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[PnP] Odyssey - Game

Posted: Thu Apr 11, 2013 12:17 am
by Ditto
Introduction:

The Wilderness is a famed place. Between the two most bustling and reknowned merchant cities in the world, Toha and Ira, the Wilderness covers miles upon miles of land. An aboveground labyrinth, it is beautiful yet also warped and distorted - one could travel this land and step in an instant from arid deserts to lush jungles, from white snowfields to open plains. Rocky islands float in the clear sky, rivers rushing off from sources unknown into shimmering lakes below. Tall trees seem to reach above the clouds themselves and deep craters reveal a seemingly endless abyss below. Many ideas of its creation have arisen, some scientific, some magical and some divine, but ultimately its origin is a mystery.

Host to hundreds, maybe thousands of creatures and monsters both known and unknown, few have survived the wilderness, fewer have crossed it, and none have conquered it. Even though it is the shortest known path between Toha and Ira, providing it an important position in the world of commerce, to this day it has never been mapped, nor has even a route across it. Explorers come in spades to Toha and Ira, armed to the teeth and prepared to accomplish that goal, seeking fame, fortune and glory.

You are one such explorer. Starting in the town of Toha, you and a group of adventurers, perhaps longtime friends or only newly formed comrades, have pooled your funds, arms, and strength towards that common goal - to triumph over the lands that have claimed so many before you and to make a name for yourselves.
.
  • Gauss (Cimeries) _..| [Front] | 17/17 | 3/3
  • Natasha (AoD) _....| [Front] | 20/20 |
  • Location: Toha - Market
  • Conditions: Noon, Sunny
Spoiler: Storage (0/20)
[list][*]Gold: 1,000
[*]Food: 1,000/2,500
[*]Water: 1,000/2,500[/list]

[list][*]None[/list]
.


You arrive at the Toha market. Despite the dangers that lurk beyond Toha's borders, the town itself is lively and welcoming. Defenses surrounding Toha's walls are heavily manned and heavily defended, yet rarely see use as most creatures are quickly dispatched by adventurers before they come close enough to pose a threat - in the meantime, the city prospers from trade and activity. Warriors and townsfolk alike flood the streets, with large crowds meeting around the fountain at the market square or visiting the many shops and market stalls that line the sidewalks. Many shops seem to cater to tourists, offering local dishes and delicacies, trinkets, jewelry and the like, but there are also plenty of stores that interest adventurers like yourself.

The crowd around the market square, on the other hand, serves its own purpose. Adventurers planning to set out into the Wilderness and looking for companions often head here simply due to convenience - the docks lead straight into the market square, where new arrivals are quickly sized up and recruited by veteran fighters. At that point, close proximity to the market means newly formed groups of adventurers can quickly stock up on whatever they need before setting out early in the day.
Spoiler: Gauss
You're not exactly a veteran yourself - hunting trips have taken you to the outskirts of the Wilderness, but you've never actually ventured within - but you've enough combat experience that you'd rather be a leader, even if in name only, than risk trusting a complete stranger. Taking what fortune you have from hunting and your days in the assassin's guild, you've decided to plan ahead, purchasing a caravan and loading it with a few weeks worth of food and water as well as a few bedrolls and blankets before heading to the market square. You're likely to need much more than that to make it through the expedition, but with only a thousand gold pieces to spare, you decide it's better to split what you have remaining with whatever comrades you can find before spending more.

Among the crowd at the market square, someone catches your eye. A red haired female, she carries a bastard sword in her left hand and a strange, perhaps magical gauntlet on her right. Her apparel sets her apart from the rest of the crowd, with a bowtie and formal attire unstained by blood or dirt strangely clashing with heavy armor. Perhaps it's only your imagination, but something about her seems mysterious and you're compelled to learn more - at any rate, she's likely no worse a potential comrade than anyone else among the crowd.

She turns to meet your gaze. After locking eyes for a moment, she changes course and heads towards you.
Spoiler: Natasha
Admiring the fountain at the market square, someone catches your eye. You spot a shady looking man sitting calmly at the edge of the water, eyes obstructed by a hood that conceals his upper head from the rays of the sun. A hunting knife and rough leather and hide armor likely created from beasts surrounding the city gives you the impression that this man is an outdoorsman, something that could prove very useful in the Wilderness.

You spot a caravan parked at the side of the road not far from his position, and it becomes apparent that he's looking for adventurers to come along with him. Given that you've lost your coinpurse already, although you're unsure whether yourself or a petty thief was at fault for that, you'd fare much better odds alongside with someone with the money to afford basic supplies.

You turn to meet his gaze. After locking eyes for a moment, you decide to approach him.

Re: [PnP] Odyssey - Game

Posted: Thu Apr 11, 2013 10:13 am
by Cimeries
Gauss, Lv1 [00] [Front]
17/17 HP
3/3 SP
1d6+2 Dmg | +2 Hit | +16 AC
Weapon: Heavy Hunting Knife [1d6 Dmg, Poaching]
Armor: Leather Armor [3 AC]
Spoiler:
Inventory...[ 02/07 ]
- [10/10] Throwing Knives [1d4 dmg]
- Red Potion [Restores 60% of max HP]

Spellbook...[ 03/03 ]
- Mage's Armor: The caster is adorned with ethereal armor pieces made of pure energy. The mage's armor absorbs 2d6+[2Wil] HP damage before vanishing. [Current: 2d6]
- Burst of Speed: The caster moves with supernatural speed for [3+Wil/2] turns, improving their ability to escape or pursue enemies, traverse distances, or attack enemies in the cover row. [Current: 3 turns]
- Blindness: The caster attempts to cloud the vision of a single target. The victim must make a Fort saving throw against d20+WILL or become blind for [3+Wil/2]. Blinded enemies roll d10 for attacking and dodging and are unable to defend themselves from backstab attacks. [Current: DC: d20, 3 turns]

Abilities

[list] Guile [ Passive ] [ 20 AP ]
Gauss can deliver devastating surprise attacks. Attacks made against unaware targets are considered backstabs - dealing x1.5 damage, +x0.1 per point of Perception. [Current: x1.7 backstab modifier]

Combat Awareness [ Passive ] [ 30 AP ]
Gauss can react to enemy attacks much quicker than most people. Gauss adds his Perception score to his AC. [Current: +2 AC]

Knife Mastery [ Passive ] [ 20 AP ]
Possessing exceptional skill with knife combat, Gauss gains +1 damage and hit with all knives, daggers, and small blades. Throwing knives are included.

