[PnP] Conspirators - Game

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[PnP] Conspirators - Game

Post by Agent of Dread »

Image

It's the year 1850, in the land of Esyndia.
The winter has just set in. The blistering winds and blood-chilling cold approach, and the days falter and shorten by the week.
For the first time in many years, however, this winter isn't accompanied by gruesome civil war. All three of the major cities have finally decided to lay their arms to rest, and simply co-exist. While some still shiver from the high-running tensions that remain, a relative peace has come about at last.
It is in the sway of this reasonably good news that a gathering has been organised in the upper reaches of Malyast, the smallest of the major cities and the underdog of the wars from years gone past, to commemorate a year of no murders in its reach.
One way or another, it is within the bounds of this gathering that you have found yourself.

Chapter I -- Thrust Into
Spoiler: Cassius
Considering that there are lots of nobles and aristocrats slated to show up, you and a few of the other guards have been charged with coming around to ease their paranoia. You find this rather ridiculous for an event based around the commemoration of freedom from violent deaths, but it's not a guard's place to complain, right?
Spoiler: Vincent
After achieving notable success in Malyast and becoming one of the more affluent citizens, and making good use of your roguish charm and looks, you find it no surprise that you've been cordially invited to this fancy affair. How much the murders or lack thereof really matter to you is not a great amount, but as long as there's good food and expensive alcohol, there isn't anything for you to turn down, and so here you are.
Spoiler: Zephyr
After becoming renowned for your knowledge of traps and careful battlefield placements and tactics, and leading Malyast to more victories than the runt of the three Great Cities could ever have asked for because of them, you've become one of the more celebrated members of the military force. Despite it being rather ironic that you gained the affluence which put you on the very important guest list for this little party through murder and aiding its enactment, you don't seem to find it any sort of deterrent. You've got no reason not to attend, so why not enjoy some good company, meals and alcohol?
Spoiler: Mearie
When your father, who was of noble birth, received a rather prestigious invitation to an upper-class celebration, you managed to convince him to let you tag along and savour the atmosphere, and he just muttered something about 'preparing you for when you'd represent the family and all its dignity'. There isn't much more to tell about how you were set up to arrive here.


The southern reaches of Esyndia are its most mountainous parts, and it is within these peaks that Malyast sprawls.
The night is cold, the wind briskly blowing with scattered flakes of snow dotting the dark sky. The occasional warm light glows out of the households you pass, but dark clouds have obscured the moon and there isn't as much light as one would like to go around.
You aren't extremely bothered, though. It's only going to make the warm atmosphere of the party more pleasant, is it not?

You trudge up the cobbled roads that weave between increasingly gorgeous-looking buildings. You're certainly in the rich part of town now.
A quiet crowd becomes increasingly audible as you walk. Soon you've arrived at the entrance to a well-furnished tavern with pleasant music and equally pleasant laughter echoing out of it. There is a guard patrolling the outside, and you notice the windows to the rooms for guests hanging over his head; they all appear to be on the second story.
Presenting yourselves and your means of entry, most of them invitations, you're soon led into the centre of the building, a lovely dining hall filled with many posh, wealthy and cheerful men and women. It doesn't take long to be assimilated into the crowd, and you've no inhibitions in enjoying everything the gathering has to offer.
There are snacks and aperitifs being served at the moment; it seems as though the complementary dinner is to come later.

You've arrived at the scene. Now is the chance for you to introduce yourselves, whether to the readers or the other characters. There's nothing wrong with a little prior familiarity between any of you that you so choose; simply by entering the world of the wealthy you'll likely have gained some recognition to your name.

Additionally, special clues and hints may be given to characters apt to notice them. I'd suggest checking your PMs each time a new non-battle post lands.
How and when you use them and with whom you share them is up to you.

.
  • Cassius (Cime) ..| [Front] | 23/23 | 02/02
  • Vincent (Shade) ..| [Front] | 13/13 | 20/20
  • Zephyr (Shelly) ..| [Cover] | 15/15 | 22/22
  • Mearie (pf5234) ..| [Cover] | 09/09 | 28/28

.
What will you do?
Last edited by Agent of Dread on Tue Dec 11, 2012 11:18 am, edited 1 time in total.
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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
A handsome young man with neck-length gray hair and blue eyes, probably in his early twenties, wanders through the chilly, dark night, on his way to a party with all kinds of exotic food and drinks made to both taste good and to show off just how rich these people are. Vincent isn't exactly someone who enjoys needlessly showing off wealth, but every once in a while, attending a party that does is certainly alright. Besides, a good wine is something he most certainly won't turn down!

