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PostPosted: Sat Dec 06, 2014 12:22 pm 
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Lumberjack (Developer)
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Joined: Wed Jul 23, 2008 6:56 am
Posts: 7523
Location: Israel
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Don't trust your senses, things are not as they seem.

...

A young man sat tied to the cold marble stone chair. He was only half conscious, his one remaining good eye squinting at the dark, while the other was covered in a bloody makeshift rag. He was wearing only his plain clothes, as his armor and weapons were thrown in a pile in the side of the room, out of reach...
He couldn't make out the rest of his surroundings, it was simply too dark. He quickly snapped out of his grogginess once he heard a set of footsteps approaching him in the dark, across the cold stone floors.

"Let me go you piece of s**t." he muttered towards the darkness.
A nearby candelabrum lights up at the sound of a fingersnap, casting just enough light for him to see the figure standing there. He couldn't make out too many details, aside from the fact that the person that appears to have somehow lit the candelabrum wore a set of imposing heavy scale mail armor.
"I'll consider it after you tell me everything you know." said the figure calmly, with a deep voice.
"What that hell is it that you expect me to know?!" he replied, getting angrier.
"Let's start with your name."
"... It's Svenn."
"Very well, mr. Svenn, tell me about the people you were with when we found you."
"I don't really know any of them."
The sound of metal chains striking the floor is heard across the chamber. The armored figure steps forward with the sound of chain links dragging across the floor, and the light reveals the man's appearance to Svenn. The man looks to be around 40 years of age, with a carefully groomed beard and a head full of gray hair. His armor is adorned with church insignia that Svenn recognized and a white over-garment with red crosses is worn above the armor. He is holding a thin metal chain in his left hand.
"I can help jog your memory if you'd like." the man says to Svenn, still calm.
"I'm not lying, I grouped up with them for that one job, that's it. We were going to split what we found down there evenly and go our saparate ways." Svenn replies defiantly.

"That sounds awfully convenient, but fine. Tell me how you met them."
"What does the church want with them anyway?"
"..."
"Well?"
"Just tell me how you met them."
"Fine, whatever, but I want this thing treated." Svenn said, turning his head to gesture at his bandaged eye. The interrogator nodded, putting his chain away. "I'll get a healer down here. Keep talking."
"I first met them about a week ago, in the town of Hydegrim. I arrived at night, too late for the curfew, and so the town gates were closed. I set up camp outside the gates and their group was there, huddled around a bonfire, stuck in the same situation as myself..."
"And?"
"They needed someone who knows the area - they were headed towards some kind of ruined keep just north of Lethmond. I offered to guide them there for a fee, mentioned I was good with a blade and they took me right in. They were an old group adventuring together, and they were looking for some kind of tome that was supposed to be in that keep. We never found that tome, but we did find our fair share of trouble down there..."

Next>>>




Lore:
Black Knight
Striped Lilies

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"If you quit my game I will find you and punch you repeatedly until you quit life. :>"


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PostPosted: Fri Dec 12, 2014 10:52 pm 
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Lumberjack (Developer)
Lumberjack (Developer)
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Joined: Wed Jul 23, 2008 6:56 am
Posts: 7523
Location: Israel
Quote:
  • Image | Erinelca (PF5) _| 18/18 | Lv 00 | [Front] |
  • Image | Surlak (Octy) __| 15/15 | Lv 00 | [Front] |
  • Image | Svenn (NPC) .__| 22/22 | Lv 02 | [Front] |

Gold: 100



Your group arrives in Hydegrim at midnight. The imposing wooden gates are closed at night as the city is under strict curfew - a countermeasure to the rampant bandits roaming these parts. It seems that you will be forced to make camp outside the gates and rest here until morning, when the gates finally open.

Hydegrim is a border town lodged between two mountain ranges on both sides, essentially making it a bottleneck separating the known world from the area known as the "Spine", a frigid, snowy, mountainous waste home to a handful of frontier settlements and scattered with many ancient ruins from centuries past. One of these ruins, located northwest of a settlement called Lethmond, is where the Book of Battle is said to be.

The travel here was long and while your group was originally larger when you set off on your quest, only the two of you stuck together up to this point.

You see that several other groups of adventurers and caravan crews ended up having to spend the night outside of the gates. You get the impression that this is a regular occurrence. You find a small cranny in the mountain side and put together a modest bonfire.

A man approaches you. He is relatively young, in his late twenties, has a messy head of brown hair and wears a quality set of hide armor with an iron breastplate and matching boots and gauntlets. A small quiver and crossbow hang from his belt on one side, and a large curved sword, sheathed, hangs on his back. All in all, he looks like some sort of adventurer, much like yourselves.
He introduces himself as Svenn, a traveling mercenary looking for work. And asks if he could rest near your fire, since he is traveling alone.

