Elemental PnP - Game Thread

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Elemental PnP - Game Thread

Post by penguinflyer2222 »

The continent of Imsant is a land of magic.
Each person is attuned to one of the four elements:
Fire, Water, Air, Earth.
Long ago, heroes wielding the Crystals of each element sealed away Darkness.
Thus was the Kingdom of Dezas founded, and from its capital it rules four cities:
Vryno, the city of Fire in the desert.
Salcea, the city of Water on the coast.
Kler, the city of Air on a mountain.
Wrend, the city of Earth in a forest.

Tonight is Ethereal Eve, the night when sprits are said to walk.
And who knows? With rumors of a group called the Shadowcasters
who try to resurrect an ancient, forbidden magic, that may be possible.

The King of Dezas, Alith, is hosting the annual party at his castle.
You've found yourself here, waiting to see what happens..
Party
  • Reylos (pf2222) ..__ | 12/12 | Lv 0.00 | [Front] |
    ---
  • Tabithe (AoD) ...._ | 16/16 | Lv 0.00 | [Front] |
    ---
  • Hana (Shade) ......_ | 11/11 | Lv 0.00 | [Front] |
Dezas Castle. Early evening.

The light of the setting sun filters through the large windows
of the main hall. It falls on banners of purple and black,
decorated with the Kingdom's symbol, a single crystal.

It also falls on the large number of people gathered there,
from all over Imsant, to celebrate Ethereal Eve.
Some of them are wearing costumes, for the masquerade.
Others seem to be preparing for the tournament.
Quite a few people seem to have come simply to enjoy the feast,
with food always in their hands.

Amidst the gossiping and people-watching, this is where you find yourself.

What will you do now?

Time to wander around and talk to people while waiting for plot to happen.
Whenever that gets boring, plot can happen at any time, so just say the word.
......
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Reylos, Lvl 0.00
HP: 12/12
SP: 2/2

+0 DMG| +1 HIT | +3 AC | +4 MR | +5 INIT

Equipment:
Main: Long Dagger [1-5 dmg]
Alt: Shortbow [2-4 dmg] (Arrows [10/50])
Armor [1 AC]
Spoiler: Inventory & Status
Items [0/10]:
-

Spells [2/2]:
[list]
Enduring Inferno: Toss Fire at an enemy (which then engulfs them).
-> A fire-based projectile attack with [DEX ± INT] Hit.
Upon a hit, the target is engulfed in flames, dealing [2d4 ± WIL] fire damage immediately
and an additional [1d3 ± WIL/3] fire damage per turn for [3 ± INT/3] turns.
Crashing Wave: Fling a wall of Water at an enemy.
-> A water-based projectile attack with [WIL ± INT] Hit.
Upon a hit, the target takes [2d6 ± WIL] water damage and has to pass a VIT check against the caster's WIL.
If they fail, they are additionally stunned for a turn.
[/list]

Abilities: [295/300AP]
[list]
Silence [2/2] [Active] [40x2 AP]:
-> Strike a weak point with a dagger. Does Maximized damage and immobilizes enemy for their next turn.

Precision [Passive] [60 AP]: Know where to strike..
-> Daggers use DEX instead of STR for calculating +DMG.
+40 AP to use DEX for +Hit.

Last Shot [1/1] [Active] [60 AP]:
-> Throw a dagger at an enemy for 2x Maximized damage.
Hopefully they'll give it back afterward..

Shooting Cinders [Sustained] [40 AP]: Ignite arrows.
-> Arrows deal Fire damage but they will be burnt to ash and unrecoverable afterwards.
+20 AP per +1dmg.

Recover Fire [Passive] [15AP]:
-> Recover %50 of spent arrows after battle.
40 AP for 100%.

Fletchery [Camping] [50 AP]:
-> Craft [10 ± DEX] arrows.
[/list]

Attributes:
-2 Str
+3 Dex
+2 Agi
-2 Vit
+2 Int
+0 Wil
+2 Per
Spoiler: Character description
Appearance

Hair color: Dark brown
Hairstyle: Medium, untidy
Eye color: Dark blue
Skin tone: Tan
Physique: Athletic
Height: Above average
Dominant hand: Left

Clothing:
Dark green vest
Dark green pants
Dark purple cloak, medium length
Fingerless leather gloves
Leather boots, medium length
Gold crescent earring with red gem
Leather belt with a sheathed dagger

Background:
Somath Reylos, a mercenary from the Capital.
Has seen much of the world on jobs such as merchant escort missions.
Known to be skilled and dependable.

Likes: Working, travelling
Dislikes: Surprises, discrimination
Hobbies: Archery, magic
Behavior: Generally serious, but has a sense of humor that catches people off guard.
Spoiler: Sketch
Image
Reylos is standing around in the area where the tournament's being organized.
She's watching the potential competitors, silently assessing their skills.
It's almost as if she's waiting for something... for the tournament to begin, probably.
Spoiler: Thoughts
(How skilled are any of these fighters...? Do any of them have what it takes,
or are they just looking for quick fame or fortune?)
I'll be putting Reylos's thoughts in spoiler tags, unless one of you is secretly a mind-reader. :P
......
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 0.00

████████

[+3 AC] [-1 AC] [▀▀ ▀▀]
| ✗ ✗

+2 Dmg | +6 Hit | +5 AC | +3 MR | +4 Init
Bastard Sword - 4-8 Dmg | Traveler's Cloak - 1 AC
    • [2H: +3 Str]
Spoiler: Inventory & Status
Items:

[list][*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Abilities: [ 300/300 AP spent ]

[list][*]The Art of the Blade [ Passive ] [ 3 Stances: 240 80 AP ]
Tabithe's prowess in combat is founded on the myriad stances she employs.
-> Tabithe has a set of Sustained abilities denoted by "Stance:".
-> Tabithe may have up to one Stance ability active at once.
-> As long as Tabithe has this ability, only [100 / no. of Stance abilities learned]% of the total AP cost of all Stance abilities is counted against Tabithe's total AP.[/list]

[list][*]Stance: Royal Guard [ Sustained ] [ 100 AP ]
When unfettered by heavy armour, Tabithe's weapon is an instrument of defense as well as offense.
-> Tabithe must be two-handing a weapon with a Str requirement, and not wearing armour with a Dex penalty, to activate Royal Guard.
-> The Str requirement for her wielded weapon is added to Tabithe's AC.[/list]