Geyser Strike [ Active ][ 2 / 2 ] [ 60 AP ]
Gauss buries his weapon deep in a major artery and twists it - causing a nasty wound that bleeds heavily.
This attack deals maximized damage and causes the victim to bleed for 10% of the initial damage every turn, for [level] turns.
If the attack was a backstab, the duration of the bleeding is halved, but the victim bleeds for 40% of the initial damage per turn instead of 10%.
[Current: Bleed for 10% for 1 turn, 40% for 1 turn on backstabs. ]

Witch Hunter [ Passive ] [ 45 AP ]
Backstabs or killing blows against spell-casting opponents drain up to [Mettle] SP from them. Gauss's SP is restored by the amount that was drained.
[/list]

Attributes:
Mettle: +1
Finesse: +0
Agility: +1
Fortitude: +1
Spirit: +0
Willpower: +0
Perception: +2

Miscellanea:
Ability Points: 130/150
Hit Die: 1d6

Scripts:
After Combat:[list]
[*]Collect throwing knives
[*]Skin animals/beasts[/list]

Image
Gauss was the youngest of two brothers, sons a shipwright and his wife. In his youth he was responsible for the death of his older brother, through an unfortunate accident, which led to his father casting him out.
Wandering alone one day in the wilderness, he was spotted by a group of slavers, who captured him. In the night of the same day, he managed to escape, but not before slaying the majority of the slaver group, in their sleep or by surprise, as he was cutting a path through their camp and back into the forests.
His actions were witnessed by a member of a guild of assassins, who offered to take him in, and provide work and a place to sleep. Having nothing else he could do, Gauss accepted and joined the assassin's guild, killing marks for the guild for several years, and earning a small fortune in the process.
Eventually, the guild began falling apart - internal power struggles led to a sort of "civil war" among members of the guild - Gauss avoided taking part in the struggle and left before the conflict escalated. In the aftermath of the struggle, only a handful of assassins remained alive in the guild, and it had lost all of its influence.
Gauss retired to the quiet life of a hunter, living in a small shack he had built near the frontier city of Toha, with whatever money he had left.
He would hunt the animals roaming outside the city and trade their pelts and meat with the townsfolk for other services that he needed.

Lately Gauss has been growing dissatisfied with his life, feeling that it lacks purpose. Rumors of the vast labyrinth awoke something new in him, a spark of adventurous spirit. Perhaps by conquering the labyrinth he could make a name for himself and leave some sort of legacy.
Interesting. Gauss stands up as the woman approaches. She was wearing tidy expensive clothing under her armor, and was carrying a pair of impressive weapons. She reminded him of a target he silenced once - A small time baron. He would wear his armor over his expensive clothing much like her, even when he wasn't on the battlefield.
"Unusual choice of attire. Are you a noblewoman of some kind?"

Re: [PnP] Odyssey - Game

Posted: Fri Apr 12, 2013 8:54 pm
by Agent of Dread
Natasha, Lv1 [00] Brawler [Front]
20/20 HP

4-13 Dmg | +5 Hit | +14 AC
Weapon: Bastard sword [1d10 Dmg]
Offhand: The Gauntlet
Armor: Breastplate [5 AC, -1 AGI]
Spoiler:
Inventory...[ 1/7 ]
- Rose [Is red. Is good.]

Active[list]Grapple [G] [2/2]: Forces an enemy to make a Fort saving throw against d20+FIN. If failed, the enemy is unable to act for a turn and all hit checks against that target gain +3 to hit. Large enemies may have size modifiers to resisting grapples, and grappled targets are counted as "unaware" targets for backstabs. May be performed as a minor action for 2 uses. [60 AP]
Denting Blows [G] [3/3]: Strikes a single target, dealing melee damage and decreasing the AC of the enemy by 2 for [Lvl] turns if it hits. This effect stacks up to 3 times with a maximum penalty of 6 AC, and the duration is refreshed every time it stacks. May be combined with Fist of Steel. [45 AP][/list]

Passive[list]The Gauntlet: Natasha possesses The Gauntlet: a mysterious construct of metal, and possibly magic, that armours her right arm. It provides a passive +1 AC and allows her to make use of abilities marked with [G] while it is equipped. There may also be more to come... [20 AP][list]Fist of Steel: Natasha may attack with The Gauntlet instead of her equipped weapon. Doing so provides a +3 damage bonus and a -3 hit bonus.[20 AP][/list][/list]

Attributes:
Met: +3
Fin: +2
Agi: -3
For: +3
Spi: -3
Wil: -1
Per: +3

Miscellanea:
Ability Points: 5
Hit Die: 1d8
???: 0

Scripts:
- nil.