After a few minutes of talking, you learn that he has just recently finished an escort job, and that he knows the area very well. You tell him of your destination, and he offers to take you there for a modest fee. It seems like a fair deal, so you agree. You set aside the required amount of gold for his payment, and notice that you have 100 gold left.

Is there anything you wish to do before you rest until morning?

Points of Interest:
    ========================================
    [1] The bonfire - Its fire is warm and welcoming.

    [2] The closed town gate - Two guards stand at the wall above.

    [3] A group of adventurers sitting nearby - A ragtag group consisting of two humans, an orc warrior, and a strange looking boy.

    [4] A lone knight in black armor - He sits away from the light, leaning on a tree, and seems to be contemplating something.
    ========================================

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"If you quit my game I will find you and punch you repeatedly until you quit life. :>"


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PostPosted: Fri Dec 12, 2014 11:39 pm 
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Sheep (Developer)
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Joined: Wed Jul 23, 2008 1:39 am
Posts: 3019
Location: Best Southwest
Erinelca, Lvl 0.00 Ranger [Cover]
18/18 HP
+1 DMG | +5 HIT | +5 AC
Weapon: Marksman's Bow (2-8 DMG, +4 HIT)
Armor: Leather Armor (3 AC)
[Reveal] Spoiler:
Inventory [ 03/10 ]
- Dagger (1-4 DMG, +1 HIT)
- 15 Broadhead Arrows (+3 DMG, +3 HIT)
- 50 Arrows

Active Abilities
    Power Shot [2/2]: Does triple damage. [ 200 AP ]

Sustained Abilities
    Concentration: Half +AC is converted to Hit. [ 25 AP ]

Passive Abilities
    Fletch: Creates 1d10 + 2*DEX regular arrows whenever Erinelca rests. [ 65 AP ]

Attributes:
STR: +2
DEX: +3
AGI: +4
VIT: +1
INT: -2
WIL: -3

Ability Points: 10

Scripts:
- nil

Description: Pretty average build and height, plain clothing.

Erinelca was raised in a forest. When he was young his parents disappeared and left him a bow and some arrows. To survive he had to hunt and learn how to make arrows. Then the forest was set ablaze, causing Erinelca to want to become stronger to protect forests.


Since Erinelca is a bit of a loner sometimes, he sits near the bonfire.

_________________
...


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PostPosted: Sat Dec 13, 2014 12:10 am 
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Darkshine Knight (Extremist fanatic)
Darkshine Knight (Extremist fanatic)
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Joined: Sat Feb 20, 2010 1:07 pm
Posts: 2533
Surlak, Lv1 [00] Extortionist [Cover]
15/15 HP
Spellpoints: +2
+1 DMG | +2 HIT | +2 AC
Weapon: Engraved Dagger [2-5 Dmg]
Armor: Auburn Cloak [1 AC, +1 to magic resistance checks]
[Reveal] Spoiler:
Inventory...[ 03/10 ]
- 3x Stinging Salve (restores 20 HP over 2 turns, but stuns for 1 turn)

Spellbook...[ 02/02 ]
    - Void Collapse - Creates a nucleus of extreme gravity for a split second, ripping apart anyone standing too close for 1-8+WILx3 DMG. Particularly massive opponents resist some of the damage of this spell, while particularly small targets receive greater harm.
    - Ripline - A thick chain of arcane matter grabs an enemy and attempts to drag them towards the caster, dealing 1-6+WILL damage. If the target fails a VIT check against the caster's INT, they are pulled forward: Targets in the cover row are dragged to the front, and targets in the front row fall down, losing their dodge +AC and becoming vulnerable to attacks until they can get up.
Active Abilities
    - Corner [1/1]: Surlak isolates an enemy, reducing their AC by 2 and preventing them from being affected by their allies' support abilities for 2 turns. This is a minor action. (70 AP)
    - Hostage [1/1]: Upon hitting a cornered enemy with a spell, Surlak can choose to make the spell nonlethal and stun them if they'd otherwise die, threatening to finish them off. The threat works much better if another cast of the spell could actually kill the target. (25 AP)
    (If the spell doesn't actually connect, the skill isn't used.)
  • Mend [1/1] [curr: 2 turns]: Surlak ignores her wounds for just a moment, regaining up to 7 HP that are lost again after [INT] rounds. The expiration can't reduce health below 1. Overhealing during the effect will prevent the health loss. (70 AP)
Sustained Abilities
    - Deterrence: Whenever an enemy dies, one random other enemy without a strong personal interest in the current battle may flee or surrender unless they pass a will test. Looking intimidating takes up a minor action every turn. (35 AP)
Passive Abilities
    - Adaptible [curr: 2 AC, 1 dmg]: When running out of spell points, Surlak's WIL drops to zero and the points are distributed equally among AC and weapon damage (odd numbers increase AC first) for the remainder of the battle. (165 AP)
  • Conduit: Surlak can fuse additional energy into damaging spells, doing 50% less bonus damage for each spell point spent this way, min. 1 (if an example spell would do 8 damage, 4 conduit points would add 4+2+1+1). Overkill damage from the conduit bonus will affect another random hostile target. (50 AP)