[list][*]Stance: Denting Blows [ Sustained ] [ 80 AP ]
Tabithe maximises the destructive capabilities of heavy weapons to overcome any fortification.
-> Tabithe must be two-handing a weapon with a Str requirement to activate Denting Blows.
-> Her weapon attacks ignore 1 of her target's AC.
-> A missed weapon attack will increase the AC ignored by 2, while a hit will increase it by 1.
-> The AC ignored resets to 1 if Tabithe attacks a different enemy.[/list]

[list][*]Stance: Inner Quiet [ Sustained ] [ 60 AP ]
With focus, Tabithe can find the stamina to fight where others cannot.
-> Tabithe forgoes the physical advantages of other stances to focus inward.
-> Every second turn Tabithe has Inner Quiet active, she may use an ability she has 0 uses left for.
-> Each ability can only be used through Inner Quiet once per battle.[/list]

[list][*]Broad Strokes [ Passive ] [ 80 AP ]
When appropriately armed, Tabithe is capable of engaging multiple foes.
-> If Tabithe is two-handing a weapon with a Str requirement, she may target two foes at once with a weapon attack.
-> Each target will make their own AC check, while Tabithe's Hit roll will apply to both.
-> Attacks made against multiple targets will have -2 Hit and deal -2 damage.[/list]

[list][*] Lunge [ Active - 1 use ] [ 60 AP per use ]
When Tabithe adds inertia to her strike, she finds herself within reach of even protected foes.
-> Tabithe makes a melee attack which deals 1.5x Maximised damage.
-> If it hits, and Tabithe is in the Front row, she moves to the Enemy Front row for the duration of her next turn, and returns to the Front row at its end.[/list]

[list][*] Groundhouse [ Active - 2 uses ] [40 AP per use]
Tabithe's martial prowess is supplanted by the Element of her homeland.
-> Tabithe makes an unarmed attack with 1-3 Dmg and +2 Hit as a minor action.
-> If her target's Earth affinity is Weak, they are stunned for their next turn when hit.
-> If her target's Earth affinity is Normal, they have no minor action during their next turn when hit.
-> Other affinities have no additional effect.

Attributes:

[list][*]+4 Str
[*]+2 Dex
[*]+4 Agi
[*]-1 Vit
[*]-4 Int
[*]-2 Wil
[*]+2 Per[/list][/list]
Spoiler: Appearance & Background
Appearance:

Tabithe is a young woman of average height, with slightly wavy golden blonde hair that falls past her shoulders.
She has pale brown eyes and caucasian skin that sees a healthy amount of sun.
Her physique is slightly broad & gently toned, and she is ambidextrous.
She wears tall, buckled boots, fingerless leather gloves and her weathered cloak over a plain white shirt, tucked into tight leather trousers.
Also below her cloak is a sturdy sheath housing her impressive sword, belted behind her waist, and a pack typical of travelers.

Background:

Tabithe was born and raised in Wrend, and her love of exploring the forest grew into a longing to see the wider world.
She took up the sword to be able to care for herself when traveling, but found a passion for the discipline it demanded.
However, she struggles to apply herself to such tedium as work, meaning much of her adventure is as a vagrant, and her departure is usually due to not being able to pay board.
While she has a bright spirit and makes friends easily, others often consider her welcome outstayed if they see her as lazy or freeloading.
Not deterred, though, she is always ready to hop the next caravan in pursuit of the next sunset, especially if it promises an interesting tale.
Drifting apart from the group disembarking the caravan she has followed for the past few days, Tabithe gazes up at the magnificent palace rising from the cobbled road stretched out in front of her. The capital city of Dezas, on Ethereal Eve. There's little wonder why she couldn't be anywhere else if she tried -- practically the whole kingdom is converging on this point. Not that she's going to complain, nor pass up the opportunity to take it in.

Tabithe wanders the opulent halls of King Alith's castle with a deliberate slowness, drinking in the sights. Eyeing the banquet, she supposes she should quench her more material thirst as well -- a feast this extravagant, let alone at another's expense, is a rare treat.
She makes no hurry, though, instead finding her attention caught by the bustle coming from the courtyard. As she meanders over, she sees what appears to be preparation for an exhibition tournament... my kind of spectacle, she thinks, feeling the sheath hanging from her waist tap against her as she walks. She'll have to find out whether she can join in, as merely observing will never quite sharpen her skill like the real thing.
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Re: Elemental PnP - Game Thread

Post by Shade »

Hana, Lv 0.00
HP: 11/11
MP: ★★
FP: ►►►►►
±0 Dmg | -2 Hit | +2 AC | +3 MR | +4 Init
Skills:
  • 1 Dryad's Curse
Equipment:
  • Oak Staff [1-3 Dmg, +1 AC, 2h]
  • -
Spoiler: Inventory & Status
Items:
[list][*] Special Medicine
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:
[list][*]Nature's Blessing
-> Removes most types of status ailments and debuffs from the target and additionally restores [1d6 ± WIL] HP.
[*]Entangle
-> Forces all enemies to make an [AGI ± VIT] check vs the caster's [DEX ± WIL]. Any targets failing the check are immobilized for [2 ± INT/5] turns and lose their AC dodge bonus for the duration of the effect.
[*]Animate Weapon
-> The target has to be an inanimate object that can be used as a weapon.
The target object is animated, receives the ability to fly and is under control of the caster.
The object is treated as a targetable member of battle with [10 ± INT/2 ± WIL] HP, [INT] AC and [INT ± WIL] Init and has complete immunity to status ailments and debuffs, but cannot be healed.
Offensively, it deals damage equal to [its innate Dmg range ± WIL/2] and has Hit equal to [its innate Hit stat ± INT]. Animated objects cannot perform maneuvers and thus have no MR stat.
The target object remains animated until its HP drop to 0 or it is manually dismissed by the caster. In both cases, the object crumbles to dust and cannot be retrieved.
This is a channeling spell. As long as the target object remains animated, the spellpoint used for this spell cannot be recovered.
[*]Enchant Weapon
-> The target has to be an object that can be used as a weapon. (It can be animated.)
The target object is enchanted with magic, bestowing a [WIL/2] bonus to Dmg and an [INT] bonus to Hit upon it. If desired, it can additionally receive an elemental affinity.
The target object remains enchanted until it is destroyed or the enchantment is manually cancelled.
This is a channeling spell. As long as the target object remains enchanted, the spellpoint used for this spell cannot be recovered.[/list]

Abilities (275/300 AP spent):
[list][*]Dryad's Curse [ Active ] [ 100 AP ]
-> This ability can only be used if the effects of "Wilting Flower" are not currently suppressed by medicine.
Forces all enemies to make a WIL check against Hana's WIL+2.
If they succeed, they are stunned for a turn.
If they fail, they (as well as all of their possessions) are permanently transformed into inanimate plants, thus eliminating them from combat. The type of plant is dependent on the target's characteristics and can be anything from a flower to a tree.
However, using this ability damages Hana's VIT by 5 and causes an immediate VIT check from "Wilting Flower".
Furthermore, this ability has no effect on embodiments of the forest, as well as spirits and other entities without a corporeal form.
[*]Phantasmal Barrier [ Active ] [ 80 AP / use ] [ Not learned ]
-> Grants the target a shield capable of distorting and defying reality, inverting all harmful effects of the next hit taken (damage becomes healing, debuffs become buffs, etc.).
If an effect cannot be converted into something positive, it is instead nullified altogether.