Description:
Image
Standing in the middle of the crowded city square, Natasha allowed her mind to wander. It always seemed this way; you'd get ready to start something or commence a project and prepare yourself adequately, but the closer you got to the crunch the more lost you'd become. She wasn't quite sure what she'd do now that she'd actually gotten to Toha.
She then spotted someone whose dress stood out probably as much as hers did, but for very different reasons. She examined him quickly - a hunter, had a caravan, looking for adventurers. It seemed their quest was the same, and before she knew it their gaze had met and she was walking over to him. When he asked her about her clothes, Natasha chuckled and responded:
"I guess it looks a bit like that, but no, I'm as plain as the stones under our feet. I suppose you're looking for companions to take into the Wilderness?"

Re: [PnP] Odyssey - Game

Posted: Fri Apr 12, 2013 9:25 pm
by Cimeries
Gauss, Lv1 [00] [Front]
17/17 HP
3/3 SP
1d6+2 Dmg | +2 Hit | +16 AC
Weapon: Heavy Hunting Knife [1d6 Dmg, Poaching]
Armor: Leather Armor [3 AC]
Spoiler:
Inventory...[ 02/07 ]
- [10/10] Throwing Knives [1d4 dmg]
- Red Potion [Restores 60% of max HP]

Spellbook...[ 03/03 ]
- Mage's Armor: The caster is adorned with ethereal armor pieces made of pure energy. The mage's armor absorbs 2d6+[2Wil] HP damage before vanishing. [Current: 2d6]
- Burst of Speed: The caster moves with supernatural speed for [3+Wil/2] turns, improving their ability to escape or pursue enemies, traverse distances, or attack enemies in the cover row. [Current: 3 turns]
- Blindness: The caster attempts to cloud the vision of a single target. The victim must make a Fort saving throw against d20+WILL or become blind for [3+Wil/2]. Blinded enemies roll d10 for attacking and dodging and are unable to defend themselves from backstab attacks. [Current: DC: d20, 3 turns]

Abilities

[list] Guile [ Passive ] [ 20 AP ]
Gauss can deliver devastating surprise attacks. Attacks made against unaware targets are considered backstabs - dealing x1.5 damage, +x0.1 per point of Perception. [Current: x1.7 backstab modifier]

Combat Awareness [ Passive ] [ 30 AP ]
Gauss can react to enemy attacks much quicker than most people. Gauss adds his Perception score to his AC. [Current: +2 AC]

Knife Mastery [ Passive ] [ 20 AP ]
Possessing exceptional skill with knife combat, Gauss gains +1 damage and hit with all knives, daggers, and small blades. Throwing knives are included.

Geyser Strike [ Active ][ 2 / 2 ] [ 60 AP ]
Gauss buries his weapon deep in a major artery and twists it - causing a nasty wound that bleeds heavily.
This attack deals maximized damage and causes the victim to bleed for 10% of the initial damage every turn, for [level] turns.
If the attack was a backstab, the duration of the bleeding is halved, but the victim bleeds for 40% of the initial damage per turn instead of 10%.
[Current: Bleed for 10% for 1 turn, 40% for 1 turn on backstabs. ]

Witch Hunter [ Passive ] [ 45 AP ]
Backstabs or killing blows against spell-casting opponents drain up to [Mettle] SP from them. Gauss's SP is restored by the amount that was drained.
[/list]

Attributes:
Mettle: +1
Finesse: +0
Agility: +1
Fortitude: +1
Spirit: +0
Willpower: +0
Perception: +2

Miscellanea:
Ability Points: 130/150
Hit Die: 1d6

Scripts:
After Combat:[list]
[*]Collect throwing knives
[*]Skin animals/beasts[/list]

Image
Gauss was the youngest of two brothers, sons a shipwright and his wife. In his youth he was responsible for the death of his older brother, through an unfortunate accident, which led to his father casting him out.
Wandering alone one day in the wilderness, he was spotted by a group of slavers, who captured him. In the night of the same day, he managed to escape, but not before slaying the majority of the slaver group, in their sleep or by surprise, as he was cutting a path through their camp and back into the forests.
His actions were witnessed by a member of a guild of assassins, who offered to take him in, and provide work and a place to sleep. Having nothing else he could do, Gauss accepted and joined the assassin's guild, killing marks for the guild for several years, and earning a small fortune in the process.
Eventually, the guild began falling apart - internal power struggles led to a sort of "civil war" among members of the guild - Gauss avoided taking part in the struggle and left before the conflict escalated. In the aftermath of the struggle, only a handful of assassins remained alive in the guild, and it had lost all of its influence.
Gauss retired to the quiet life of a hunter, living in a small shack he had built near the frontier city of Toha, with whatever money he had left.
He would hunt the animals roaming outside the city and trade their pelts and meat with the townsfolk for other services that he needed.

Lately Gauss has been growing dissatisfied with his life, feeling that it lacks purpose. Rumors of the vast labyrinth awoke something new in him, a spark of adventurous spirit. Perhaps by conquering the labyrinth he could make a name for himself and leave some sort of legacy.
"I am. I've been here looking for a partner since morning and I haven't met anyone worth my time yet... unless these weapons you're carrying aren't just for show. I'll be honest, you look different from the usual types of people I see here."
He offers a handshake.
"I am called Gauss."

Re: [PnP] Odyssey - Game

Posted: Fri Apr 12, 2013 9:54 pm
by Agent of Dread
Natasha, Lv1 [00] Brawler [Front]
20/20 HP

4-13 Dmg | +5 Hit | +14 AC
Weapon: Bastard sword [1d10 Dmg]
Offhand: The Gauntlet
Armor: Breastplate [5 AC, -1 AGI]
Spoiler:
Inventory...[ 1/7 ]
- Rose [Is red. Is good.]