Attributes:
STR: +2
DEX: -3
AGI: +2
VIT: -1
INT: +2
WIL: +3

Ability Points: 5

Scripts:
- target whoever seems the most important/could be killed this turn. preferrably target casters.
- corner the target, then spam vacuum on them, attack them when out of spell points

Description:

Surlak is wiry, fairly tall and around 30. She usually wears a red-brown coat. Her posture is upright and tense. Her face shows some battle scars with the biggest one running from her chin to her neck.

Surlak was raised to be a guardian by the Servants of the Wing, a sect notable for their belief that their religious duties are necessary for the continuity of the world.
She had always been obsessed with the thought that she was bound to meet a terrible end, and eventually she left her people, out of an impulse to face her apparent doom head-on as well as restlessness and curiosity.
Seeking to either steel herself so she could overcome her nightmares or just get her tormentous future over with, she took on various unpleasant and dangerous jobs, mostly as a bounty hunter or bodyguard, and made a habit of openly antagonizing people she disliked.
Despite her habit to seek out danger, Surlak prefers subduing her opponents to all-out combat, as having to kill and the very prospect of losing someone cause her great distress.
The more she enjoys life, the more she feels as though she's just delaying the inevitable.

"Excuse me for a moment, I wanna know what the broody guy is up to."
Surlak tries to listen in to the adventurers for a short while and then, indeed talks to the broody guy.
"So what's bothering you, if I may ask?"


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PostPosted: Sat Dec 13, 2014 1:08 am 
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Lumberjack (Developer)
Lumberjack (Developer)
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Joined: Wed Jul 23, 2008 6:56 am
Posts: 7523
Location: Israel
Quote:
  • Image | Erinelca (PF5) _| 18/18 | Lv 00 | [Front] |
  • Image | Surlak (Octy) __| 15/15 | Lv 00 | [Front] |
  • Image | Svenn (NPC) .__| 22/22 | Lv 02 | [Front] |

Gold: 100



You stare silently into the bonfire. The smoldering embers shower you in their warmth. The north is especially cold, and you hope you will find the tome fast so as not too experience too much of the biting cold weather the Spine is so infamous for.

You try to eavesdrop a bit on the odd group, but they don't seem talk much at all.

You approach the knight. He is a muscular man with tidy, short, blond hair and a stern expression. He wears an intimidating looking, sleeveless black breastplate and black leather boots and armored leggings. A black helmet and a battleaxe sit on the ground near him, and his two belts carry small flasks of odd looking green liquid and some throwing daggers, respectively. A freshly healed scar lines his right cheek. He notices your approach.
"I don't usually talk to strangers about my problems."
He sizes you up.
"Let's just say that I have some unfinished business with someone in this town that needs taking care of."
He stares at you for a moment, noticing the quality of your weapons.
"... Actually, you look like you know your way around a fight. I hate to admit this, but I may require some... backup when the time comes. Feel like making a bit of coin?"

_________________
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"If you quit my game I will find you and punch you repeatedly until you quit life. :>"


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PostPosted: Sat Dec 13, 2014 1:22 am 
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Darkshine Knight (Extremist fanatic)
Darkshine Knight (Extremist fanatic)
User avatar

Joined: Sat Feb 20, 2010 1:07 pm
Posts: 2533
Surlak, Lv1 [00] Extortionist [Cover]
15/15 HP
Spellpoints: ■■
+1 DMG | +2 HIT | +2 AC
Weapon: Engraved Dagger [2-5 Dmg]
Armor: Auburn Cloak [1 AC, +1 to magic resistance checks]
[Reveal] Spoiler:
Inventory...[ 03/10 ]
- 3x Stinging Salve (restores 20 HP over 2 turns, but stuns for 1 turn)