[*]Mirror Veil [ Sustained ] [ 70 AP ]
-> While active, as long as Hana has at least one spellpoint remaining, any projectile-based attack or spell aimed at Hana's party first has to pass a WIL vs. WIL check against Hana. If the attacker fails this check, one of Hana's spellpoints is consumed and the attack is reflected back at the attacker (and their allies, if applicable) with 50% increased potency and an additional +5 bonus to Hit.
This ability is automatically disabled if Hana runs out of spellpoints.
[*]Gift of the Spirits [ Passive ] [ 80 AP ]
-> Hana has the ability to regenerate mana at an unnatural rate while resting.
During combat, as long as Hana has no sustained abilities active, any unused minor action generates 1 Focus Point, while any unused major action generates 2. Every hour passed outside of combat also generates 1 Focus Point, or 2 while camping.
Every set of 5 Focus Points is automatically converted to a spellpoint.
Focus points will not accumulate if Hana isn't actually missing any spellpoints, and Focus Points that would go beyond Hana's spellpoint cap are lost.
[*]Pact of the Spirits [ Passive ] [ 100 AP ]
-> Hana is accompanied by two familiars at all times, which take the form of sentient glowing orbs with transculent wings resembling those of a butterfly, roughly the size of a fist. They're beings of pure magic, sustained by Hana's mana - they cannot leave her vicinity for more than a few minutes at a time, and if she dies, they will disappear.
They do, however, have their own will and reasoning, and although they will try to protect Hana to the best of their abilities, she does not have direct control over them.
The white one, called Lux, will cast supportive magic to bolster the strength and defenses of Hana and her allies, choosing from a variety of buffs and other trickery.
The black one, called Nox, will cast disruptive magic to weaken Hana's foes, trying to inflict a variety of status ailments and debuffs.
Both of them will act independently from Hana - once per turn each - and share her attributes to determine the effectiveness of their spells.
Although these familiars do not require enough mana to actively drain Hana's reserves, they do take up some magical power that she can never tap into, lowering her maximum spell points by 2.
If the maximum spell point reduction from this ability were to somehow drop Hana's maximum spell points to -1 or less, her familiars will disappear and she will lose consciousness until she regains enough maximum spell points to sustain them.
[*]Wilting Flower [ Passive ] [ +75 AP ]
-> Hana suffers from an incurable disease that is slowly eating away at her life.
Its effects can be suppressed with special medicine, but will begin anew as soon as she goes for a full day without.
When not under the effects of the medicine...
- ...she receives one point of attribute damage to a random attribute whenever she takes HP damage.
- ...HP and attribute damage will not regenerate through natural means. (Potions, spells, etc. will still work as normal.)
- ...she periodically (roughly once per day) has to pass a VIT check against a DC of 10; if she fails it, her VIT is damaged by 1d4 and her max HP are affected accordingly. If this drops her VIT to -6 or less, she will additionally pass out for a few hours. If Hana fails three or more of these checks and passes out as a result, she dies.
Taking medicine will reset the number of failed checks, and resting while under the effects of the medicine will allow Hana to recover HP and attribute damage as normal.
Hana (as well as anyone else with basic knowledge of medicine and/or herbs) is capable of making this medicine herself given the right ingredients, a spellpoint and an hour of time.[/list]


Attributes:
-2 Strength
±0 Dexterity
+2 Agility
-3 Vitality
+4 Intellect
+4 Willpower
±0 Perception
Spoiler: Character Sheet
Appearance
Hana is a short, fragile-looking young girl with pale skin, soft ruby-colored eyes and wavy platinum blonde hair that reaches slightly past her shoulders.
She wears mundane leather boots, black tights, a green skirt and a shoulderless pale green blouse with short sleeves.

Background:
Hana's past is a mystery - a few years ago at the night of the Ethereal Eve, she just suddenly found herself in the forest city of Wrend with no recollection of how she ended up there... or who she even was. While she found herself familiar with the city and the forest surrounding it, none of the inhabitants seemed to recognize her, leaving her all kinds of bewildered with her surreal situation. With no money and nowhere to go, she eventually collapsed from exhaustion.
However, this was not the end of her story, but rather the beginning - a kind old couple took the sickly young girl in, nursed her back to health to the best of their ability, and eventually adopted her as their daughter. While it turned out that her constant sickliness was due to some kind of illness that was never going to go away completely, a special medicine made from infusing a certain type of herb with mana was enough to keep it at bay.
When her foster parents eventually passed away due to old age, the uncertainty surrounding her own remaining lifespan caused Hana to leave her home and explore the outside world, hoping to make fulfilling new memories... and perhaps even leave a mark in history so that she would never be forgotten.
Spoiler: Picture
Image
So this was Dezas... with most of her memories being from Wrend and the forest surrounding it, Hana couldn't help but be awestruck by the immense size of the city and its population, not to mention the sheer extravagance of the architecture compared to Wrend's. ...but even that paled in comparison to the opulence of the castle in which king Alith resided, to the point it actually felt a bit off-putting. Was it really necessary to show off all this wealth in such a meaningless fashion?
Yet despite her reservations about the way king Alith chose to display his wealth, Hana couldn't help but feel driven to the castle tonight - or more precisely, to the festivities surrounding Ethereal Eve. Given that an Ethereal Eve like this one a couple of years ago was the first day she had actual memories of, this day every year held a special meaning for her. Maybe this was a chance to learn more about it than was being passed down in Wrend.
...however, although it supposedly was Ethereal Eve that was being celebrated, the actual festivities she was experiencing tonight didn't seem like they had much of a connection to what this day actually stood for - much to Hana's disappointment. Was her being here tonight pointless after all?
Last edited by Shade on Mon Feb 03, 2020 7:49 pm, edited 1 time in total.
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Party
  • Reylos (pf2222) ..__ | 12/12 | Lv 0.00 | [Front] |
    ---
  • Tabithe (AoD) ...._ | 16/16 | Lv 0.00 | [Front] |
    ---
  • Hana (Shade) ......_ | 11/11 | Lv 0.00 | [Front] |
Location: Dezas Castle
@Tabithe
In the middle of the crowd, a castle soldier makes notes as people ask him when the tournament's starting.
He tells them to have patience while they determine matchups and number of participants.
It looks like there's still time to join...

