figures she noticed last night. They're hanging back, not making any amount of fuss.

After brief deliberation, Cassius decides to attempt to break in the door. He commands the crowd to clear a space, and they comply without hassle. Following this, he makes a powerful charge at the door, focusing his force in the point of his shoulder. The first hit makes a loud racket, and the door creaks heavily. The second one takes it right off its hinges, and the room is lay bare to all watching. Vincent, Zephyr and Cassius enter the room before the other guests.

It appears that Vincent's suspicion was not incorrect. The man, who you assume to be Sir Garrin, lies face-up on the bed. His shirt is stained with blood, and his eyes are wide open. Seems as though the man's been stabbed; that a knife was thrust into his very heart.
It's not long after that that your attention is drawn to the wall, upon which is printed in what may be crimson paint or blood:

"A PEACE TREATY USUALLY MEANS YOU DON'T CONSPIRE AGAINST YOUR NEW ALLIES."

And then, a more startling detail: the key to this room is still inside it, and the door was locked. The single window is closed.

A true closed room murder... there are three questions to be answered.

  • Who dunnit?
  • How dunnit?
  • Why dunnit?
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Re: [PnP] Conspirators - Game

Post by ShellShocker »

Zephyr, Lv 1 (000/100) (Cover)
15/15 HP
22/22 MP
2-3 Atk | +4 Hit | 15 AC | Crt @ 20
Imbued Staff ( 4-5 Atk | +1 Hit )
Zephyr's Robes ( +3 AC )
Spoiler: Inventory & Status
Items (1/5):
- Vulnerary (Restores 50% HP)
-

Spells (4/4):
[list][*][??] Tornado
Zephyr releases a tornado at the enemy party so that all enemies in Cover are moved to the Front and all in the Front are moved to Cover. The amount of MP required is equivalent to the amount of enemies.
[*][03] Spikes
[Current Damage: 6 per layer]
A layer of spikes is placed onto the enemy field which damages opponents who swap their battle positions for [SPI x 2] damage. Up to three layers may be placed.
[*][04] Inferno Trap
A layer of burning spikes is placed onto the enemy field which burns any opponent who swap their battle positions for ([SPI] + [lvl]) turns.
[*][03] Swift
This spell can only be targeted at one ally or enemy at once. When they are targeted, they gain the ability to strike enemies regardless of their position for the remainder of the battle.[/list]

Abilities (005 / 150 AP):
[list][*]Quick Cast [ Passive ] [ 30 AP ]
Zephyr can cast any non-damaging spell as a minor action. Does not apply for damaging spells.[/list]
[list][*]Magic Guard [ Passive ] [ 50 AP ]
If Zephyr takes damage which would be enough to faint him, the damage is instead applied to his MP instead of his HP if he has enough MP. Only works once every turn. [/list]
[list][*]Hazards Master [ Passive ] [ 25 AP ]
All moving hazards (e.g. spikes) may be set for two layers if it is Zephyr's first turn in combat. The spell will require double MP, however.[/list] [list][*]Binding Spikes [ 3 / 3 ] [ 40 AP]
Selects an enemy and locks them in their current combat row for [SPI] turns. The target cannot swap rows unless they pass a FOR check vs. [10 + SPI x 1.5]. If they fail this check, they take [SPI] damage.[/list]

Attributes:
-2 Strength
+2 Dexterity
+1 Agility
+1 Fortitude
+3 Spirit
±0 Willpower
Zephyr observes as the door flies off its hinges to the guard's strength and follows in Vincent and Cassius before the other guests.

A cold chill runs down his spine.

"This man is dead..." he says abruptly.

He then approaches the man to inspect the damage to find a knife wound in his chest. After inspecting the body, Zephyr redirects his attention to the wall - something drastically concerning.

A peace treaty usually means you don't conspire against your new allies.
...
Was Garrin plotting against them? It seemed bizarre considering their more weak state in the war but perhaps it made sense - nobody would expect them to counterattack at all. While the whole concept was a bit peculiar they couldn't completely rule out that it was a blunt assassination against Sir Garrin merely disguised as a retaliation to conspiring.

"Make sure nobody leaves this building." He says to Cassius, slowly.
"Nobody." Zephyr emphasizes.