Spellbook...[ 02/02 ]
    - Void Collapse - Creates a nucleus of extreme gravity for a split second, ripping apart anyone standing too close for 1-8+WILx3 DMG. Particularly massive opponents resist some of the damage of this spell, while particularly small targets receive greater harm.
    - Ripline - A thick chain of arcane matter grabs an enemy and attempts to drag them towards the caster, dealing 1-6+WILL damage. If the target fails a VIT check against the caster's INT, they are pulled forward: Targets in the cover row are dragged to the front, and targets in the front row fall down, losing their dodge +AC and becoming vulnerable to attacks until they can get up.
Active Abilities
    - Corner [1/1]: Surlak isolates an enemy, reducing their AC by 2 and preventing them from being affected by their allies' support abilities for 2 turns. This is a minor action. (70 AP)
    - Hostage [1/1]: Upon hitting a cornered enemy with a spell, Surlak can choose to make the spell nonlethal and stun them if they'd otherwise die, threatening to finish them off. The threat works much better if another cast of the spell could actually kill the target. (25 AP)
    (If the spell doesn't actually connect, the skill isn't used.)
  • Mend [1/1] [curr: 2 turns]: Surlak ignores her wounds for just a moment, regaining up to 7 HP that are lost again after [INT] rounds. The expiration can't reduce health below 1. Overhealing during the effect will prevent the health loss. (70 AP)
Sustained Abilities
    - Deterrence: Whenever an enemy dies, one random other enemy without a strong personal interest in the current battle may flee or surrender unless they pass a will test. Looking intimidating takes up a minor action every turn. (35 AP)
Passive Abilities
    - Adaptible [curr: 2 AC, 1 dmg]: When running out of spell points, Surlak's WIL drops to zero and the points are distributed equally among AC and weapon damage (odd numbers increase AC first) for the remainder of the battle. (165 AP)
  • Conduit: Surlak can fuse additional energy into damaging spells, doing 50% less bonus damage for each spell point spent this way, min. 1 (if an example spell would do 8 damage, 4 conduit points would add 4+2+1+1). Overkill damage from the conduit bonus will affect another random hostile target. (50 AP)


Attributes:
STR: +2
DEX: -3
AGI: +2
VIT: -1
INT: +2
WIL: +3

Ability Points: 5

Scripts:
- target whoever seems the most important/could be killed this turn. preferrably target casters.
- corner the target, then spam vacuum on them, attack them when out of spell points

Description:

Surlak is wiry, fairly tall and around 30. She usually wears a red-brown coat. Her posture is upright and tense. Her face shows some battle scars with the biggest one running from her chin to her neck.

Surlak was raised to be a guardian by the Servants of the Wing, a sect notable for their belief that their religious duties are necessary for the continuity of the world.
She had always been obsessed with the thought that she was bound to meet a terrible end, and eventually she left her people, out of an impulse to face her apparent doom head-on as well as restlessness and curiosity.
Seeking to either steel herself so she could overcome her nightmares or just get her tormentous future over with, she took on various unpleasant and dangerous jobs, mostly as a bounty hunter or bodyguard, and made a habit of openly antagonizing people she disliked.
Despite her habit to seek out danger, Surlak prefers subduing her opponents to all-out combat, as having to kill and the very prospect of losing someone cause her great distress.
The more she enjoys life, the more she feels as though she's just delaying the inevitable.

"Huh, depends. I keep my mouth shut even if it's not my kind of business, so would you mind giving me some hints as to who and why?
My companions should probably get a say in this too."

Taking quests at level 1 is weird because I never feel up for the job.
edited to not call them "new allies" in order to reveal less <albeit irrelevant> information


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PostPosted: Sat Dec 13, 2014 8:20 am 
Offline
Lumberjack (Developer)
Lumberjack (Developer)
User avatar

Joined: Wed Jul 23, 2008 6:56 am
Posts: 7523
Location: Israel
Quote:
  • Image | Erinelca (PF5) | Ranger ____| 18/18 | Lv 00 | [Front] |
  • Image | Surlak (Octy) _| Extortionist | 15/15 | Lv 00 | [Front] |
  • Image | Svenn (NPC) ._| Sellsword __| 22/22 | Lv 02 | [Front] |

Gold: 100


"A wizard living in this town is in possession of my late brother's sword."
He says, quietly but visibly angry.
"I don't know how well defended he is. I might need someone to interfere in case I find myself too outnumbered.

Svenn says to you quietly.
"I don't mind assisting, but I would want a share of the payment."