Active[list]Grapple [G] [2/2]: Forces an enemy to make a Fort saving throw against d20+FIN. If failed, the enemy is unable to act for a turn and all hit checks against that target gain +3 to hit. Large enemies may have size modifiers to resisting grapples, and grappled targets are counted as "unaware" targets for backstabs. May be performed as a minor action for 2 uses. [60 AP]
Denting Blows [G] [3/3]: Strikes a single target, dealing melee damage and decreasing the AC of the enemy by 2 for [Lvl] turns if it hits. This effect stacks up to 3 times with a maximum penalty of 6 AC, and the duration is refreshed every time it stacks. May be combined with Fist of Steel. [45 AP][/list]

Passive[list]The Gauntlet: Natasha possesses The Gauntlet: a mysterious construct of metal, and possibly magic, that armours her right arm. It provides a passive +1 AC and allows her to make use of abilities marked with [G] while it is equipped. There may also be more to come... [20 AP][list]Fist of Steel: Natasha may attack with The Gauntlet instead of her equipped weapon. Doing so provides a +3 damage bonus and a -3 hit bonus.[20 AP][/list][/list]

Attributes:
Met: +3
Fin: +2
Agi: -3
For: +3
Spi: -3
Wil: -1
Per: +3

Miscellanea:
Ability Points: 5
Hit Die: 1d8
???: 0

Scripts:
- nil.

Description:
Image
Natasha offers her right arm to accept the handshake, but then glances at the elaborate metal construct adorning it and laughs again, taking her other hand off the sword to seal the introduction.
"Natasha. I won't try and tell you I'm the girl you're looking for, but as you can see I've got some pretty unique stuff to offer."
Gauss, hm. Strong name. Judging by his appearance and demeanour, she wouldn't be let down if they chose to partner up.

Re: [PnP] Odyssey - Game

Posted: Fri Apr 12, 2013 10:16 pm
by Cimeries
Gauss, Lv1 [00] [Front]
17/17 HP
3/3 SP
1d6+2 Dmg | +2 Hit | +16 AC
Weapon: Heavy Hunting Knife [1d6 Dmg, Poaching]
Armor: Leather Armor [3 AC]
Spoiler:
Inventory...[ 02/07 ]
- [10/10] Throwing Knives [1d4 dmg]
- Red Potion [Restores 60% of max HP]

Spellbook...[ 03/03 ]
- Mage's Armor: The caster is adorned with ethereal armor pieces made of pure energy. The mage's armor absorbs 2d6+[2Wil] HP damage before vanishing. [Current: 2d6]
- Burst of Speed: The caster moves with supernatural speed for [3+Wil/2] turns, improving their ability to escape or pursue enemies, traverse distances, or attack enemies in the cover row. [Current: 3 turns]
- Blindness: The caster attempts to cloud the vision of a single target. The victim must make a Fort saving throw against d20+WILL or become blind for [3+Wil/2]. Blinded enemies roll d10 for attacking and dodging and are unable to defend themselves from backstab attacks. [Current: DC: d20, 3 turns]

Abilities

[list] Guile [ Passive ] [ 20 AP ]
Gauss can deliver devastating surprise attacks. Attacks made against unaware targets are considered backstabs - dealing x1.5 damage, +x0.1 per point of Perception. [Current: x1.7 backstab modifier]

Combat Awareness [ Passive ] [ 30 AP ]
Gauss can react to enemy attacks much quicker than most people. Gauss adds his Perception score to his AC. [Current: +2 AC]

Knife Mastery [ Passive ] [ 20 AP ]
Possessing exceptional skill with knife combat, Gauss gains +1 damage and hit with all knives, daggers, and small blades. Throwing knives are included.

Geyser Strike [ Active ][ 2 / 2 ] [ 60 AP ]
Gauss buries his weapon deep in a major artery and twists it - causing a nasty wound that bleeds heavily.
This attack deals maximized damage and causes the victim to bleed for 10% of the initial damage every turn, for [level] turns.
If the attack was a backstab, the duration of the bleeding is halved, but the victim bleeds for 40% of the initial damage per turn instead of 10%.
[Current: Bleed for 10% for 1 turn, 40% for 1 turn on backstabs. ]

Witch Hunter [ Passive ] [ 45 AP ]
Backstabs or killing blows against spell-casting opponents drain up to [Mettle] SP from them. Gauss's SP is restored by the amount that was drained.
[/list]

Attributes:
Mettle: +1
Finesse: +0
Agility: +1
Fortitude: +1
Spirit: +0
Willpower: +0
Perception: +2

Miscellanea:
Ability Points: 130/150
Hit Die: 1d6

Scripts:
After Combat:[list]
[*]Collect throwing knives
[*]Skin animals/beasts[/list]

Image
Gauss was the youngest of two brothers, sons a shipwright and his wife. In his youth he was responsible for the death of his older brother, through an unfortunate accident, which led to his father casting him out.
Wandering alone one day in the wilderness, he was spotted by a group of slavers, who captured him. In the night of the same day, he managed to escape, but not before slaying the majority of the slaver group, in their sleep or by surprise, as he was cutting a path through their camp and back into the forests.
His actions were witnessed by a member of a guild of assassins, who offered to take him in, and provide work and a place to sleep. Having nothing else he could do, Gauss accepted and joined the assassin's guild, killing marks for the guild for several years, and earning a small fortune in the process.
Eventually, the guild began falling apart - internal power struggles led to a sort of "civil war" among members of the guild - Gauss avoided taking part in the struggle and left before the conflict escalated. In the aftermath of the struggle, only a handful of assassins remained alive in the guild, and it had lost all of its influence.
Gauss retired to the quiet life of a hunter, living in a small shack he had built near the frontier city of Toha, with whatever money he had left.
He would hunt the animals roaming outside the city and trade their pelts and meat with the townsfolk for other services that he needed.