Zephyr solemnly covers Sir Garrin with the blanket on his bed after everyone inspects it, concealing the brutal attack and in order to respect the deceased man. Whether he deserved the respect Zephyr was giving his corpse was still to be determined, however.
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Re: [PnP] Conspirators - Game

Post by Shade »

Vincent, Lv 1.00 (Front)
13/13 HP
20/20 MP
5-8 Atk | +4 Hit | 17 AC | Crt @ 19
Rapier ( 3-6 Atk, +1 Hit, +1 Crt )
Battle Coat ( +3 AC )
Image [2/2]
Spoiler: Inventory & Status
Items (2/9):
- Vulnerary (Restores 50% HP)
- Spirit Dust (Restores 50% MP)

Spells (4/4):
[list][*][05] Valor
[Current: +3 Atk for 4 turns]
Increases the target's physical Atk by [3 + WIL/2] for [3 + SPI/2] turns.
[*][06] Mend
[Current: 6-18 base healing]
Heals the target by 4d4+[2xWIL] HP.
[*][07] Flash
[Current: DG 11, -1 Hit for 2 turns]
Forces all enemies to do a WIL saving throw against [10 + SPI/2]. Every target failing the check is inflicted with a [1 + WIL/3] Hit malus to all attacks for [2 + SPI/3] turns.
[*][09] Kaboom Sphere
[Current: 5-14 base damage, +2 Hit | 3-7 explosion damage]
Deals 3d4+[1.5xWIL] damage to the target and half that amount to all other enemies in an unavoidable explosion. Has no effect whatsoever if it misses the initial target.[/list]

Abilities (150/150 AP):
[list][*]Quick Cast [ 2 uses ] [ Active ] [ 25 AP ]
"Screw all the fancy gestures and get to the point."
-> Vincent can cast a spell as a minor action.
[*]Caution [ Sustained ] [ 25 AP ]
"You need to observe your opponent carefully."
-> When this ability is active, Vincent loses his minor action per turn, but receives a +2 AGI bonus. Activating this ability is a minor action, deactivating it is free (so he can still attack the turn he deactivates it).
[*]Comeback [ Passive ] [ 25 AP ]
"Hah, did you really think I'm done yet?"
-> Vincent cannot be K.O'd unless his HP already are at 1 when he gets hit.
[*]Parry [ Passive ] [ 25 AP ]
"Who needs a shield anyway?"
-> Vincent receives a passive +2 AC bonus when equipped with a suitably large melee weapon (anything as big as a short sword or bigger) and not equipped with a shield or a second weapon.
[*]Payback [ Passive ] [ 50 AP ]
"Sure, try me. You'll just run right into my blade."
-> Whenever an enemy misses Vincent with a melee attack, he immediately responds with a free physical counter-attack.[/list]

Attributes:
+2 Strength
+2 Dexterity
+1 Agility
-3 Fortitude
+2 Spirit
+1 Willpower
"So it's option number two...
My, it looks like we're dealing with a professional here. Drugging all the guests... Going straight for the heart in a single, precise and clean hit... Leaving the room behind locked off like this... ...and having a terrible taste in how to convey messages. Yup, we're dealing with a professional alright. Someone agile, if I may add.
Being able to drug the food and drinks without anyone noticing greatly limits who could've done this - they must know their way around here. In fact, unless it was someone very stealthy - not all that likely, considering they opted for drugging the guests first - this currently makes the servants the most suspicious."

He looks at Cassius and Zephyr. He came here to have some fun, not so get involved in a case of murder... ...though depending on how you look at it, one could consider that fun, of course.
"Let's have a word with them, shall we?"
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Re: [PnP] Conspirators - Game

Post by penguinflyer5234 »

Mearie, Lv 1.00 (Cover)
09/09 HP
28/28 MP
2-4 Atk | +3 Hit | 13 AC | Crt @ 20
Chipped Quarterstaff [ 2-4 dmg ]
Robe [ +1 AC ]
Spoiler: Inventory & Status
Items (0/5):
[list][/list]

Spells (4/5):
[list][*][04] Chill
Mearie internally freezes the target dealing [WIL*3] ice damage, additionally freezing the enemy for [WIL/2] turns if FOR check, DC = [10+SPI].
[ Currently 9 damage and 1 turn ]
[*][04] Ice Shield
Mearie magics a shield made of ice (that doesn't freeze the target) that absorbs [WIL*2] damage. Any fire damage will instantly destroy the shield, and the target will get 50% of the fire damage. However, ice damage will do nothing.
[ Currently 6 damage ]
[*][06] Ice Numbing
Mearie chills the target dealing [WIL*2] ice damage a turn for [1+SPI/2] turns. Turn count and damage can be reduced each turn by doing FOR check, DC = [10+SPI]..
[ Currently 6 damage and 2 turns ]
[*][12] Ice Storm
Mearie summons an ice storm over all enemies dealing [WIL*6/n] ice damage each, where n is the number of enemies.
[ Currently 18 damage total ][/list]