As you look around at the fighters polishing their weapons and boasting about their strength,
you notice someone wearing a dark purple cloak standing apart from the crowd, and eyeing your sheathed sword.
However, their gaze soon turns elsewhere.


@Hana
You notice a small group of people standing alone, deep in conversation.
They wear long, hooded black robes and their faces are covered by animal masks:
a fox, a bear, a wolf, and a dog.

Others seem to give them a wide berth, and suspicious looks are occasionally directed their way.
......
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 0.00

████████

[+3 AC] [-1 AC] [▀▀ ▀▀]
| ✗ ✗

+2 Dmg | +6 Hit | +5 AC | +3 MR | +4 Init
Bastard Sword - 4-8 Dmg | Traveler's Cloak - 1 AC
    • [2H: +3 Str]
Spoiler: Inventory & Status
Items:

[list][*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Abilities: [ 300/300 AP spent ]

[list][*]The Art of the Blade [ Passive ] [ 3 Stances: 240 80 AP ]
Tabithe's prowess in combat is founded on the myriad stances she employs.
-> Tabithe has a set of Sustained abilities denoted by "Stance:".
-> Tabithe may have up to one Stance ability active at once.
-> As long as Tabithe has this ability, only [100 / no. of Stance abilities learned]% of the total AP cost of all Stance abilities is counted against Tabithe's total AP.[/list]

[list][*]Stance: Royal Guard [ Sustained ] [ 100 AP ]
When unfettered by heavy armour, Tabithe's weapon is an instrument of defense as well as offense.
-> Tabithe must be two-handing a weapon with a Str requirement, and not wearing armour with a Dex penalty, to activate Royal Guard.
-> The Str requirement for her wielded weapon is added to Tabithe's AC.[/list]

[list][*]Stance: Denting Blows [ Sustained ] [ 80 AP ]
Tabithe maximises the destructive capabilities of heavy weapons to overcome any fortification.
-> Tabithe must be two-handing a weapon with a Str requirement to activate Denting Blows.
-> Her weapon attacks ignore 1 of her target's AC.
-> A missed weapon attack will increase the AC ignored by 2, while a hit will increase it by 1.
-> The AC ignored resets to 1 if Tabithe attacks a different enemy.[/list]

[list][*]Stance: Inner Quiet [ Sustained ] [ 60 AP ]
With focus, Tabithe can find the stamina to fight where others cannot.
-> Tabithe forgoes the physical advantages of other stances to focus inward.
-> Every second turn Tabithe has Inner Quiet active, she may use an ability she has 0 uses left for.
-> Each ability can only be used through Inner Quiet once per battle.[/list]

[list][*]Broad Strokes [ Passive ] [ 80 AP ]
When appropriately armed, Tabithe is capable of engaging multiple foes.
-> If Tabithe is two-handing a weapon with a Str requirement, she may target two foes at once with a weapon attack.
-> Each target will make their own AC check, while Tabithe's Hit roll will apply to both.
-> Attacks made against multiple targets will have -2 Hit and deal -2 damage.[/list]

[list][*] Lunge [ Active - 1 use ] [ 60 AP per use ]
When Tabithe adds inertia to her strike, she finds herself within reach of even protected foes.
-> Tabithe makes a melee attack which deals 1.5x Maximised damage.
-> If it hits, and Tabithe is in the Front row, she moves to the Enemy Front row for the duration of her next turn, and returns to the Front row at its end.[/list]

[list][*] Groundhouse [ Active - 2 uses ] [40 AP per use]
Tabithe's martial prowess is supplanted by the Element of her homeland.
-> Tabithe makes an unarmed attack with 1-3 Dmg and +2 Hit as a minor action.
-> If her target's Earth affinity is Weak, they are stunned for their next turn when hit.
-> If her target's Earth affinity is Normal, they have no minor action during their next turn when hit.
-> Other affinities have no additional effect.

Attributes:

[list][*]+4 Str
[*]+2 Dex
[*]+4 Agi
[*]-1 Vit
[*]-4 Int
[*]-2 Wil
[*]+2 Per[/list][/list]
Aha, good. Looks like she'll be able to participate indeed. Tabithe makes for the official to put her name down, not paying mind to the crowd of hopefuls. She'll be more than happy to praise their prowess during the main event. There was someone, though, whose presence stood apart from all the rest, not braying or brandishing. And, well, they literally stood apart too.
After she's registered, Tabithe makes her way over, thinking them a better way to pass the remaining time than alone or amongst the bustle.
"Quite a few of them, aren't there? I suppose I shouldn't be surprised though, with all four cities gathered."
She offers a handshake, wearing a gentle grin.
"I'm Tabithe. Are you registered, or just here to watch?"
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Reylos, Lvl 0.00
HP: 12/12
SP: 2/2

+0 DMG| +1 HIT | +3 AC | +4 MR | +5 INIT

Equipment:
Main: Long Dagger [1-5 dmg]
Alt: Shortbow [2-4 dmg] (Arrows [10/50])
Armor [1 AC]
Spoiler: Inventory & Status
Items [0/10]:
-

Spells [2/2]:
[list]
Enduring Inferno: Toss Fire at an enemy (which then engulfs them).
-> A fire-based projectile attack with [DEX ± INT] Hit.
Upon a hit, the target is engulfed in flames, dealing [2d4 ± WIL] fire damage immediately
and an additional [1d3 ± WIL/3] fire damage per turn for [3 ± INT/3] turns.
Crashing Wave: Fling a wall of Water at an enemy.
-> A water-based projectile attack with [WIL ± INT] Hit.
Upon a hit, the target takes [2d6 ± WIL] water damage and has to pass a VIT check against the caster's WIL.
If they fail, they are additionally stunned for a turn.
[/list]

Abilities: [295/300AP]
[list]
Silence [2/2] [Active] [40x2 AP]:
-> Strike a weak point with a dagger. Does Maximized damage and immobilizes enemy for their next turn.

Precision [Passive] [60 AP]: Know where to strike..
-> Daggers use DEX instead of STR for calculating +DMG.
+40 AP to use DEX for +Hit.

Last Shot [1/1] [Active] [60 AP]:
-> Throw a dagger at an enemy for 2x Maximized damage.
Hopefully they'll give it back afterward..

Shooting Cinders [Sustained] [40 AP]: Ignite arrows.
-> Arrows deal Fire damage but they will be burnt to ash and unrecoverable afterwards.
+20 AP per +1dmg.

