Aria of Ruin PnP - Talk Thread
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Re: Aria of Ruin PnP - Talk Thread
Doesn't Rude Awakening only apply on Ameia's invocation spells?
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Re: Aria of Ruin PnP - Talk Thread
right. I forgot that Void Armory isn't an invocation spell. Edited!
Re: Aria of Ruin PnP - Talk Thread
I feel kind of bad for stomping the watchers this hard. xD
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Re: Aria of Ruin PnP - Talk Thread
I feel kind of lame for being one of the two of us without a Disc One Nuke.
EDIT: Sorry about the slow post today. Gonna be busier than normal the next while but I'll make daily posts when the updates are there.
EDIT: Sorry about the slow post today. Gonna be busier than normal the next while but I'll make daily posts when the updates are there.
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Re: Aria of Ruin PnP - Talk Thread
Now that I have some AP, here's a few things to throw them at.
- Eleventh Sense [ Passive ] [ x AP / turn ] ( n turns )
-> Ameia's vigilant symbiote watches out for her scatterbrained self. For the first n turns of combat, Ameia's initiative is increased by +WIL. - Nonexistentinel [ Active ] [ x AP / use ] ( 0 uses )
-> Ameia grants her protection to target ally. The next time an attack would hit the target, it's intercepted by eldritch influence, reducing its damage by 1/3 of its maximized value and striking back for (1+d3)*WIL damage.
While this effect is active, dark energy will protect the target instead of Ameia, granting AC and retaliating all at once at no action cost. - Forbidden Boons [ Sustained ] [ x AP ]
-> Ameia meditates on her abyssal intuition to do things beyond her understanding, tugging at reality itself. While active, allies' attacks can be rerolled once more. Each time this causes a missed attack to hit, she suffers 2d6-INT stress.
This might not function/not make sense depending on how combat works. In that case, turn it into a flat bonus.
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Re: Aria of Ruin PnP - Talk Thread
Remind me how literally I should take the Silence effect (as in, out of combat too?), because it rather heavily influences what my post will contain.
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Re: Aria of Ruin PnP - Talk Thread
Your character's voice will be too weak to communicate (and cast spells). Nica can still do a stunted whisper, so you can talk to Ginny since she's close enough.
Re: Aria of Ruin PnP - Talk Thread
- A Tear in the Fabric [ Passive ] - (Nica) [ x AP ]
-> When Ameia uses a spell or enhanced attack against an enemy marked with A Trace, that enemy incurs WIL+INT stress. - Midnight Guardian [ Passive ] - (Ginny) [ x AP ]
-> When Ginny uses Blue Lancer, if Ameia is in the front row and Ginny's current HP are below Ameia's, Ameia will cover for Ginny for the duration of the turn.
-> Nonexistentinel will be active until end of turn.[ x AP ] - Borrowed Grace [ Passive ] - (Oz) [ x AP ]
-> While Oz's has Grace under Pressure, Ameia's symbiote will take cues from Oz, granting her +3 to perception checks.
octagon wrote:Now that I have some AP, here's a few things to throw them at.
Re: Aria of Ruin PnP - Talk Thread
70 AP for 1 turnoctagon wrote:
- Eleventh Sense [ Passive ] [ x AP / turn ] ( n turns )
-> Ameia's vigilant symbiote watches out for her scatterbrained self. For the first n turns of combat, Ameia's initiative is increased by +WIL.
135 for 2
200 for 3
90 APoctagon wrote: [*]Nonexistentinel [ Active ] [ x AP / use ] ( 0 uses )
-> Ameia grants her protection to target ally. The next time an attack would hit the target, it's intercepted by eldritch influence, reducing its damage by 1/3 of its maximized value and striking back for (1+d3)*WIL damage.
While this effect is active, dark energy will protect the target instead of Ameia, granting AC and retaliating all at once at no action cost.
.
80 APoctagon wrote:[*]Forbidden Boons [ Sustained ] [ x AP ]
-> Ameia meditates on her abyssal intuition to do things beyond her understanding, tugging at reality itself. While active, allies' attacks can be rerolled once more. Each time this causes a missed attack to hit, she suffers 2d6-INT stress.
This might not function/not make sense depending on how combat works. In that case, turn it into a flat bonus.[/list]
Re: Aria of Ruin PnP - Talk Thread
30 APoctagon wrote:
- A Tear in the Fabric [ Passive ] - (Nica) [ x AP ]
-> When Ameia uses a spell or enhanced attack against an enemy marked with A Trace, that enemy incurs WIL+INT stress.