Lately Gauss has been growing dissatisfied with his life, feeling that it lacks purpose. Rumors of the vast labyrinth awoke something new in him, a spark of adventurous spirit. Perhaps by conquering the labyrinth he could make a name for himself and leave some sort of legacy.
Gauss shakes' Natasha's hand. Firmer than he expected.
"I can see that. What is that thing, some kind of artifact?"
He inquires about her odd gauntlet. Either way, looks like he found himself a parter. He was hoping to find several capable companions, but Natasha just might be enough if she can fight as well as Gauss thinks she can. He was always good at sizing up people, it's a skill he pretty much had to learn.

Re: [PnP] Odyssey - Game

Posted: Fri Apr 12, 2013 11:00 pm
by Agent of Dread
Natasha, Lv1 [00] Brawler [Front]
20/20 HP

4-13 Dmg | +5 Hit | +14 AC
Weapon: Bastard sword [1d10 Dmg]
Offhand: The Gauntlet
Armor: Breastplate [5 AC, -1 AGI]
Spoiler:
Inventory...[ 1/7 ]
- Rose [Is red. Is good.]

Active[list]Grapple [G] [2/2]: Forces an enemy to make a Fort saving throw against d20+FIN. If failed, the enemy is unable to act for a turn and all hit checks against that target gain +3 to hit. Large enemies may have size modifiers to resisting grapples, and grappled targets are counted as "unaware" targets for backstabs. May be performed as a minor action for 2 uses. [60 AP]
Denting Blows [G] [3/3]: Strikes a single target, dealing melee damage and decreasing the AC of the enemy by 2 for [Lvl] turns if it hits. This effect stacks up to 3 times with a maximum penalty of 6 AC, and the duration is refreshed every time it stacks. May be combined with Fist of Steel. [45 AP][/list]

Passive[list]The Gauntlet: Natasha possesses The Gauntlet: a mysterious construct of metal, and possibly magic, that armours her right arm. It provides a passive +1 AC and allows her to make use of abilities marked with [G] while it is equipped. There may also be more to come... [20 AP][list]Fist of Steel: Natasha may attack with The Gauntlet instead of her equipped weapon. Doing so provides a +3 damage bonus and a -3 hit bonus.[20 AP][/list][/list]

Attributes:
Met: +3
Fin: +2
Agi: -3
For: +3
Spi: -3
Wil: -1
Per: +3

Miscellanea:
Ability Points: 5
Hit Die: 1d8
???: 0

Scripts:
- nil.

Description:
Image
"Artifact is probably the word. It gives me the feeling it doesn't like being taken off, and I can't exactly pawn haunted loot. Very useful in fights, though."

Re: [PnP] Odyssey - Game

Posted: Sat Apr 13, 2013 12:17 am
by Cimeries
Gauss, Lv1 [00] [Front]
17/17 HP
3/3 SP
1d6+2 Dmg | +2 Hit | +16 AC
Weapon: Heavy Hunting Knife [1d6 Dmg, Poaching]
Armor: Leather Armor [3 AC]
Spoiler:
Inventory...[ 02/07 ]
- [10/10] Throwing Knives [1d4 dmg]
- Red Potion [Restores 60% of max HP]

Image
Spellbook...[ 03/03 ]
- Mage's Armor: The caster is adorned with ethereal armor pieces made of pure energy. The mage's armor absorbs 2d6+[2Wil] HP damage before vanishing. [Current: 2d6]
- Burst of Speed: The caster moves with supernatural speed for [3+Wil/2] turns, improving their ability to escape or pursue enemies, traverse distances, or attack enemies in the cover row. [Current: 3 turns]
- Blindness: The caster attempts to cloud the vision of a single target. The victim must make a Fort saving throw against d20+WILL or become blind for [3+Wil/2]. Blinded enemies roll d10 for attacking and dodging and are unable to defend themselves from backstab attacks. [Current: DC: d20, 3 turns]

Abilities
[list] Image Guile [ Passive ] [ 20 AP ]
Gauss can deliver devastating surprise attacks. Attacks made against unaware targets are considered backstabs - dealing x1.5 damage, +x0.1 per point of Perception. [Current: x1.7 backstab modifier]

Image Combat Awareness [ Passive ] [ 30 AP ]
Gauss can react to enemy attacks much quicker than most people. Gauss adds his Perception score to his AC. [Current: +2 AC]

Image Knife Mastery [ Passive ] [ 20 AP ]
Possessing exceptional skill with knife combat, Gauss gains +1 damage and hit with all knives, daggers, and small blades. Throwing knives are included.

Image Geyser Strike [ Active ][ 2 / 2 ] [ 60 AP ]
Gauss buries his weapon deep in a major artery and twists it - causing a nasty wound that bleeds heavily.
This attack deals maximized damage and causes the victim to bleed for 10% of the initial damage every turn, for [level] turns.
If the attack was a backstab, the duration of the bleeding is halved, but the victim bleeds for 40% of the initial damage per turn instead of 10%.
[Current: Bleed for 10% for 1 turn, 40% for 1 turn on backstabs. ][/list]

Attributes:
Mettle: +1
Finesse: +0
Agility: +1
Fortitude: +1
Spirit: +0
Willpower: +0
Perception: +2

Miscellanea:
Ability Points: 130/150
Hit Die: 1d6

Scripts:
After Combat:[list]
[*]Collect throwing knives
[*]Skin animals/beasts[/list]

Image
Gauss was the youngest of two brothers, sons a shipwright and his wife. In his youth he was responsible for the death of his older brother, through an unfortunate accident, which led to his father casting him out.
Wandering alone one day in the wilderness, he was spotted by a group of slavers, who captured him. In the night of the same day, he managed to escape, but not before slaying the majority of the slaver group, in their sleep or by surprise, as he was cutting a path through their camp and back into the forests.
His actions were witnessed by a member of a guild of assassins, who offered to take him in, and provide work and a place to sleep. Having nothing else he could do, Gauss accepted and joined the assassin's guild, killing marks for the guild for several years, and earning a small fortune in the process.
Eventually, the guild began falling apart - internal power struggles led to a sort of "civil war" among members of the guild - Gauss avoided taking part in the struggle and left before the conflict escalated. In the aftermath of the struggle, only a handful of assassins remained alive in the guild, and it had lost all of its influence.
Gauss retired to the quiet life of a hunter, living in a small shack he had built near the frontier city of Toha, with whatever money he had left.
He would hunt the animals roaming outside the city and trade their pelts and meat with the townsfolk for other services that he needed.