Recover Fire [Passive] [15AP]:
-> Recover %50 of spent arrows after battle.
40 AP for 100%.

Fletchery [Camping] [50 AP]:
-> Craft [10 ± DEX] arrows.
[/list]

Attributes:
-2 Str
+3 Dex
+2 Agi
-2 Vit
+2 Int
+0 Wil
+2 Per
Spoiler: Thoughts
Reylos notices the entrance of a blonde woman wearing a large sword into the courtyard.
(I wonder how well she can wield that thing. She looks pretty skilled with it.)
But she doesn't spend too much time contemplating her until the woman comes forward and introduces herself.
(Noticed me watching, I suppose.)
"Nice to meet you, Tabithe," Reylos replies, accepting the handshake.
"I'm Reylos, Somath Reylos. And I've come to participate as well."
She smiles at this last part.
(It should be interesting...)
Reylos notices the entrance of a blonde woman wearing a large sword into the courtyard.
But she doesn't spend too much time contemplating her until the woman comes forward and introduces herself.
"Nice to meet you, Tabithe," Reylos replies, accepting the handshake.
"I'm Reylos, Somath Reylos. And I've come to participate as well."
She smiles at this last part.
......
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 0.00

████████

[+3 AC] [-1 AC] [▀▀ ▀▀]
| ✗ ✗

+2 Dmg | +6 Hit | +5 AC | +3 MR | +4 Init
Bastard Sword - 4-8 Dmg | Traveler's Cloak - 1 AC
    • [2H: +3 Str]
Spoiler: Inventory & Status
Items:

[list][*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Abilities: [ 300/300 AP spent ]

[list][*]The Art of the Blade [ Passive ] [ 3 Stances: 240 80 AP ]
Tabithe's prowess in combat is founded on the myriad stances she employs.
-> Tabithe has a set of Sustained abilities denoted by "Stance:".
-> Tabithe may have up to one Stance ability active at once.
-> As long as Tabithe has this ability, only [100 / no. of Stance abilities learned]% of the total AP cost of all Stance abilities is counted against Tabithe's total AP.[/list]

[list][*]Stance: Royal Guard [ Sustained ] [ 100 AP ]
When unfettered by heavy armour, Tabithe's weapon is an instrument of defense as well as offense.
-> Tabithe must be two-handing her weapon and not be wearing armour with a Dex penalty to activate Royal Guard.
-> The Str requirement for her wielded weapon is added to Tabithe's AC.[/list]

[list][*]Stance: Denting Blows [ Sustained ] [ 80 AP ]
Tabithe maximises the destructive capabilities of heavy weapons to overcome any fortification.
-> Tabithe must be two-handing a weapon with a Str requirement to activate Denting Blows.
-> Her weapon attacks ignore 1 of her target's AC.
-> A missed weapon attack will increase the AC ignored by 2, while a hit will increase it by 1.
-> The AC ignored resets to 1 if Tabithe attacks a different enemy.[/list]

[list][*]Stance: Inner Quiet [ Sustained ] [ 60 AP ]
With focus, Tabithe can find the stamina to fight where others cannot.
-> Tabithe forgoes the physical advantages of other stances to focus inward.
-> Every second turn Tabithe has Inner Quiet active, she may use an ability she has 0 uses left for.
-> Each ability can only be used through Inner Quiet once per battle.[/list]

[list][*]Broad Strokes [ Passive ] [ 80 AP ]
When appropriately armed, Tabithe is capable of engaging multiple foes.
-> If Tabithe is two-handing a weapon with a Str requirement, she may target two foes at once with a weapon attack.
-> Each target will make their own AC check, while Tabithe's Hit roll will apply to both.
-> Attacks made against multiple targets will have -2 Hit and deal -2 damage.[/list]

[list][*] Lunge [ Active - 1 use ] [ 60 AP per use ]
When Tabithe adds inertia to her strike, she finds herself within reach of even protected foes.
-> Tabithe makes a melee attack which deals 1.5x Maximised damage.
-> If it hits, and Tabithe is in the Front row, she moves to the Enemy Front row for the duration of her next turn, and returns to the Front row at its end.[/list]

[list][*] Groundhouse [ Active - 2 uses ] [40 AP per use]
Tabithe's martial prowess is supplanted by the Element of her homeland.
-> Tabithe makes an unarmed attack with 1-3 Dmg and +2 Hit as a minor action.
-> If her target's Earth affinity is Weak, they are stunned for their next turn when hit.
-> If her target's Earth affinity is Normal, they have no minor action during their next turn when hit.
-> Other affinities have no additional effect.

Attributes:

[list][*]+4 Str
[*]+2 Dex
[*]+4 Agi
[*]-1 Vit
[*]-4 Int
[*]-2 Wil
[*]+2 Per[/list][/list]
Short-spoken, but by no means unfriendly. Tabithe gets the impression that this Reylos is a cut above the usual fare.
"Nice to meet you, Reylos. Since I can't see what you're carrying under that cloak, I assume your style is somewhat less direct than mine, huh?"
As she says this, she gestures to her sword.
"Even if we don't match up, let's learn a little from each other!"
Last edited by Agent of Dread on Sat Feb 01, 2020 2:12 am, edited 2 times in total.
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Reylos, Lvl 0.00
HP: 12/12
SP: 2/2

+0 DMG| +1 HIT | +3 AC | +4 MR | +5 INIT

Equipment:
Main: Long Dagger [1-5 dmg]
Alt: Shortbow [2-4 dmg] (Arrows [10/50])
Armor [1 AC]
Spoiler: Inventory & Status
Items [0/10]:
-

Spells [2/2]:
[list]
Enduring Inferno: Toss Fire at an enemy (which then engulfs them).
-> A fire-based projectile attack with [DEX ± INT] Hit.
Upon a hit, the target is engulfed in flames, dealing [2d4 ± WIL] fire damage immediately
and an additional [1d3 ± WIL/3] fire damage per turn for [3 ± INT/3] turns.
Crashing Wave: Fling a wall of Water at an enemy.
-> A water-based projectile attack with [WIL ± INT] Hit.
Upon a hit, the target takes [2d6 ± WIL] water damage and has to pass a VIT check against the caster's WIL.
If they fail, they are additionally stunned for a turn.
[/list]

Abilities: [295/300AP]
[list]
Silence [2/2] [Active] [40x2 AP]:
-> Strike a weak point with a dagger. Does Maximized damage and immobilizes enemy for their next turn.