Abilities (130/150 AP):
[list][*]Internal Healing [ 1 / 1 ] [ Active ] [ 35 AP]
Mearie can call on the powers of ice to heal 50% of her max HP.
[*]Ice Form [ Sustained ] [ 45 AP]
Mearie can use her magic to convert damage of HP to SP and vice versa, but can only do 50% spell damage.
[*]Ice Affinity [ Passive ] [ 0 AP ]
Mearie has given in to the ice powers; she only takes 33% damage from ice, but takes 50% more damage from fire.
[*]Staff Channel [ Passive ] [ 25 AP ]
Mearie can use staffs to channel energy from afar, dealing [ 3 * WIL ]
[*]Self Casting [ Passive ] [ 25 AP]
Mearie can cast spells on herself for a minor action.[/list]

Attributes:
-2 Strength
-2 Dexterity
-1 Agility
-2 Fortitude
-3 Spirit
-3 Willpower
[insert shock here]

Hearing that Vincent is suspicious of the servants, she attempts to get near him to tell him something.

"Umm, excuse me. Last night, when everyone went to bed, everyone left in a military-like fashion, except for two people and myself. They didn't behave like everyone else. One was our host, and another was some lean-looking guy. And besides, everyone had the drink except for me and the guard outside," she says to Vincent in a low voice.
...
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Re: [PnP] Conspirators - Game

Post by Shade »

Vincent, Lv 1.00 (Front)
13/13 HP
20/20 MP
5-8 Atk | +4 Hit | 17 AC | Crt @ 19
Rapier ( 3-6 Atk, +1 Hit, +1 Crt )
Battle Coat ( +3 AC )
Image [2/2]
Spoiler: Inventory & Status
Items (2/9):
- Vulnerary (Restores 50% HP)
- Spirit Dust (Restores 50% MP)

Spells (4/4):
[list][*][05] Valor
[Current: +3 Atk for 4 turns]
Increases the target's physical Atk by [3 + WIL/2] for [3 + SPI/2] turns.
[*][06] Mend
[Current: 6-18 base healing]
Heals the target by 4d4+[2xWIL] HP.
[*][07] Flash
[Current: DG 11, -1 Hit for 2 turns]
Forces all enemies to do a WIL saving throw against [10 + SPI/2]. Every target failing the check is inflicted with a [1 + WIL/3] Hit malus to all attacks for [2 + SPI/3] turns.
[*][09] Kaboom Sphere
[Current: 5-14 base damage, +2 Hit | 3-7 explosion damage]
Deals 3d4+[1.5xWIL] damage to the target and half that amount to all other enemies in an unavoidable explosion. Has no effect whatsoever if it misses the initial target.[/list]

Abilities (150/150 AP):
[list][*]Quick Cast [ 2 uses ] [ Active ] [ 25 AP ]
"Screw all the fancy gestures and get to the point."
-> Vincent can cast a spell as a minor action.
[*]Caution [ Sustained ] [ 25 AP ]
"You need to observe your opponent carefully."
-> When this ability is active, Vincent loses his minor action per turn, but receives a +2 AGI bonus. Activating this ability is a minor action, deactivating it is free (so he can still attack the turn he deactivates it).
[*]Comeback [ Passive ] [ 25 AP ]
"Hah, did you really think I'm done yet?"
-> Vincent cannot be K.O'd unless his HP already are at 1 when he gets hit.
[*]Parry [ Passive ] [ 25 AP ]
"Who needs a shield anyway?"
-> Vincent receives a passive +2 AC bonus when equipped with a suitably large melee weapon (anything as big as a short sword or bigger) and not equipped with a shield or a second weapon.
[*]Payback [ Passive ] [ 50 AP ]
"Sure, try me. You'll just run right into my blade."
-> Whenever an enemy misses Vincent with a melee attack, he immediately responds with a free physical counter-attack.[/list]

Attributes:
+2 Strength
+2 Dexterity
+1 Agility
-3 Fortitude
+2 Spirit
+1 Willpower
"Interesting...
In any case, thanks for telling us. Let's have a word with those two, too, then."
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Re: [PnP] Conspirators - Game

Post by Cimeries »

Image
Cassius, Lv 1.00 (Front)
25/25 HP
04/04 MP
8-14 Atk | +2 Hit | 17 AC | Crt @ 20
Greatsword ( 6-12 Atk )
Ceremonial Guard Armor ( +4 AC )
Spoiler: Inventory & Status
Items (3/9):
- Ceremonial Guard Helm ( +1 AC )
- <5/5> Throwing Knives [ 2-4 Atk, +1 Hit ]
- <2/5> Healing Flasks [Restores 10 HP]

Spells (0/0):
[list][*]None for now.[/list]

Image Class: Guardsman
Abilities [ 0130/0150 AP ]:

[list][*] Image Discipline [ Passive ] [ 25 AP ]
A positive Willpower score provides 1 bonus HP, and 1 additional MP per point. Positive Spirit only provides +2 MP instead of the usual +4.
[*] Image Guile [ Passive ] [ 25 AP ]
Attacks made by Cassius against targets unaware of his presence are converted to backstabs - guaranteed critical hits.[/list]

Image The Swordmaster aspect focuses on devastating sword techniques, speed, and fluid movement.
> Swordmaster [ 050 AP ]:

[list][*] Image Sword-Kata [ Passive ] [ 50 AP ]
If Cassius scores a hit with a sword, he recovers 1 MP, and his AC and spell dodge modifier increase by 2 until the end of the enemy's turn. The dodge bonus doesn't stack with itself. Delivering a killing blow causes enemies to lose track of Cassius, enabling backstab effects.[/list]

Image The Warlord aspect focuses on battlefield domination and survival against impossible odds.
> Warlord [ 000 AP ]:

[list][*] Image Warmachine [ Passive ] [ 30 AP ]
Whenever an enemy is overkilled (sent below 0 HP) Cassius' Hp is restored by half of that difference, rounded down.[/s][/list]

Image The Warden aspect focuses on support and defense, and boasts abilities designed to help the party as a whole.
> Warden [ 030 AP ]:

[list][*] Image Shock Trooper [ Passive ] [ 30 AP ]
On the first round of combat, the damage output of all of Cassius' party members is maximized, and that of all enemies is minimized.[/list]

Attributes:
+2 Strength
+2 Dexterity
+1 Agility
+1 Fortitude
-3 Spirit
+2 Willpower
Cassius' worst fears ended up being true - and he failed to do his duty to protect this man. Drugged or not, he was responsible for this man's life, so he will have to find the culprit and bring them to justice.
Cassius turns around and sees one of his fellow guards at the doorway, looking at the scene of the crime with the same bewilderment that Cassius did.
"Garret, go back to the barracks and alert the entire unit, we need to seal this area and prevent anyone from leaving while we investigate the murder."

"Vincent, start questioning whoever you can in the meantime, I'll join you after I'm done checking the room."
Cassius then begins to investigate the room, looking at every surface and piece of furniture carefully for details, and finally examining the window and what can be seen from it.
:wink:
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Re: [PnP] Conspirators - Game

Post by Agent of Dread »

.
  • Cassius (Cime) ..| [Front] | 25/25 | 04/04
  • Vincent (Shade) ..| [Front] | 13/13 | 20/20
  • Zephyr (Shelly) ..| [Cover] | 15/15 | 22/22
  • Mearie (pf5234) ..| [Cover] | 09/09 | 28/28

.


  • Who dunnit?
  • How dunnit?
  • Why dunnit?


Cassius asks the guards to make sure nobody leaves. One responds, after brief consideration:
"We shouldn't need to go to the barracks. With the two of us and the guard outside, it shouldn't be too hard to keep these people under control. Nobles don't bring weapons to parties." They rush off to contain the building.

Mearie points out the two men she saw fail to be affected by the drugs, and she and Vincent head over to have a word with them.
One of them is somewhat round, and especially extravagantly dressed. Likely the host. The other has a lean, wiry yet defined and muscular build, and his face is gaunt and serious.
When you ask about what went on last night, the host explains:
"Apparently, whoever drugged the drinks missed a cup. We saw everyone else head up, not sure what the fuss was about, but after everyone went to sleep we didn't see much of a reason to stay awake any longer." The stern one adds:
"We don't know anything about the murder."

Cassius inspects the room in thorough detail. Nothing is out of the ordinary apart from the vulgar message on the wall and the corpse; this room was barely disturbed otherwise. It seems as though, very much drugged, Sir Garrin dazedly strolled in here and fell straight asleep.
Upon inspecting the window, you find that it was closed, but not locked, meaning it could potentially be an escape route for the hypothetical culprit.
As you think, the third guard, who was patrolling outside, runs in, panting. His eyes are bagged; he was patrolling all night in the end.
"I can't believe this has happened... a paradox. I watched that street the whole night, and saw nothing enter or leave. They may have escaped out the window and run, but I didn't hear a sound, so I doubt that could be the case."

You think for a while longer before a frantic yell echoes. It must be one of the guests.
"He's the culprit! He did it, he's guilty!" Following the outburst, a plump man tumbles up the stairs and addresses you as he gasps for breath.
"He - ahm - Michaeus, he had a bloody knife in his hand when he woke up! He must have killed Sir Garrin!"