_________________
Image

"If you quit my game I will find you and punch you repeatedly until you quit life. :>"


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PostPosted: Sat Dec 13, 2014 10:01 am 
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Darkshine Knight (Extremist fanatic)
Darkshine Knight (Extremist fanatic)
User avatar

Joined: Sat Feb 20, 2010 1:07 pm
Posts: 2533
Surlak, Lv1 [00] Extortionist [Cover]
15/15 HP
Spellpoints: ■■
+1 DMG | +2 HIT | +2 AC
Weapon: Engraved Dagger [2-5 Dmg]
Armor: Auburn Cloak [1 AC, +1 to magic resistance checks]
[Reveal] Spoiler:
Inventory...[ 03/10 ]
- 3x Stinging Salve (restores 20 HP over 2 turns, but stuns for 1 turn)

Spellbook...[ 02/02 ]
    - Void Collapse - Creates a nucleus of extreme gravity for a split second, ripping apart anyone standing too close for 1-8+WILx3 DMG. Particularly massive opponents resist some of the damage of this spell, while particularly small targets receive greater harm.
    - Ripline - A thick chain of arcane matter grabs an enemy and attempts to drag them towards the caster, dealing 1-6+WILL damage. If the target fails a VIT check against the caster's INT, they are pulled forward: Targets in the cover row are dragged to the front, and targets in the front row fall down, losing their dodge +AC and becoming vulnerable to attacks until they can get up.
Active Abilities
    - Corner [1/1]: Surlak isolates an enemy, reducing their AC by 2 and preventing them from being affected by their allies' support abilities for 2 turns. This is a minor action. (70 AP)
    - Hostage [1/1]: Upon hitting a cornered enemy with a spell, Surlak can choose to make the spell nonlethal and stun them if they'd otherwise die, threatening to finish them off. The threat works much better if another cast of the spell could actually kill the target. (25 AP)
    (If the spell doesn't actually connect, the skill isn't used.)
  • Mend [1/1] [curr: 2 turns]: Surlak ignores her wounds for just a moment, regaining up to 7 HP that are lost again after [INT] rounds. The expiration can't reduce health below 1. Overhealing during the effect will prevent the health loss. (70 AP)
Sustained Abilities
    - Deterrence: Whenever an enemy dies, one random other enemy without a strong personal interest in the current battle may flee or surrender unless they pass a will test. Looking intimidating takes up a minor action every turn. (35 AP)
Passive Abilities
    - Adaptible [curr: 2 AC, 1 dmg]: When running out of spell points, Surlak's WIL drops to zero and the points are distributed equally among AC and weapon damage (odd numbers increase AC first) for the remainder of the battle. (165 AP)
  • Conduit: Surlak can fuse additional energy into damaging spells, doing 50% less bonus damage for each spell point spent this way, min. 1 (if an example spell would do 8 damage, 4 conduit points would add 4+2+1+1). Overkill damage from the conduit bonus will affect another random hostile target. (50 AP)


Attributes:
STR: +2
DEX: -3
AGI: +2
VIT: -1
INT: +2
WIL: +3

Ability Points: 5

Scripts:
- target whoever seems the most important/could be killed this turn. preferrably target casters.
- corner the target, then spam vacuum on them, attack them when out of spell points

Description:

Surlak is wiry, fairly tall and around 30. She usually wears a red-brown coat. Her posture is upright and tense. Her face shows some battle scars with the biggest one running from her chin to her neck.

Surlak was raised to be a guardian by the Servants of the Wing, a sect notable for their belief that their religious duties are necessary for the continuity of the world.
She had always been obsessed with the thought that she was bound to meet a terrible end, and eventually she left her people, out of an impulse to face her apparent doom head-on as well as restlessness and curiosity.
Seeking to either steel herself so she could overcome her nightmares or just get her tormentous future over with, she took on various unpleasant and dangerous jobs, mostly as a bounty hunter or bodyguard, and made a habit of openly antagonizing people she disliked.
Despite her habit to seek out danger, Surlak prefers subduing her opponents to all-out combat, as having to kill and the very prospect of losing someone cause her great distress.
The more she enjoys life, the more she feels as though she's just delaying the inevitable.

After a short pause, Surlak agrees.
"I think I can help with that... how much are you offering though? And how do you feel about this, ranger?"
She looks at Svenn and adds:
"Fine with me, let's make a fair split."


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PostPosted: Sat Dec 13, 2014 11:26 am 
Offline
Lumberjack (Developer)
Lumberjack (Developer)
User avatar

Joined: Wed Jul 23, 2008 6:56 am
Posts: 7523
Location: Israel
Quote:
  • Image | Erinelca (PF5) | Ranger ____| 18/18 | Lv 00 | [Front] |
  • Image | Surlak (Octy) _| Extortionist | 15/15 | Lv 00 | [Front] |
  • Image | Svenn (NPC) ._| Sellsword __| 22/22 | Lv 02 | [Front] |

Gold: 100


"I can offer you 100 gold. There will be another 100 if you actually have to interfere."