Precision [Passive] [60 AP]: Know where to strike..
-> Daggers use DEX instead of STR for calculating +DMG.
+40 AP to use DEX for +Hit.

Last Shot [1/1] [Active] [60 AP]:
-> Throw a dagger at an enemy for 2x Maximized damage.
Hopefully they'll give it back afterward..

Shooting Cinders [Sustained] [40 AP]: Ignite arrows.
-> Arrows deal Fire damage but they will be burnt to ash and unrecoverable afterwards.
+20 AP per +1dmg.

Recover Fire [Passive] [15AP]:
-> Recover %50 of spent arrows after battle.
40 AP for 100%.

Fletchery [Camping] [50 AP]:
-> Craft [10 ± DEX] arrows.
[/list]

Attributes:
-2 Str
+3 Dex
+2 Agi
-2 Vit
+2 Int
+0 Wil
+2 Per
Spoiler: Thoughts
Reylos listens with slight amusement at Tabithe's enthusiasm.
(This Tabithe sure is enthusiastic. Kinda reminds me of someone..)
"You're right," Reylos responds as she moves her cloak to reveal the dagger on her belt, her expression becoming more serious again.
"There's a lot to learn from an opponent different from yourself."
Her thoughts seem to drift to something else for a moment.
(Or a friend...)
But Somath refocuses on Tabithe.
Reylos listens with slight amusement at Tabithe's enthusiasm.
"You're right," Reylos responds as she moves her cloak to reveal the dagger on her belt, her expression becoming more serious again.
"There's a lot to learn from an opponent different from yourself."
Her thoughts seem to drift to something else for a moment, then she refocuses on Tabithe.

You know, you'd think Reylos would be wearing her bow and quiver outside her cloak, since they'd be a bit impractical otherwise, but I've never mentioned it.
Then again, she'd be expecting to just use her dagger. I think I have an idea for this, actually.
......
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Re: Elemental PnP - Game Thread

Post by Shade »

Hana, Lv 0.00
HP: 11/11
MP: ★★
FP: ►►►►►
±0 Dmg | -2 Hit | +2 AC | +3 MR | +4 Init
Skills:
  • 1 Dryad's Curse
Equipment:
  • Oak Staff [1-3 Dmg, +1 AC, 2h]
  • -
Spoiler: Inventory & Status
Items:
[list][*] Special Medicine
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:
[list][*]Nature's Blessing
-> Removes most types of status ailments and debuffs from the target and additionally restores [1d6 ± WIL] HP.
[*]Entangle
-> Forces all enemies to make an [AGI ± VIT] check vs the caster's [DEX ± WIL]. Any targets failing the check are immobilized for [2 ± INT/5] turns and lose their AC dodge bonus for the duration of the effect.
[*]Animate Weapon
-> The target has to be an inanimate object that can be used as a weapon.
The target object is animated, receives the ability to fly and is under control of the caster.
The object is treated as a targetable member of battle with [10 ± INT/2 ± WIL] HP, [INT] AC and [INT ± WIL] Init and has complete immunity to status ailments and debuffs, but cannot be healed.
Offensively, it deals damage equal to [its innate Dmg range ± WIL/2] and has Hit equal to [its innate Hit stat ± INT]. Animated objects cannot perform maneuvers and thus have no MR stat.
The target object remains animated until its HP drop to 0 or it is manually dismissed by the caster. In both cases, the object crumbles to dust and cannot be retrieved.
This is a channeling spell. As long as the target object remains animated, the spellpoint used for this spell cannot be recovered.
[*]Enchant Weapon
-> The target has to be an object that can be used as a weapon. (It can be animated.)
The target object is enchanted with magic, bestowing a [WIL/2] bonus to Dmg and an [INT] bonus to Hit upon it. If desired, it can additionally receive an elemental affinity.
The target object remains enchanted until it is destroyed or the enchantment is manually cancelled.
This is a channeling spell. As long as the target object remains enchanted, the spellpoint used for this spell cannot be recovered.[/list]

Abilities (275/300 AP spent):
[list][*]Dryad's Curse [ Active ] [ 100 AP ]
-> This ability can only be used if the effects of "Wilting Flower" are not currently suppressed by medicine.
Forces all enemies to make a WIL check against Hana's WIL+2.
If they succeed, they are stunned for a turn.
If they fail, they (as well as all of their possessions) are permanently transformed into inanimate plants, thus eliminating them from combat. The type of plant is dependent on the target's characteristics and can be anything from a flower to a tree.
However, using this ability damages Hana's VIT by 5 and causes an immediate VIT check from "Wilting Flower".
Furthermore, this ability has no effect on embodiments of the forest, as well as spirits and other entities without a corporeal form.
[*]Phantasmal Barrier [ Active ] [ 80 AP / use ] [ Not learned ]
-> Grants the target a shield capable of distorting and defying reality, inverting all harmful effects of the next hit taken (damage becomes healing, debuffs become buffs, etc.).
If an effect cannot be converted into something positive, it is instead nullified altogether.

[*]Mirror Veil [ Sustained ] [ 70 AP ]
-> While active, as long as Hana has at least one spellpoint remaining, any projectile-based attack or spell aimed at Hana's party first has to pass a WIL vs. WIL check against Hana. If the attacker fails this check, one of Hana's spellpoints is consumed and the attack is reflected back at the attacker (and their allies, if applicable) with 50% increased potency and an additional +5 bonus to Hit.
This ability is automatically disabled if Hana runs out of spellpoints.
[*]Gift of the Spirits [ Passive ] [ 80 AP ]
-> Hana has the ability to regenerate mana at an unnatural rate while resting.
During combat, as long as Hana has no sustained abilities active, any unused minor action generates 1 Focus Point, while any unused major action generates 2. Every hour passed outside of combat also generates 1 Focus Point, or 2 while camping.
Every set of 5 Focus Points is automatically converted to a spellpoint.
Focus points will not accumulate if Hana isn't actually missing any spellpoints, and Focus Points that would go beyond Hana's spellpoint cap are lost.
[*]Pact of the Spirits [ Passive ] [ 100 AP ]
-> Hana is accompanied by two familiars at all times, which take the form of sentient glowing orbs with transculent wings resembling those of a butterfly, roughly the size of a fist. They're beings of pure magic, sustained by Hana's mana - they cannot leave her vicinity for more than a few minutes at a time, and if she dies, they will disappear.
They do, however, have their own will and reasoning, and although they will try to protect Hana to the best of their abilities, she does not have direct control over them.
The white one, called Lux, will cast supportive magic to bolster the strength and defenses of Hana and her allies, choosing from a variety of buffs and other trickery.
The black one, called Nox, will cast disruptive magic to weaken Hana's foes, trying to inflict a variety of status ailments and debuffs.
Both of them will act independently from Hana - once per turn each - and share her attributes to determine the effectiveness of their spells.
Although these familiars do not require enough mana to actively drain Hana's reserves, they do take up some magical power that she can never tap into, lowering her maximum spell points by 2.
If the maximum spell point reduction from this ability were to somehow drop Hana's maximum spell points to -1 or less, her familiars will disappear and she will lose consciousness until she regains enough maximum spell points to sustain them.
[*]Wilting Flower [ Passive ] [ +75 AP ]
-> Hana suffers from an incurable disease that is slowly eating away at her life.
Its effects can be suppressed with special medicine, but will begin anew as soon as she goes for a full day without.
When not under the effects of the medicine...
- ...she receives one point of attribute damage to a random attribute whenever she takes HP damage.
- ...HP and attribute damage will not regenerate through natural means. (Potions, spells, etc. will still work as normal.)
- ...she periodically (roughly once per day) has to pass a VIT check against a DC of 10; if she fails it, her VIT is damaged by 1d4 and her max HP are affected accordingly. If this drops her VIT to -6 or less, she will additionally pass out for a few hours. If Hana fails three or more of these checks and passes out as a result, she dies.
Taking medicine will reset the number of failed checks, and resting while under the effects of the medicine will allow Hana to recover HP and attribute damage as normal.
Hana (as well as anyone else with basic knowledge of medicine and/or herbs) is capable of making this medicine herself given the right ingredients, a spellpoint and an hour of time.[/list]