Lately Gauss has been growing dissatisfied with his life, feeling that it lacks purpose. Rumors of the vast labyrinth awoke something new in him, a spark of adventurous spirit. Perhaps by conquering the labyrinth he could make a name for himself and leave some sort of legacy.
"I see. Well, it looks like you're the best company I can hope for today. I still have some money left, we should stock up on some additional supplies. I have the basics already, but there's no sense in carrying money into the labyrinth."

Re: [PnP] Odyssey - Game

Posted: Sat Apr 13, 2013 1:46 am
by Agent of Dread
Natasha, Lv1 [00] Brawler [Front]
20/20 HP

4-13 Dmg | +5 Hit | +14 AC
Weapon: Bastard sword [1d10 Dmg]
Offhand: The Gauntlet
Armor: Breastplate [5 AC, -1 AGI]
Spoiler:
Inventory...[ 1/7 ]
- Rose [Is red. Is good.]

Active[list]Grapple [G] [2/2]: Forces an enemy to make a Fort saving throw against d20+FIN. If failed, the enemy is unable to act for a turn and all hit checks against that target gain +3 to hit. Large enemies may have size modifiers to resisting grapples, and grappled targets are counted as "unaware" targets for backstabs. May be performed as a minor action for 2 uses. [60 AP]
Denting Blows [G] [3/3]: Strikes a single target, dealing melee damage and decreasing the AC of the enemy by 2 for [Lvl] turns if it hits. This effect stacks up to 3 times with a maximum penalty of 6 AC, and the duration is refreshed every time it stacks. May be combined with Fist of Steel. [45 AP][/list]

Passive[list]The Gauntlet: Natasha possesses The Gauntlet: a mysterious construct of metal, and possibly magic, that armours her right arm. It provides a passive +1 AC and allows her to make use of abilities marked with [G] while it is equipped. There may also be more to come... [20 AP][list]Fist of Steel: Natasha may attack with The Gauntlet instead of her equipped weapon. Doing so provides a +3 damage bonus and a -3 hit bonus.[20 AP][/list][/list]

Attributes:
Met: +3
Fin: +2
Agi: -3
For: +3
Spi: -3
Wil: -1
Per: +3

Miscellanea:
Ability Points: 5
Hit Die: 1d8
???: 0

Scripts:
- nil.

Description:
Image
"I like your thinking, sounds like a plan."

Re: [PnP] Odyssey - Game

Posted: Sat Apr 13, 2013 3:03 am
by Ditto
.
  • Gauss (Cimeries) _..| [Front] | 17/17 | 3/3
  • Natasha (AoD) _....| [Front] | 20/20 |
  • Location: Toha - Market
  • Conditions: Noon, Sunny
Spoiler: Storage (0/20)
[list][*]Gold: 1,000
[*]Food: 1,000/2,500
[*]Water: 1,000/2,500[/list]

[list][*]None[/list]
.

Spoiler: Apothecary
================================================================
[1/3] Red Herb [ Restores 10 HP ] - 25 Gold
[1/3] Blue Herb [ Restores 1 spell use ] - 25 Gold
[1/3] Yellow Herb [ Restores 1 random ability use ] - 25 Gold

[1/5] Red Potion [ Restores 60% of the users HP ] - 100 Gold
[1/5] Blue Potion [ Restores 2 spell uses ] - 100 Gold
[1/5] Yellow Potion [ Restores 2 random ability uses ] - 100 Gold
[1/5] Purple Potion [ Restores 30% of the users HP and 1 spell use] - 100 Gold
[1/5] Orange Potion [ Restores 30% of the users HP and 1 random ability use ] - 100 Gold
[1/5] Green Potion [ Restores 1 spell use and 1 random ability use ] - 100 Gold

Mortar and Pestle [ Equipment used to make potions ] - 100 Gold
[1/5] Glass Bottle [ Used to hold potions and other liquids ] - 25 Gold
================================================================

As you enter the potions shop, you see a man standing in front of a shelf. Glasses lopsided, hair disheveled and with a frantic expression on his face, he seems too focused on his work to notice your presence.

Picking up two red leaves from the tall pile in front of him, he hurriedly grinds them in a mortar and pestle before pouring the contents into a bottle of water. Only after putting a cork on the bottle and vigorously shaking it does he look up and realize your presence, at which point the bottle slips out of his hand, flies back into the wall behind him and promptly shatters.