As he arrives at his destination, Vincent recognizes a familiar face.
"Ah, Cassius. You here on duty?"
Vincent's work is very flexible, so the two have crossed paths a few times before, helping each other out here and there.
"If you ask me, it's mildly ironic that a gathering to celebrate a year of no bloodshed needs this kind of security, haha!"
Last edited by Shade on Mon Dec 10, 2012 6:02 pm, edited 1 time in total.
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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
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 follows the massive crowds to the estate. He doesn't need an invitation like the visitors, the other guards know him by face.
Being part of the elite guard has its perks, and while Cassius didn't have much of a name for himself personally, his engraved armor was all the status symbolism that he needed. The royal guards are hand-picked from the best warriors in the field, and trained extensively under the strictest methods, so the position carried a sort of reverence among the population, and respect even from the aristocrats themselves.
The presence of Cassius and the other members of his unit was ironic almost, considering what tonight's event is meant to symbolize, that the upper classes of Malyast would want their best murderers watching over them in a celebration of peace.
Palace life wasn't as hectic or as exciting as the battlefield, but it was just as meaningful and interesting, and certainly far more luxurious.

He comes across Vincent, a man who did some... freelance work for their mutual employers, so they've had the chance to work together some times.
"Yes. Not formally though, I suspect they just want us here to look impressive as much as they want us here for actual security."
When Vincent mentions the ironic tang of the evening, Cassius replies.
"I was actually thinking the same thing... but I suppose you can't be too careful. We may have peace right now, but Malayst still has enemies. Better safe than sorry."

He watches a problematic spot he noticed earlier carefully as they speak. Cassius' genre savviness intuition kept him on the edge.
:wink:
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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 didn't expect so many people... She knows no one here, as all she did was wait at home.
She follows her dad, nervous of what will happen next.

I'm still waiting for you to appraise my new skills :\
...
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Re: [PnP] Conspirators - Game

Post by ShellShocker »

Zephyr, Lv 1.00 (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's jet black hair blended in with the dark skies as he cautiously strolled through the towns on the eerie-feeling night. It was an odd occasion; however, he shouldn't be too cautious as he knew how to survive in combat after his extensive experience serving in the previous wars. Although, Zephyr's knowledge of war combat was a curse to him: he never liked fighting - he was just forced to develop his skills and adapt. At first receiving an invitation was quite a surprise to him yet that was no barrier to letting him go there.

Eventually Zephyr had arrived after seemingly walking for eons. The curious man was then escorted to the center of the building which is filled with numerous people. While he was aware with most of the higher individuals were, Zephyr's name was not the most pleasant to hear for them. Zephyr, inspecting the room further, simply sees some snobby saps mixed in with people who had actually earned their right to be there - something with caused him to feel questionable displeasure. With slight discomfort, Zephyr attempted to join the celebrations. Perhaps his paranoia was uncalled for, after all.
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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

.


Having arrived and settled in adequately, you're starting to become comfortable in the atmosphere. After observing and/or talking with everyone, you've surmised that aside from yourself, there are twelve guests, three guards (Cassius not included) and four attendants.
Through the sound of hearty laughter comes the announcement that the main event -- the dinner -- is about to begin.
You all take your seats at the table, and the meal is served and drinks are poured. Even Cassius and the other guards inside partake of the food and drink, while still keeping an eye on the area.
One of the attendants methodically passes each of the set-out glasses, until she reaches Mearie's seating.
"A girl? Oh, umm... this is alcoholic! I-I can't--" She stammers, seemingly concerned about breaking her form as a servant, before a taller, male attendant calls out.
"She's just a girl, don't serve it to her. I'm sure there'll be some juice or something in the back."
"O-okay."
After this, the feast continues. The food is delicious and you all heartily tear into it, and over the course of the night your bellies become very satisfied. Eventually, the dinner draws to a close. At some point during the meal you were all handed keys, as well; they were evidently prepared for you to spend the night if the party continued for too long.
Spoiler: Cassius, Vincent, Zephyr
Shortly after eating, and feeling very content with yourself, you all stand up from your seats in perfect unison, march up the stairs and enter your allocated rooms, at which point you promptly fall asleep. You don't even ponder the peculiarity of this situation, you just go to bed. You sleep soundly until dawn.
Spoiler: Mearie
A little after the meal is done, you notice that everyone is heading upstairs to the sleeping quarters. Their gaits are almost perfectly in sync, straight-backed military steps. Even the attendants and guards (apart from the one patrolling outside) are going. You watch your father walk up last, and realise you're the only one left in the room. Despite the expectation that everything would be gracefully taken care of, the used plates and glasses still litter the dining table, and the room is a mess.
You don't see the point in standing around, though, and your father has gone to bed, meaning you won't get taken home, so you also go up to your room and fall asleep.
You awaken to the sound of people clamouring and loud banging.
Upon exiting your room, you find a large group of the guests from last night crowded around the door to one of the guest rooms.
"Sir Gallin! Wake up! Sir Gallin!"