Attributes:
-2 Strength
±0 Dexterity
+2 Agility
-3 Vitality
+4 Intellect
+4 Willpower
±0 Perception
However, among the crowd a small group of people in hooded black robes stood out. It looked like they were just simply talking about something, yet people seemed to avoid them and occassionally directed suspicious looks their way... did their robes or animal masks mark them as members of some kind of suspicious organization?
...well, there were two ways to find out! One way was to simply ask a bystander about them. The other was to eavesdrop on them!

Hana slowly walked closer to the suspicious black-robed people, pretending to be lost in thought. If she didn't want them to notice it was probably best to just walk past them without stopping or looking at them.
Last edited by Shade on Mon Feb 03, 2020 7:50 pm, edited 1 time in total.
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

@Hana:
You walk slowly past them, listening to their conversation.
As you aren't looking at them, you can't tell which one is talking.

"But what's going to happen tonight..?" A young male voice wonders.
"Have patience, Dog. We'll find out soon enough," answers an older male voice.
"Tonight's when the magic is strongest, right? That's why we're here?" asks a deep male voice.
"Right," answers a female voice...

"When Deimos was sealed away, hundreds of years ago, so much power was used that it
filled the air and spread across the continent. The excess magic caused strange happenings..."
"I remember this story!" interrupts the young man, Dog, excitedly.
"Storms raged, people saw ghosts, wild animals spoke guidance as roads were swallowed by vegetation.."
"The monstrous creatures of Deimos faded away along with the uncontrolled magic," continues the female voice.
"But they say every year Deimos tries to break the seal, on this night now known as Ethereal Eve."

"The power of Krysos runs rampant trying to contain it,"
The older male speaks again. "But I doubt we have to worry about that. Did you enjoy your history lesson, Bear?"
There's a pause before the deep male voice responds. "I don't know about all these legends, but Dog seemed to enjoy it. Why don't you conjure up a spirit for him, Wolf?"
"Shut up, Bear, he doesn't have a spell like that. ...Do you?" Dog seems nervous.
"I bet he does, and on Ethereal Eve it'd be easier than easy," The woman, who must be Fox, says happily.

Then she says, "But it doesn't look like he'll even need to. There's already two of them over there."
She must have spotted you. She sounds surprised, as if she was only kidding before.
......
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Re: Elemental PnP - Game Thread

Post by Shade »

Hana, Lv 0.00
HP: 11/11
MP: ★★
FP: ►►►►►
±0 Dmg | -2 Hit | +2 AC | +3 MR | +4 Init
Skills:
  • 1 Dryad's Curse
Equipment:
  • Oak Staff [1-3 Dmg, +1 AC, 2h]
  • -
Spoiler: Inventory & Status
Items:
[list][*] Special Medicine
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:
[list][*]Nature's Blessing
-> Removes most types of status ailments and debuffs from the target and additionally restores [1d6 ± WIL] HP.
[*]Entangle
-> Forces all enemies to make an [AGI ± VIT] check vs the caster's [DEX ± WIL]. Any targets failing the check are immobilized for [2 ± INT/5] turns and lose their AC dodge bonus for the duration of the effect.
[*]Animate Weapon
-> The target has to be an inanimate object that can be used as a weapon.
The target object is animated, receives the ability to fly and is under control of the caster.
The object is treated as a targetable member of battle with [10 ± INT/2 ± WIL] HP, [INT] AC and [INT ± WIL] Init and has complete immunity to status ailments and debuffs, but cannot be healed.
Offensively, it deals damage equal to [its innate Dmg range ± WIL/2] and has Hit equal to [its innate Hit stat ± INT]. Animated objects cannot perform maneuvers and thus have no MR stat.
The target object remains animated until its HP drop to 0 or it is manually dismissed by the caster. In both cases, the object crumbles to dust and cannot be retrieved.
This is a channeling spell. As long as the target object remains animated, the spellpoint used for this spell cannot be recovered.
[*]Enchant Weapon
-> The target has to be an object that can be used as a weapon. (It can be animated.)
The target object is enchanted with magic, bestowing a [WIL/2] bonus to Dmg and an [INT] bonus to Hit upon it. If desired, it can additionally receive an elemental affinity.
The target object remains enchanted until it is destroyed or the enchantment is manually cancelled.
This is a channeling spell. As long as the target object remains enchanted, the spellpoint used for this spell cannot be recovered.[/list]

Abilities (275/300 AP spent):
[list][*]Dryad's Curse [ Active ] [ 100 AP ]
-> This ability can only be used if the effects of "Wilting Flower" are not currently suppressed by medicine.
Forces all enemies to make a WIL check against Hana's WIL+2.
If they succeed, they are stunned for a turn.
If they fail, they (as well as all of their possessions) are permanently transformed into inanimate plants, thus eliminating them from combat. The type of plant is dependent on the target's characteristics and can be anything from a flower to a tree.
However, using this ability damages Hana's VIT by 5 and causes an immediate VIT check from "Wilting Flower".
Furthermore, this ability has no effect on embodiments of the forest, as well as spirits and other entities without a corporeal form.
[*]Phantasmal Barrier [ Active ] [ 80 AP / use ] [ Not learned ]
-> Grants the target a shield capable of distorting and defying reality, inverting all harmful effects of the next hit taken (damage becomes healing, debuffs become buffs, etc.).
If an effect cannot be converted into something positive, it is instead nullified altogether.