What does this mean?
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Re: [PnP] Conspirators - Game

Post by ShellShocker »

Zephyr, Lv 1 (000/100) (Cover)
15/15 HP
22/22 MP
2-3 Atk | +4 Hit | 15 AC | Crt @ 20
Imbued Staff ( 4-5 Atk | +1 Hit )
Zephyr's Robes ( +3 AC )
Spoiler: Inventory & Status
Items (1/5):
- Vulnerary (Restores 50% HP)
-

Spells (4/4):
[list][*][??] Tornado
Zephyr releases a tornado at the enemy party so that all enemies in Cover are moved to the Front and all in the Front are moved to Cover. The amount of MP required is equivalent to the amount of enemies.
[*][03] Spikes
[Current Damage: 6 per layer]
A layer of spikes is placed onto the enemy field which damages opponents who swap their battle positions for [SPI x 2] damage. Up to three layers may be placed.
[*][04] Inferno Trap
A layer of burning spikes is placed onto the enemy field which burns any opponent who swap their battle positions for ([SPI] + [lvl]) turns.
[*][03] Swift
This spell can only be targeted at one ally or enemy at once. When they are targeted, they gain the ability to strike enemies regardless of their position for the remainder of the battle.[/list]

Abilities (005 / 150 AP):
[list][*]Quick Cast [ Passive ] [ 30 AP ]
Zephyr can cast any non-damaging spell as a minor action. Does not apply for damaging spells.[/list]
[list][*]Magic Guard [ Passive ] [ 50 AP ]
If Zephyr takes damage which would be enough to faint him, the damage is instead applied to his MP instead of his HP if he has enough MP. Only works once every turn. [/list]
[list][*]Hazards Master [ Passive ] [ 25 AP ]
All moving hazards (e.g. spikes) may be set for two layers if it is Zephyr's first turn in combat. The spell will require double MP, however.[/list] [list][*]Binding Spikes [ 3 / 3 ] [ 40 AP]
Selects an enemy and locks them in their current combat row for [SPI] turns. The target cannot swap rows unless they pass a FOR check vs. [10 + SPI x 1.5]. If they fail this check, they take [SPI] damage.[/list]

Attributes:
-2 Strength
+2 Dexterity
+1 Agility
+1 Fortitude
+3 Spirit
±0 Willpower
Zephyr lets Cassius take care of the plump man's concerns about Michaeus and goes to speak with Vincent.
"The two men that the girl pointed out... They were moving rather oddly and their stance stood out most of all as if they were soldiers from Alasmyth. Call me crazy but it's something I've noticed about their movement in previous encounters. I think we should further question them."
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Re: [PnP] Conspirators - Game

Post by Shade »

Vincent, Lv 1.00 (Front)
13/13 HP
20/20 MP
5-8 Atk | +4 Hit | 17 AC | Crt @ 19
Rapier ( 3-6 Atk, +1 Hit, +1 Crt )
Battle Coat ( +3 AC )
Image [2/2]
Spoiler: Inventory & Status
Items (2/9):
- Vulnerary (Restores 50% HP)
- Spirit Dust (Restores 50% MP)

Spells (4/4):
[list][*][05] Valor
[Current: +3 Atk for 4 turns]
Increases the target's physical Atk by [3 + WIL/2] for [3 + SPI/2] turns.
[*][06] Mend
[Current: 6-18 base healing]
Heals the target by 4d4+[2xWIL] HP.
[*][07] Flash
[Current: DG 11, -1 Hit for 2 turns]
Forces all enemies to do a WIL saving throw against [10 + SPI/2]. Every target failing the check is inflicted with a [1 + WIL/3] Hit malus to all attacks for [2 + SPI/3] turns.
[*][09] Kaboom Sphere
[Current: 5-14 base damage, +2 Hit | 3-7 explosion damage]
Deals 3d4+[1.5xWIL] damage to the target and half that amount to all other enemies in an unavoidable explosion. Has no effect whatsoever if it misses the initial target.[/list]

Abilities (150/150 AP):
[list][*]Quick Cast [ 2 uses ] [ Active ] [ 25 AP ]
"Screw all the fancy gestures and get to the point."
-> Vincent can cast a spell as a minor action.
[*]Caution [ Sustained ] [ 25 AP ]
"You need to observe your opponent carefully."
-> When this ability is active, Vincent loses his minor action per turn, but receives a +2 AGI bonus. Activating this ability is a minor action, deactivating it is free (so he can still attack the turn he deactivates it).
[*]Comeback [ Passive ] [ 25 AP ]
"Hah, did you really think I'm done yet?"
-> Vincent cannot be K.O'd unless his HP already are at 1 when he gets hit.
[*]Parry [ Passive ] [ 25 AP ]
"Who needs a shield anyway?"
-> Vincent receives a passive +2 AC bonus when equipped with a suitably large melee weapon (anything as big as a short sword or bigger) and not equipped with a shield or a second weapon.
[*]Payback [ Passive ] [ 50 AP ]
"Sure, try me. You'll just run right into my blade."
-> Whenever an enemy misses Vincent with a melee attack, he immediately responds with a free physical counter-attack.[/list]

Attributes:
+2 Strength
+2 Dexterity
+1 Agility
-3 Fortitude
+2 Spirit
+1 Willpower
"We'll see about that... That's just too convenient an excuse."