The man stares blankly at you for a moment before straightening his classes.
"Oh, um, greetings! P-please feel free to browse, and do tell me if you find anything you like."
He curses under his breath - seemingly unaware of how loudly he's doing so - and grabs a broom to clean up the broken glass.
Spoiler: Adventuring Gear
================================================================
Woodcutter's Axe [ 1d6, -1 Hit ] [ Woodcutting ] - 50 Gold
Mining Pick [ 1d4 ] [ Mining ] - 50 Gold
Knife [ 1d4 ] [ Poaching ] - 50 Gold

Torch [ Provides weak light if lit, lasts for 8 hours ] - 25 Gold
Flint and Steel [ 25/25 ] [ May be used to start a fire ] - 50 Gold
Lantern [ Unlit ] [ May be used to provide bright light, one bottle of lantern oil lasts for 24 hours] - 75 Gold

[1/5] Lantern Oil [ A glass bottle filled with lantern oil, may be used to light fires ] - 50 Gold
[1/5] Spring Water [ A glass bottle filled with spring water, may be used to make potions ] - 50 Gold

Rope [ 50 feet ] - 50 Gold
Net [ May be used to snare enemies ] - 50 Gold

[1/3] Lockpick [ May be used to open locks. Rolls d20+Finesse vs lock difficulty, with the pick breaking upon failure ] - 50 Gold
Backpack [ +3 carrying capacity, does not take up inventory space ] - 100 Gold
Rune of Return [ May be used to teleport the caravan to Toha, unusable in combat/dungeons ] - 250 Gold
================================================================

As you survey the supplies available to you, you're greeted by the shopkeeper. A tall and neatly dressed elf with clean cut, greased back hair, the man stares at you with narrow, half closed eyes and grins from ear to ear. You're unable to distinguish the sincerity of his smile, but sincere or not, it leaves you feeling more than a little disturbed.
"Hi! Let me know if you need anything! Not all of our goods are on display, so if you need something that you don't see, feel free to ask if we have it in stock! Here at Godfrey's goods, the customer is always first priority - that is, so long as they follow our one rule..."
The man leans in towards the two of you, eyes opening as wide as the smile that remains plastered on his face.
"No window shopping!"
He leaps back and cackles madly. You wonder if it might be best to buy something, anything, if only for your own safety...
Spoiler: Magic Shop
Hoping to learn some new spells, you approach the door only to find it locked with a wooden sign hanging on the doorknob.[quote="Sign"]THE WIZARD IS OUT! OUUUUUUUUUT![/quote]You leave, feeling a little bit disappointed. Hopefully the shopkeeper will return soon - until then, however, you cannot delay your journey simply to wait for him.
Spoiler: Armory
================================================================
Shortsword [ 1d6 ] - 100 Gold
Longsword [ 1d8 ] - 200 Gold
Greatsword [ 2d6, 2h ] - 400 Gold

Spear [ 1d4, +1 Hit ] - 100 Gold
Trident [ 1d6, +1 Hit] - 200 Gold
Halberd [ 2d4, +2 Hit ] - 400 Gold

Hand Axe [ 1d6, -1 Hit, 3x CrtDmg ] - 100 Gold
Battle Axe [ 1d8, -1 Hit, 3x CrtDmg ] - 200 Gold
Greataxe [ 2d6, -2 Hit, 2h, 4x CrtDmg ] - 400 Gold

Club [ 1d8, -1 Hit ] - 100 Gold
Mace [ 2d4, -1 Hit ] - 200 Gold
Maul [ 2d8, -2 Hit, 2h ] - 400 Gold

[10/10] Throwing Knives [ 1d4, Ranged ] - 100 Gold
[10/20] Throwing Stars [ 1d4, +1 Hit, Ranged ] - 200 Gold

Shortbow [ +3 Dmg, 2h ] - 100 Gold
Longbow [ +4 Dmg, 2h ] - 200 Gold

[20/20] Wooden Arrows [ 1d4 ] - 100 Gold
[20/20] Iron Arrows [ 1d6 ] - 200 Gold
[20/20] Steel Arrows [ 1d8 ] - 400 Gold

Buckler [ 2 AC ] - 100 Gold
Square Shield [ 3 AC ] - 200 Gold
Kite Shield [ 5 AC, -1 AGI ] - 400 Gold
================================================================



As the two of you look at the armaments in stock, Gauss feels someone poking him in the leg and turns around to find himself staring at thin air.
"Down here."
Gauss turns his gaze towards the ground, quickly followed by Natasha. A red bearded dwarf in an apron stares up at the two of you, stained with grime from head to toe - he's likely the blacksmith here.
"Oi!"
Feeling slightly embarassed about the delay, you lock eyes with the man and inquire as to what he wants. A stern expression adorns his face.
"About time. Yer adventurers, right? Headin' inte the Wilderness? Listen here. We're runnin' short on supplies here at the shop. I dunno how long yer gonna last out there, but if ye end up comin' back te Toha, any hides, ores, anything else that ye think might make a good weapon, bring 'em back here and sell 'em to us. Ye can even buy what we make if ye want."
The dwarf scratches his beard.
"Got that? Good. Don't go gettin' yerselves killed out there, I'm countin' on ye. Ye let monsters sneak up on ye easy as I did and yer not gonna last long."
Seemingly finished with his speech, the dwarf heads back towards an anvil in the back, picks up a hammer and resumes his work. Loud and rythmic clanging of metal upon metal echoes throughout the shop as you resume browsing the equipment.

Re: [PnP] Odyssey - Game

Posted: Sat Apr 13, 2013 10:08 am
by Cimeries
Gauss, Lv1 [00] [Front]
17/17 HP
3/3 SP
1d6+2 Dmg | +2 Hit | +18 AC
Weapon: Heavy Hunting Knife [1d6 Dmg, Poaching]
Off-Hand: Buckler [ 2 AC ]
Armor: Leather Armor [3 AC]
Spoiler:
Inventory...[ 03/10 ]
- [10/10] Throwing Knives [1d4 dmg]
- [1/5] Red Potion [Restores 60% of max HP]
- Flint and Steel [ 25/25 ]
-