You'll need to specify exactly what you mean by "cover for her".octagon wrote: [*]Midnight Guardian [ Passive ] - (Ginny) [ x AP ]
-> When Ginny uses Blue Lancer, if Ameia is in the front row and Ginny's current HP are below Ameia's, Ameia will cover for Ginny for the duration of the turn.
-> Nonexistentinel will be active until end of turn.[ x AP ]
30 AP[/quote]octagon wrote: [*]Borrowed Grace [ Passive ] - (Oz) [ x AP ]
-> While Oz's has Grace under Pressure, Ameia's symbiote will take cues from Oz, granting her +3 to perception checks.
Re: Aria of Ruin PnP - Talk Thread
Ah, thanks.
Initiative is more precious than I thought, but that makes sense
Initiative is more precious than I thought, but that makes sense
I meant for the next attack / each attack that'd hit Ginny this turn to hit Ameia instead. (Wasn't even sure which version I want, so that's a fair question.)Cimeries wrote:You'll need to specify exactly what you mean by "cover for her".
Re: Aria of Ruin PnP - Talk Thread
Here, have another ability that I probably won't ever actually learn!
Mental Warfare [ Sustained ] [ ?? AP ]
-> Weaponizing a poor attitude!
While this ability is active, all enemies receive [10 + WIL - WIL[Target]] Stress at the end of every turn. This penalty is doubled if they spend their turn not targeting Oz with some kind of offensive action (even if they were physically incapable of doing so).
However, for the duration of the effect, all attacks aimed solely at Oz receive a +2 bonus to Hit and are guaranteed to deal maximum damage if they connect.
This ability is cancelled automatically if Oz is silenced or otherwise incapable of performing any actions.
Mental Warfare [ Sustained ] [ ?? AP ]
-> Weaponizing a poor attitude!
While this ability is active, all enemies receive [10 + WIL - WIL[Target]] Stress at the end of every turn. This penalty is doubled if they spend their turn not targeting Oz with some kind of offensive action (even if they were physically incapable of doing so).
However, for the duration of the effect, all attacks aimed solely at Oz receive a +2 bonus to Hit and are guaranteed to deal maximum damage if they connect.
This ability is cancelled automatically if Oz is silenced or otherwise incapable of performing any actions.
Re: Aria of Ruin PnP - Talk Thread
20 AP for just one attack.octagon wrote:[*]Midnight Guardian [ Passive ] - (Ginny) [ x AP ]
-> When Ginny uses Blue Lancer, if Ameia is in the front row and Ginny's current HP are below Ameia's, Ameia will cover for Ginny for the duration of the turn.
-> Nonexistentinel will be active until end of turn.[ x AP ]
I meant for the next attack....
40 AP if it only persists as long as Ameia's HP is higher than Ginny's, 55 AP if it persists the entire turn regardless.octagon wrote:each attack that'd hit Ginny this turn to hit Ameia instead.
@ Oz - Mental Warfare:
I like this one. :)
75 AP.
Re: Aria of Ruin PnP - Talk Thread
Oooh the suspense.
It's hard on my pants.
Sorry for the long wait this week, gonna be worth it.
Edit:
It's hard on my pants.
Sorry for the long wait this week, gonna be worth it.
Edit:
You hear several erratic clicking sounds, and what sounds like slow, forced footsteps dragging against the dirt.
Spoiler:
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Re: Aria of Ruin PnP - Talk Thread
Oh, since I'm hoarding AP for it now:
EDIT: Something I thought of to go with it.
- Kleptokinesis [ Sustained ] [ 100+?? AP ]
Nica's curiosity sometimes turns to greed... sometimes against her best interests.
-> While Kleptokinesis is active, Nica loses 1 HP per turn, and gains 5 Stress.
-> While Kleptokinesis is active, Nica retrieves discharged magicks from the spells she casts, granting her Kinesis for each cast.
-> Kinesis can stack, up to Nica's Spell Point total.
-> A successful melee attack will deal Maximised damage, consume Kinesis and end Kleptokinesis. The damage is increased by 1x per stack consumed.
-> Kinesis stacks are lost if Kleptokinesis is ended manually.
EDIT: Something I thought of to go with it.
- Eldritch Acceleration [ Passive ] [ ?? AP ]
With experience fighting alongside Ameia comes a willingness to harness even her unusual mana.
-> If Nica is the target of Ameia's Void Armoury and Kleptokinesis is also active, Ameia's Dark Energy charges function as additional stacks of Kinesis.
-> The additional stacks can exceed Nica's stack limit, but stacks above the limit will only add 0.5x damage per stack.
-> Nica suffers an additional 2 Stress per turn for each stack gained from Ameia.
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