So the window wasn't locked...
"Well, just because you didn't hear a sound doesn't mean that's not the way the culprit used to escape. They could've carefully climbed down, used a spell of levitation or something like that."

But Vincent's thoughts are disturbed once more as another 'shocking' revelation is made. The culprit exposed this easily? Unlikely.
"I don't think even an amateur would be stupid enough not to get rid of the weapon they used to kill their victim, especially not after the skill they have otherwise displayed... Most likely a clumsy framing attempt."
Vincent sighs. All of this is getting out of hand pretty quickly.
"Cassius, Zephyr, let's split up for the time being.
Zephyr, I think you should question the guy who woke up with the knife in his hand. I don't think he's the culprit, but maybe he noticed something.
Cassius, could you take a closer look at the window and the area directly below it? If there's any indication how the culprit escaped, that'd be helpful.
In the meantime, I'll have a talk with the servants and ask them whether they noticed anything suspicious."


And so Vincent walks off to talk to the servants. All of this is getting stranger by the minute... And the guards refuse to fetch reinforcements. Why aren't they at least calling for a professional investigator to deal with this? Could the culprit even be the guard who has supposedly been patrolling outside all night?
"Oh dear, now I'm just becoming paranoid..."
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Re: [PnP] Conspirators - Game

Post by penguinflyer5234 »

Mearie, Lv 1.00 (Cover)
09/09 HP
28/28 MP
2-4 Atk | +3 Hit | 13 AC | Crt @ 20
Chipped Quarterstaff [ 2-4 dmg ]
Robe [ +1 AC ]
Spoiler: Inventory & Status
Items (0/5):
[list][/list]

Spells (4/5):
[list][*][04] Chill
Mearie internally freezes the target dealing [WIL*3] ice damage, additionally freezing the enemy for [WIL/2] turns if FOR check, DC = [10+SPI].
[ Currently 9 damage and 1 turn ]
[*][04] Ice Shield
Mearie magics a shield made of ice (that doesn't freeze the target) that absorbs [WIL*2] damage. Any fire damage will instantly destroy the shield, and the target will get 50% of the fire damage. However, ice damage will do nothing.
[ Currently 6 damage ]
[*][06] Ice Numbing
Mearie chills the target dealing [WIL*2] ice damage a turn for [1+SPI/2] turns. Turn count and damage can be reduced each turn by doing FOR check, DC = [10+SPI]..
[ Currently 6 damage and 2 turns ]
[*][12] Ice Storm
Mearie summons an ice storm over all enemies dealing [WIL*6/n] ice damage each, where n is the number of enemies.
[ Currently 18 damage total ][/list]

Abilities (130/150 AP):
[list][*]Internal Healing [ 1 / 1 ] [ Active ] [ 35 AP]
Mearie can call on the powers of ice to heal 50% of her max HP.
[*]Ice Form [ Sustained ] [ 45 AP]
Mearie can use her magic to convert damage of HP to SP and vice versa, but can only do 50% spell damage.
[*]Ice Affinity [ Passive ] [ 0 AP ]
Mearie has given in to the ice powers; she only takes 33% damage from ice, but takes 50% more damage from fire.
[*]Staff Channel [ Passive ] [ 25 AP ]
Mearie can use staffs to channel energy from afar, dealing [ 3 * WIL ]
[*]Self Casting [ Passive ] [ 25 AP]
Mearie can cast spells on herself for a minor action.[/list]

Attributes:
-2 Strength
-2 Dexterity
-1 Agility
-2 Fortitude
-3 Spirit
-3 Willpower
Mearie was not given a task, so she decides she can use her ice powers to their advantage. If someone tries to run, she freezes them.
...
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Agent of Dread
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Re: [PnP] Conspirators - Game

Post by Agent of Dread »

.
  • Cassius (Cime) ..| [Front] | 25/25 | 04/04
  • Vincent (Shade) ..| [Front] | 13/13 | 20/20
  • Zephyr (Shelly) ..| [Cover] | 15/15 | 22/22
  • Mearie (pf5234) ..| [Cover] | 09/09 | 28/28

.


  • Who dunnit?
  • How dunnit?
  • Why dunnit?


You walk off to conduct your separate investigations (except Mearie, she gives all the guests icy stares).

Cassius takes his time, inspecting the window from both the room and the street. The windowsill indeed casts an incredible shadow; it's as dark as night under it even now that the sun has come up. During the party, it would definitely have been possible for the murderer to stab Sir Garrin, escape out the window and hide here in the shadows, with the guard completely unawares.