_________________
Image

"If you quit my game I will find you and punch you repeatedly until you quit life. :>"


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PostPosted: Sat Dec 13, 2014 2:41 pm 
Offline
Darkshine Knight (Extremist fanatic)
Darkshine Knight (Extremist fanatic)
User avatar

Joined: Sat Feb 20, 2010 1:07 pm
Posts: 2533
Surlak, Lv0 [00] Extortionist [Cover]
15/15 HP
Spellpoints: ■■
+1 DMG | +2 HIT | +2 AC
Weapon: Engraved Dagger [2-5 Dmg]
Armor: Auburn Cloak [1 AC, +1 to magic resistance checks]
[Reveal] Spoiler:
Inventory...[ 03/10 ]
- 3x Stinging Salve (restores 20 HP over 2 turns, but stuns for 1 turn)

Spellbook...[ 02/02 ]
    - Void Collapse - Creates a nucleus of extreme gravity for a split second, ripping apart anyone standing too close for 1-8+WILx3 DMG. Particularly massive opponents resist some of the damage of this spell, while particularly small targets receive greater harm.
    - Ripline - A thick chain of arcane matter grabs an enemy and attempts to drag them towards the caster, dealing 1-6+WILL damage. If the target fails a VIT check against the caster's INT, they are pulled forward: Targets in the cover row are dragged to the front, and targets in the front row fall down, losing their dodge +AC and becoming vulnerable to attacks until they can get up.
Active Abilities
    - Corner [1/1]: Surlak isolates an enemy, reducing their AC by 2 and preventing them from being affected by their allies' support abilities for 2 turns. This is a minor action. (70 AP)
    - Hostage [1/1]: Upon hitting a cornered enemy with a spell, Surlak can choose to make the spell nonlethal and stun them if they'd otherwise die, threatening to finish them off. The threat works much better if another cast of the spell could actually kill the target. (25 AP)
    (If the spell doesn't actually connect, the skill isn't used.)
  • Mend [1/1] [curr: 2 turns]: Surlak ignores her wounds for just a moment, regaining up to 7 HP that are lost again after [INT] rounds. The expiration can't reduce health below 1. Overhealing during the effect will prevent the health loss. (70 AP)
Sustained Abilities
    - Deterrence: Whenever an enemy dies, one random other enemy without a strong personal interest in the current battle may flee or surrender unless they pass a will test. Looking intimidating takes up a minor action every turn. (35 AP)
Passive Abilities
    - Adaptible [curr: 2 AC, 1 dmg]: When running out of spell points, Surlak's WIL drops to zero and the points are distributed equally among AC and weapon damage (odd numbers increase AC first) for the remainder of the battle. (165 AP)
  • Conduit: Surlak can fuse additional energy into damaging spells, doing 50% less bonus damage for each spell point spent this way, min. 1 (if an example spell would do 8 damage, 4 conduit points would add 4+2+1+1). Overkill damage from the conduit bonus will affect another random hostile target. (50 AP)


Attributes:
STR: +2
DEX: -3
AGI: +2
VIT: -1
INT: +2
WIL: +3

Ability Points: 5

Scripts:
- target whoever seems the most important/could be killed this turn. preferrably target casters.
- corner the target, then spam vacuum on them, attack them when out of spell points

Description:

Surlak is wiry, fairly tall and around 30. She usually wears a red-brown coat. Her posture is upright and tense. Her face shows some battle scars with the biggest one running from her chin to her neck.

Surlak was raised to be a guardian by the Servants of the Wing, a sect notable for their belief that their religious duties are necessary for the continuity of the world.
She had always been obsessed with the thought that she was bound to meet a terrible end, and eventually she left her people, out of an impulse to face her apparent doom head-on as well as restlessness and curiosity.
Seeking to either steel herself so she could overcome her nightmares or just get her tormentous future over with, she took on various unpleasant and dangerous jobs, mostly as a bounty hunter or bodyguard, and made a habit of openly antagonizing people she disliked.
Despite her habit to seek out danger, Surlak prefers subduing her opponents to all-out combat, as having to kill and the very prospect of losing someone cause her great distress.
The more she enjoys life, the more she feels as though she's just delaying the inevitable.

"Not bad. But how about 120 so we can split the proceeds evenly?"
I actually have no idea how much that is, but whatever.


Last edited by octagon on Sat Dec 13, 2014 4:47 pm, edited 1 time in total.