Image
Spellbook...[ 03/03 ]
- Mage's Armor: The caster is adorned with ethereal armor pieces made of pure energy. The mage's armor absorbs 2d6+[2Wil] HP damage before vanishing. [Current: 2d6]
- Burst of Speed: The caster moves with supernatural speed for [3+Wil/2] turns, improving their ability to escape or pursue enemies, traverse distances, or attack enemies in the cover row. [Current: 3 turns]
- Blindness: The caster attempts to cloud the vision of a single target. The victim must make a Fort saving throw against d20+WILL or become blind for [3+Wil/2]. Blinded enemies roll d10 for attacking and dodging and are unable to defend themselves from backstab attacks. [Current: DC: d20, 3 turns]

Abilities
[list] Image Guile [ Passive ] [ 20 AP ]
Gauss can deliver devastating surprise attacks. Attacks made against unaware targets are considered backstabs - dealing x1.5 damage, +x0.1 per point of Perception. [Current: x1.7 backstab modifier]

Image Combat Awareness [ Passive ] [ 30 AP ]
Gauss can react to enemy attacks much quicker than most people. Gauss adds his Perception score to his AC. [Current: +2 AC]

Image Knife Mastery [ Passive ] [ 20 AP ]
Possessing exceptional skill with knife combat, Gauss gains +1 damage and hit with all knives, daggers, and small blades. Throwing knives are included.

Image Geyser Strike [ Active ][ 2 / 2 ] [ 60 AP ]
Gauss buries his weapon deep in a major artery and twists it - causing a nasty wound that bleeds heavily.
This attack deals maximized damage and causes the victim to bleed for 10% of the initial damage every turn, for [level] turns.
If the attack was a backstab, the duration of the bleeding is halved, but the victim bleeds for 40% of the initial damage per turn instead of 10%.
[Current: Bleed for 10% for 1 turn, 40% for 1 turn on backstabs. ][/list]

Attributes:
Mettle: +1
Finesse: +0
Agility: +1
Fortitude: +1
Spirit: +0
Willpower: +0
Perception: +2

Miscellanea:
Ability Points: 130/150
Hit Die: 1d6
Backpack: +3 Inventory slots

Scripts:
After Combat:[list]
[*]Collect throwing knives
[*]Skin animals/beasts[/list]

Image
Gauss was the youngest of two brothers, sons a shipwright and his wife. In his youth he was responsible for the death of his older brother, through an unfortunate accident, which led to his father casting him out.
Wandering alone one day in the wilderness, he was spotted by a group of slavers, who captured him. In the night of the same day, he managed to escape, but not before slaying the majority of the slaver group, in their sleep or by surprise, as he was cutting a path through their camp and back into the forests.
His actions were witnessed by a member of a guild of assassins, who offered to take him in, and provide work and a place to sleep. Having nothing else he could do, Gauss accepted and joined the assassin's guild, killing marks for the guild for several years, and earning a small fortune in the process.
Eventually, the guild began falling apart - internal power struggles led to a sort of "civil war" among members of the guild - Gauss avoided taking part in the struggle and left before the conflict escalated. In the aftermath of the struggle, only a handful of assassins remained alive in the guild, and it had lost all of its influence.
Gauss retired to the quiet life of a hunter, living in a small shack he had built near the frontier city of Toha, with whatever money he had left.
He would hunt the animals roaming outside the city and trade their pelts and meat with the townsfolk for other services that he needed.

Lately Gauss has been growing dissatisfied with his life, feeling that it lacks purpose. Rumors of the vast labyrinth awoke something new in him, a spark of adventurous spirit. Perhaps by conquering the labyrinth he could make a name for himself and leave some sort of legacy.
Woodcutters Axe - 50
Mining Pick - 50
Backpack - 100
Buckler - 100
Flint - 100
2 Torches - 50
Rope - 50

Total - 500

The axe, pick, torches and rope go in the caravan storage for now.

Re: [PnP] Odyssey - Game

Posted: Sat Apr 13, 2013 11:11 pm
by Agent of Dread
Natasha, Lv1 [00] Brawler [Front]
20/20 HP

4-13 Dmg | +5 Hit | +14 AC
Weapon: Bastard sword [1d10 Dmg]
Offhand: The Gauntlet
Armor: Breastplate [5 AC, -1 AGI]
Spoiler:
Inventory...[ 1/10 ]
- Rose [Is red. Is good.]

Active[list]Grapple [G] [2/2]: Forces an enemy to make a Fort saving throw against d20+FIN. If failed, the enemy is unable to act for a turn and all hit checks against that target gain +3 to hit. Large enemies may have size modifiers to resisting grapples, and grappled targets are counted as "unaware" targets for backstabs. May be performed as a minor action for 2 uses. [60 AP]
Denting Blows [G] [3/3]: Strikes a single target, dealing melee damage and decreasing the AC of the enemy by 2 for [Lvl] turns if it hits. This effect stacks up to 3 times with a maximum penalty of 6 AC, and the duration is refreshed every time it stacks. May be combined with Fist of Steel. [45 AP][/list]

Passive[list]The Gauntlet: Natasha possesses The Gauntlet: a mysterious construct of metal, and possibly magic, that armours her right arm. It provides a passive +1 AC and allows her to make use of abilities marked with [G] while it is equipped. There may also be more to come... [20 AP][list]Fist of Steel: Natasha may attack with The Gauntlet instead of her equipped weapon. Doing so provides a +3 damage bonus and a -3 hit bonus.[20 AP][/list][/list]

Attributes:
Met: +3
Fin: +2
Agi: -3
For: +3
Spi: -3
Wil: -1
Per: +3

Miscellanea:
Ability Points: 5
Hit Die: 1d8
???: 0

Scripts:
- nil.

Description:
Image
Natasha purchases:

Lantern + 2 bottles of Lantern Oil [175 gold]
Backpack [100 gold]
3 Red Herbs [75 gold]
3 Yellow Herbs [75 gold]

Total: 425 gold

The herbs and lantern go in the caravan.