Zephyr allows the exhausted fat man to lead him to this alleged culprit, Michaeus. He's a rodent of a man, with not an inch of muscle on him and not much more body mass, and in addition almost amusingly panicked.
"I, I, I swear it wasn't me! I had nothing to do with it! I had dinner, and the next thing I knew I was awake in that room! The culprit must have tried to frame me! I'm innocent, I swear!"

Vincent goes off to question the servants for the night. He asks them about the drinks and the circumstances of last night.
"We serve under Master Tallius (you assume this is the host Mearie pointed out earlier) at his personal house as well, and he stationed us at his inn for last night's event. The drinks were made exactly to his specifications, and no-one had a chance to spike them before they were served. However, even the servants and I woke up in a guest room this morning, which I cannot imagine us willingly doing."
It doesn't seem like they're lying, so there's a very small window of time during which the drinks could have been spiked, if you take that for granted.

Eventually, another yell echoes throughout the mansion.
"Oh my goodness! There's blood everywhere! How could they have desecrated the servant's room so?"
One of the guests, hovering over Vincent's shoulder, suggests that you take the four and make sure it's investigated, just to be thorough.

What will you do now?
- Linktree: linktr.ee/trilbs -
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penguinflyer5234
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Re: [PnP] Conspirators - Game

Post by penguinflyer5234 »

Mearie, Lv 1.00 (Cover)
09/09 HP
28/28 MP
2-4 Atk | +3 Hit | 13 AC | Crt @ 20
Chipped Quarterstaff [ 2-4 dmg ]
Robe [ +1 AC ]
Spoiler: Inventory & Status
Items (0/5):
[list][/list]

Spells (4/5):
[list][*][04] Chill
Mearie internally freezes the target dealing [WIL*3] ice damage, additionally freezing the enemy for [WIL/2] turns if FOR check, DC = [10+SPI].
[ Currently 9 damage and 1 turn ]
[*][04] Ice Shield
Mearie magics a shield made of ice (that doesn't freeze the target) that absorbs [WIL*2] damage. Any fire damage will instantly destroy the shield, and the target will get 50% of the fire damage. However, ice damage will do nothing.
[ Currently 6 damage ]
[*][06] Ice Numbing
Mearie chills the target dealing [WIL*2] ice damage a turn for [1+SPI/2] turns. Turn count and damage can be reduced each turn by doing FOR check, DC = [10+SPI]..
[ Currently 6 damage and 2 turns ]
[*][12] Ice Storm
Mearie summons an ice storm over all enemies dealing [WIL*6/n] ice damage each, where n is the number of enemies.
[ Currently 18 damage total ][/list]

Abilities (130/150 AP):
[list][*]Internal Healing [ 1 / 1 ] [ Active ] [ 35 AP]
Mearie can call on the powers of ice to heal 50% of her max HP.
[*]Ice Form [ Sustained ] [ 45 AP]
Mearie can use her magic to convert damage of HP to SP and vice versa, but can only do 50% spell damage.
[*]Ice Affinity [ Passive ] [ 0 AP ]
Mearie has given in to the ice powers; she only takes 33% damage from ice, but takes 50% more damage from fire.
[*]Staff Channel [ Passive ] [ 25 AP ]
Mearie can use staffs to channel energy from afar, dealing [ 3 * WIL ]
[*]Self Casting [ Passive ] [ 25 AP]
Mearie can cast spells on herself for a minor action.[/list]

Attributes:
-2 Strength
-2 Dexterity
-1 Agility
-2 Fortitude
-3 Spirit
-3 Willpower
"There's no reason for all of us to go. I'll stay behind and make sure no one leaves."
...
Cimeries
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Re: [PnP] Conspirators - Game

Post by Cimeries »

Image
Cassius, Lv 1.00 (Front)
25/25 HP
04/04 MP
8-14 Atk | +2 Hit | 17 AC | Crt @ 20
Greatsword ( 6-12 Atk )
Ceremonial Guard Armor ( +4 AC )
Spoiler: Inventory & Status
Items (3/9):
- Ceremonial Guard Helm ( +1 AC )
- <5/5> Throwing Knives [ 2-4 Atk, +1 Hit ]
- <2/5> Healing Flasks [Restores 10 HP]

Spells (0/0):
[list][*]None for now.[/list]

Image Class: Guardsman
Abilities [ 0130/0150 AP ]:

[list][*] Image Discipline [ Passive ] [ 25 AP ]
A positive Willpower score provides 1 bonus HP, and 1 additional MP per point. Positive Spirit only provides +2 MP instead of the usual +4.
[*] Image Guile [ Passive ] [ 25 AP ]
Attacks made by Cassius against targets unaware of his presence are converted to backstabs - guaranteed critical hits.[/list]