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PostPosted: Sat Dec 13, 2014 3:57 pm 
Offline
Sheep (Developer)
Sheep (Developer)
User avatar

Joined: Wed Jul 23, 2008 1:39 am
Posts: 3019
Location: Best Southwest
Erinelca, Lvl 0.00 Ranger [Cover]
18/18 HP
+1 DMG | +5 HIT | +5 AC
Weapon: Marksman's Bow (2-8 DMG, +4 HIT)
Armor: Leather Armor (3 AC)
[Reveal] Spoiler:
Inventory [ 03/10 ]
- Dagger (1-4 DMG, +1 HIT)
- 15 Broadhead Arrows (+3 DMG, +3 HIT)
- 50 Arrows

Active Abilities
    Power Shot [2/2]: Does triple damage. [ 200 AP ]

Sustained Abilities
    Concentration: Half +AC is converted to Hit. [ 25 AP ]

Passive Abilities
    Fletch: Creates 1d10 + 2*DEX regular arrows whenever Erinelca rests. [ 65 AP ]

Attributes:
STR: +2
DEX: +3
AGI: +4
VIT: +1
INT: -2
WIL: -3

Ability Points: 10

Scripts:
- nil

Description: Pretty average build and height, plain clothing.

Erinelca was raised in a forest. When he was young his parents disappeared and left him a bow and some arrows. To survive he had to hunt and learn how to make arrows. Then the forest was set ablaze, causing Erinelca to want to become stronger to protect forests.


"That is... okay with me."

We're level 0.

_________________
...


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PostPosted: Sat Dec 13, 2014 6:17 pm 
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Lumberjack (Developer)
Lumberjack (Developer)
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Joined: Wed Jul 23, 2008 6:56 am
Posts: 7523
Location: Israel
Quote:
  • Image | Erinelca (PF5) | Ranger ____| 18/18 | Lv 00 | [Front] |
  • Image | Surlak (Octy) _| Extortionist | 15/15 | Lv 00 | [Front] |
  • Image | Svenn (NPC) ._| Sellsword __| 22/22 | Lv 02 | [Front] |

Gold: 100


"That is all the gold I can spare, everything else I have, I will need for provisions for a different endeavor."

_________________
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"If you quit my game I will find you and punch you repeatedly until you quit life. :>"


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PostPosted: Sat Dec 13, 2014 9:28 pm 
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Sheep (Developer)
Sheep (Developer)
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Joined: Wed Jul 23, 2008 1:39 am
Posts: 3019
Location: Best Southwest
Erinelca, Lvl 0.00 Ranger [Cover]
18/18 HP
+1 DMG | +5 HIT | +5 AC
Weapon: Marksman's Bow (2-8 DMG, +4 HIT)
Armor: Leather Armor (3 AC)
[Reveal] Spoiler:
Inventory [ 03/10 ]
- Dagger (1-4 DMG, +1 HIT)
- 15 Broadhead Arrows (+3 DMG, +3 HIT)
- 50 Arrows

Active Abilities
    Power Shot [2/2]: Does triple damage. [ 200 AP ]

Sustained Abilities
    Concentration: Half +AC is converted to Hit. [ 25 AP ]

Passive Abilities
    Fletch: Creates 1d10 + 2*DEX regular arrows whenever Erinelca rests. [ 65 AP ]

Attributes:
STR: +2
DEX: +3
AGI: +4
VIT: +1
INT: -2
WIL: -3

Ability Points: 10

Scripts:
- nil

Description: Pretty average build and height, plain clothing.

Erinelca was raised in a forest. When he was young his parents disappeared and left him a bow and some arrows. To survive he had to hunt and learn how to make arrows. Then the forest was set ablaze, causing Erinelca to want to become stronger to protect forests.


"I'm fine with 30 gold, you two can sort the remaining 70 for yourselves."

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PostPosted: Sun Dec 14, 2014 1:17 am 
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Darkshine Knight (Extremist fanatic)
Darkshine Knight (Extremist fanatic)
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Joined: Sat Feb 20, 2010 1:07 pm
Posts: 2533
Surlak, Lv0 [00] Extortionist [Cover]
15/15 HP
Spellpoints: ■■
+1 DMG | +2 HIT | +2 AC
Weapon: Engraved Dagger [2-5 Dmg]
Armor: Auburn Cloak [1 AC, +1 to magic resistance checks]
[Reveal] Spoiler:
Inventory...[ 03/10 ]
- 3x Stinging Salve (restores 20 HP over 2 turns, but stuns for 1 turn)