What in the world is going on?
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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
"Uggh..."

Mearie stirs, getting up to see what's going on.

After opening her door to see what's happening, she notices the crowd and looks for her father.

SetTargetToFather
IfTargetNearby
. SendMessage "Father, what's going on?"
Else
. DoNothing
...
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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
After enjoying a comforting and delightful meal Zephyr's suspicions dimmed as the night fell on. As all of the guests left, Zephyr did so as well. He moved as hastily as he could to his bedroom in which he almost immediately fell into a deep slumber.

A large amount of banging and talking startles Zephyr and he bounces up, panicking. A pain suddenly hits him.
"Damn alcohol..."
Zephyr follows the noises towards the large group of the guests from last night. Something was up and he knew it. Zephyr seeks out a few of the men he met last night, Cassius and Vincent, in order to ask whether they knew what was happening.
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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
After soundly sleeping through the night like a rock, Vincent is prematurely woken up by loud noises outside his room.
"What in the seven blazes... Keep it down, will you..."
But of course Vincent's talking to himself is useless, so he grumpily gets up and leaves his room to investigate what's going on.

But at least it looks like he's not the only one to be in the dark about what's happening; that black-haired guy who quite obviously stood out seemed to be just as confused as Vincent himself.
"Heh, you look like you've got a hangover. Can't take much alcohol, eh?
As for this crowd... Let's just take a look, shall we?"


Judging from the crowd's reaction, it looks like someone might have been murdered - still, it's better to confirm it first than to just make assumptions.
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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 opens his eyes to the sight of the wooden ceiling of his room... his room?! Since when did he have a room in here?
He gets up from his bed as fast as he can, armor still donned, and checks his pockets... a key. He recalled eating and enjoying the drinks at the dinner, and going up to 'his' room to sleep, but that's not something Cassius would do. He and the other guards were stationed to patrol all night, and all the others went to their rooms as well... Why did he and the other guards break their posts? Just what the hell was in those drinks?

Hearing the commotion outside, he rushes out of the room and approaches a gathering near one of the other rooms. Making his way though the crowd, he enters Sir Gallin's room.
"What happened here? What's wrong with him?!"
:wink:
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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

.


It seems as though you're caught in some sort of consternation! The crowd is frantically banging on the door to this Sir Gallin's room - you vaguely remember this name as one of the nobles involved in something to do with the civil wars - and nobody seems to understand what's going on.

Mearie searches out her father, and finds him at the outskirts of the crowd that can barely be contained in the hallway. When she asks what's going on, he responds:
"Oh, thank goodness you're all right. We don't know what's happening, but Sir Gallin isn't stirring and the door to his room is locked."

Zephyr and Vincent observe cautiously. It seems quite likely that a murder may have occurred.

Cassius immediately pushes through the crowd, and upon noting his armour they easily comply. He attempts to open the door, but finds that it is indeed locked, and there is nothing to be heard on the other side.

No clue for this post.

What will you do?
- 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
Hmm... Mearie couldn't think of a way to open the door. She lets her mind wander, and eventually it went to what happened last night. Thinking on how those two men left differently last night, she tries to look for them. Maybe they had something to do with this?
...
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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
Vincent sighs at the sight of the crowd's uncontrolled display of panic.
"Everyone, calm down. Making such a ruckus about it won't help anyone."
Following Cassius' example, he then takes a look at the door himself. It really is completely silent on the other side...
"Well, three possibilities.
One, he's either deaf or his sleep is so incredibly deep that this ruckus wasn't enough to wake him up.
Two, he's indeed dead.
Or three, he's not actually in there."


But that's not all... Vincent lifts an eyebrow. Something's not adding up.
"What in the world do you people want from him this early in the morning, anyway? Who was the first to notice that he's not responding?"
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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 stands back and watches as Vincent speaks to the crowd, making a rash assumption that the man was murdered. Inside Zephyr feels inexplicable guilt for the possible death despite not being there, yet knowing he could have protected the guy. He then approaches Cassius to make a proposal.

"Perhaps you should break the door down if possible... Better safe than sorry."
Image
This signature picture has been cropped to fit the size limit.
Cimeries
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Posts: 7720
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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
So Sir Gallin did not answer, or was possibly absent as Vincent had observed. A battlemage suggested Cassius bash the door down and force his way in. It seemed extreme, but, given the circumstance, it may be the best course of action right now. Last night's events point at some kind of plot, and If Gallin was injured or incapacitated, but still alive, then they had no time to lose.
"Looks like that's what I'm going to do. Make some room."

Cassius takes a step back and attempts to kick the door down from its hinges.
:wink:
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