Image The Swordmaster aspect focuses on devastating sword techniques, speed, and fluid movement.
> Swordmaster [ 050 AP ]:

[list][*] Image Sword-Kata [ Passive ] [ 50 AP ]
If Cassius scores a hit with a sword, he recovers 1 MP, and his AC and spell dodge modifier increase by 2 until the end of the enemy's turn. The dodge bonus doesn't stack with itself. Delivering a killing blow causes enemies to lose track of Cassius, enabling backstab effects.[/list]

Image The Warlord aspect focuses on battlefield domination and survival against impossible odds.
> Warlord [ 000 AP ]:

[list][*] Image Warmachine [ Passive ] [ 30 AP ]
Whenever an enemy is overkilled (sent below 0 HP) Cassius' Hp is restored by half of that difference, rounded down.[/s][/list]

Image The Warden aspect focuses on support and defense, and boasts abilities designed to help the party as a whole.
> Warden [ 030 AP ]:

[list][*] Image Shock Trooper [ Passive ] [ 30 AP ]
On the first round of combat, the damage output of all of Cassius' party members is maximized, and that of all enemies is minimized.[/list]

Attributes:
+2 Strength
+2 Dexterity
+1 Agility
+1 Fortitude
-3 Spirit
+2 Willpower
Cassius looks around the courtyard in search of anything that may have been left by the escaping assassin. He also looks for and questions the guard that was stationed outside about it.
After he returns to the others and hears about the suspects, he says to the others:
"So we have four suspects and no way yet to know who did it. We'll have to question them further, maybe try to provoke a response from them... if the assassin did this for ideological reasons we might be able to infuriate them into a slip."
:wink:
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Re: [PnP] Conspirators - Game

Post by Shade »

Vincent, Lv 1.00 (Front)
13/13 HP
20/20 MP
5-8 Atk | +4 Hit | 17 AC | Crt @ 19
Rapier ( 3-6 Atk, +1 Hit, +1 Crt )
Battle Coat ( +3 AC )
Image [2/2]
Spoiler: Inventory & Status
Items (2/9):
- Vulnerary (Restores 50% HP)
- Spirit Dust (Restores 50% MP)

Spells (4/4):
[list][*][05] Valor
[Current: +3 Atk for 4 turns]
Increases the target's physical Atk by [3 + WIL/2] for [3 + SPI/2] turns.
[*][06] Mend
[Current: 6-18 base healing]
Heals the target by 4d4+[2xWIL] HP.
[*][07] Flash
[Current: DG 11, -1 Hit for 2 turns]
Forces all enemies to do a WIL saving throw against [10 + SPI/2]. Every target failing the check is inflicted with a [1 + WIL/3] Hit malus to all attacks for [2 + SPI/3] turns.
[*][09] Kaboom Sphere
[Current: 5-14 base damage, +2 Hit | 3-7 explosion damage]
Deals 3d4+[1.5xWIL] damage to the target and half that amount to all other enemies in an unavoidable explosion. Has no effect whatsoever if it misses the initial target.[/list]

Abilities (150/150 AP):
[list][*]Quick Cast [ 2 uses ] [ Active ] [ 25 AP ]
"Screw all the fancy gestures and get to the point."
-> Vincent can cast a spell as a minor action.
[*]Caution [ Sustained ] [ 25 AP ]
"You need to observe your opponent carefully."
-> When this ability is active, Vincent loses his minor action per turn, but receives a +2 AGI bonus. Activating this ability is a minor action, deactivating it is free (so he can still attack the turn he deactivates it).
[*]Comeback [ Passive ] [ 25 AP ]
"Hah, did you really think I'm done yet?"
-> Vincent cannot be K.O'd unless his HP already are at 1 when he gets hit.
[*]Parry [ Passive ] [ 25 AP ]
"Who needs a shield anyway?"
-> Vincent receives a passive +2 AC bonus when equipped with a suitably large melee weapon (anything as big as a short sword or bigger) and not equipped with a shield or a second weapon.
[*]Payback [ Passive ] [ 50 AP ]
"Sure, try me. You'll just run right into my blade."
-> Whenever an enemy misses Vincent with a melee attack, he immediately responds with a free physical counter-attack.[/list]

Attributes:
+2 Strength
+2 Dexterity
+1 Agility
-3 Fortitude
+2 Spirit
+1 Willpower
That only leaves a very small time window in which the drinks could've been spiked... Vincent sighs.
"I didn't sign up for this."

After meeting up with Cassius and the others again, Vincent gives a shrug of his shoulders.
"Worth a try, I guess. Let's check out the servants' room first, though."
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