Spellbook...[ 02/02 ]
    - Void Collapse - Creates a nucleus of extreme gravity for a split second, ripping apart anyone standing too close for 1-8+WILx3 DMG. Particularly massive opponents resist some of the damage of this spell, while particularly small targets receive greater harm.
    - Ripline - A thick chain of arcane matter grabs an enemy and attempts to drag them towards the caster, dealing 1-6+WILL damage. If the target fails a VIT check against the caster's INT, they are pulled forward: Targets in the cover row are dragged to the front, and targets in the front row fall down, losing their dodge +AC and becoming vulnerable to attacks until they can get up.
Active Abilities
    - Corner [1/1]: Surlak isolates an enemy, reducing their AC by 2 and preventing them from being affected by their allies' support abilities for 2 turns. This is a minor action. (70 AP)
    - Hostage [1/1]: Upon hitting a cornered enemy with a spell, Surlak can choose to make the spell nonlethal and stun them if they'd otherwise die, threatening to finish them off. The threat works much better if another cast of the spell could actually kill the target. (25 AP)
    (If the spell doesn't actually connect, the skill isn't used.)
  • Mend [1/1] [curr: 2 turns]: Surlak ignores her wounds for just a moment, regaining up to 7 HP that are lost again after [INT] rounds. The expiration can't reduce health below 1. Overhealing during the effect will prevent the health loss. (70 AP)
Sustained Abilities
    - Deterrence: Whenever an enemy dies, one random other enemy without a strong personal interest in the current battle may flee or surrender unless they pass a will test. Looking intimidating takes up a minor action every turn. (35 AP)
Passive Abilities
    - Adaptible [curr: 2 AC, 1 dmg]: When running out of spell points, Surlak's WIL drops to zero and the points are distributed equally among AC and weapon damage (odd numbers increase AC first) for the remainder of the battle. (165 AP)
  • Conduit: Surlak can fuse additional energy into damaging spells, doing 50% less bonus damage for each spell point spent this way, min. 1 (if an example spell would do 8 damage, 4 conduit points would add 4+2+1+1). Overkill damage from the conduit bonus will affect another random hostile target. (50 AP)


Attributes:
STR: +2
DEX: -3
AGI: +2
VIT: -1
INT: +2
WIL: +3

Ability Points: 5

Scripts:
- target whoever seems the most important/could be killed this turn. preferrably target casters.
- corner the target, then spam vacuum on them, attack them when out of spell points

Description:

Surlak is wiry, fairly tall and around 30. She usually wears a red-brown coat. Her posture is upright and tense. Her face shows some battle scars with the biggest one running from her chin to her neck.

Surlak was raised to be a guardian by the Servants of the Wing, a sect notable for their belief that their religious duties are necessary for the continuity of the world.
She had always been obsessed with the thought that she was bound to meet a terrible end, and eventually she left her people, out of an impulse to face her apparent doom head-on as well as restlessness and curiosity.
Seeking to either steel herself so she could overcome her nightmares or just get her tormentous future over with, she took on various unpleasant and dangerous jobs, mostly as a bounty hunter or bodyguard, and made a habit of openly antagonizing people she disliked.
Despite her habit to seek out danger, Surlak prefers subduing her opponents to all-out combat, as having to kill and the very prospect of losing someone cause her great distress.
The more she enjoys life, the more she feels as though she's just delaying the inevitable.

"I see, it's a deal then. I wonder what they've got in store for us... certainly nothing we can't handle if we give it our best.
Oh, thank you."

She proceeds to wander off and talk to the adventurers.
"Hey, you look like you might have a story to tell. Would you? Just waiting for the gates to open is boring, don't you think?"
Though she trailed off suddenly, she looks at Svenn and Erinelca hoping they'll join this new conversation.
Um, Surlak's default row is Cover, but I'm listed in the front?!


Last edited by octagon on Sun Dec 14, 2014 1:58 am, edited 1 time in total.

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PostPosted: Sun Dec 14, 2014 1:33 am 
Offline
Sheep (Developer)
Sheep (Developer)
User avatar

Joined: Wed Jul 23, 2008 1:39 am
Posts: 3019
Location: Best Southwest
Erinelca, Lvl 0.00 Ranger [Cover]
18/18 HP
+1 DMG | +5 HIT | +5 AC
Weapon: Marksman's Bow (2-8 DMG, +4 HIT)
Armor: Leather Armor (3 AC)
[Reveal] Spoiler:
Inventory [ 03/10 ]
- Dagger (1-4 DMG, +1 HIT)
- 15 Broadhead Arrows (+3 DMG, +3 HIT)
- 50 Arrows

Active Abilities
    Power Shot [2/2]: Does triple damage. [ 200 AP ]

Sustained Abilities
    Concentration: Half +AC is converted to Hit. [ 25 AP ]

Passive Abilities
    Fletch: Creates 1d10 + 2*DEX regular arrows whenever Erinelca rests. [ 65 AP ]

Attributes:
STR: +2
DEX: +3
AGI: +4
VIT: +1
INT: -2
WIL: -3

Ability Points: 10

Scripts:
- nil

Description: Pretty average build and height, plain clothing.

Erinelca was raised in a forest. When he was young his parents disappeared and left him a bow and some arrows. To survive he had to hunt and learn how to make arrows. Then the forest was set ablaze, causing Erinelca to want to become stronger to protect forests.


With that settled, Erinelca goes and sits by the fire, not really listening and only paying attention to things happening near him.

_________________
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