[*]Mirror Veil [ Sustained ] [ 70 AP ]
-> While active, as long as Hana has at least one spellpoint remaining, any projectile-based attack or spell aimed at Hana's party first has to pass a WIL vs. WIL check against Hana. If the attacker fails this check, one of Hana's spellpoints is consumed and the attack is reflected back at the attacker (and their allies, if applicable) with 50% increased potency and an additional +5 bonus to Hit.
This ability is automatically disabled if Hana runs out of spellpoints.
[*]Gift of the Spirits [ Passive ] [ 80 AP ]
-> Hana has the ability to regenerate mana at an unnatural rate while resting.
During combat, as long as Hana has no sustained abilities active, any unused minor action generates 1 Focus Point, while any unused major action generates 2. Every hour passed outside of combat also generates 1 Focus Point, or 2 while camping.
Every set of 5 Focus Points is automatically converted to a spellpoint.
Focus points will not accumulate if Hana isn't actually missing any spellpoints, and Focus Points that would go beyond Hana's spellpoint cap are lost.
[*]Pact of the Spirits [ Passive ] [ 100 AP ]
-> Hana is accompanied by two familiars at all times, which take the form of sentient glowing orbs with transculent wings resembling those of a butterfly, roughly the size of a fist. They're beings of pure magic, sustained by Hana's mana - they cannot leave her vicinity for more than a few minutes at a time, and if she dies, they will disappear.
They do, however, have their own will and reasoning, and although they will try to protect Hana to the best of their abilities, she does not have direct control over them.
The white one, called Lux, will cast supportive magic to bolster the strength and defenses of Hana and her allies, choosing from a variety of buffs and other trickery.
The black one, called Nox, will cast disruptive magic to weaken Hana's foes, trying to inflict a variety of status ailments and debuffs.
Both of them will act independently from Hana - once per turn each - and share her attributes to determine the effectiveness of their spells.
Although these familiars do not require enough mana to actively drain Hana's reserves, they do take up some magical power that she can never tap into, lowering her maximum spell points by 2.
If the maximum spell point reduction from this ability were to somehow drop Hana's maximum spell points to -1 or less, her familiars will disappear and she will lose consciousness until she regains enough maximum spell points to sustain them.
[*]Wilting Flower [ Passive ] [ +75 AP ]
-> Hana suffers from an incurable disease that is slowly eating away at her life.
Its effects can be suppressed with special medicine, but will begin anew as soon as she goes for a full day without.
When not under the effects of the medicine...
- ...she receives one point of attribute damage to a random attribute whenever she takes HP damage.
- ...HP and attribute damage will not regenerate through natural means. (Potions, spells, etc. will still work as normal.)
- ...she periodically (roughly once per day) has to pass a VIT check against a DC of 10; if she fails it, her VIT is damaged by 1d4 and her max HP are affected accordingly. If this drops her VIT to -6 or less, she will additionally pass out for a few hours. If Hana fails three or more of these checks and passes out as a result, she dies.
Taking medicine will reset the number of failed checks, and resting while under the effects of the medicine will allow Hana to recover HP and attribute damage as normal.
Hana (as well as anyone else with basic knowledge of medicine and/or herbs) is capable of making this medicine herself given the right ingredients, a spellpoint and an hour of time.[/list]


Attributes:
-2 Strength
±0 Dexterity
+2 Agility
-3 Vitality
+4 Intellect
+4 Willpower
±0 Perception
As it turned out, these black-robed people seemed to be talking about some kind of legend - the origin of Ethereal Eve, apparently? While Hana couldn't remember having heard about it before, it nonetheless sounded vaguely familiar to her.
However, despite her best efforts to go unnoticed, it sounded as if the woman among them - Fox? - had noticed her after all; or rather, she had noticed Lux and Nox. It honestly probably was more surprising that these people were the first to take note of them - none of the other people present seemed to pay them any mind at all, almost as if they couldn't even see them.

Hana stopped in her tracks and turned to face the people she had been overhearing, smiling innocently. While she still wasn't quite sure what they were up to, it didn't seem like they posed an immediate threat, so it was probably fine to talk to them.
"Hm? Can I help you?"
Last edited by Shade on Mon Feb 03, 2020 7:50 pm, edited 1 time in total.
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

@Hana:
As you turn to them, you see they've turned to you.

"Oh, hello, Miss. We were just admiring your companions," says Wolf politely.
"It's rare to see spirits such as those, even at this time of year."
He looks at Lux and Nox with interest.
"Permit us to introduce ourselves. I am called Wolf,
and my companions are Fox, Bear, and Dog,"
he says, gesturing to each in turn. They nod.
......
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Re: Elemental PnP - Game Thread

Post by Shade »

Hana, Lv 0.00
HP: 11/11
MP: ★★
FP: ►►►►►
±0 Dmg | -2 Hit | +2 AC | +3 MR | +4 Init
Skills:
  • 1 Dryad's Curse
Equipment:
  • Oak Staff [1-3 Dmg, +1 AC, 2h]
  • -
Spoiler: Inventory & Status
Items:
[list][*] Special Medicine
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:
[list][*]Nature's Blessing
-> Removes most types of status ailments and debuffs from the target and additionally restores [1d6 ± WIL] HP.
[*]Entangle
-> Forces all enemies to make an [AGI ± VIT] check vs the caster's [DEX ± WIL]. Any targets failing the check are immobilized for [2 ± INT/5] turns and lose their AC dodge bonus for the duration of the effect.
[*]Animate Weapon
-> The target has to be an inanimate object that can be used as a weapon.
The target object is animated, receives the ability to fly and is under control of the caster.
The object is treated as a targetable member of battle with [10 ± INT/2 ± WIL] HP, [INT] AC and [INT ± WIL] Init and has complete immunity to status ailments and debuffs, but cannot be healed.
Offensively, it deals damage equal to [its innate Dmg range ± WIL/2] and has Hit equal to [its innate Hit stat ± INT]. Animated objects cannot perform maneuvers and thus have no MR stat.
The target object remains animated until its HP drop to 0 or it is manually dismissed by the caster. In both cases, the object crumbles to dust and cannot be retrieved.
This is a channeling spell. As long as the target object remains animated, the spellpoint used for this spell cannot be recovered.
[*]Enchant Weapon
-> The target has to be an object that can be used as a weapon. (It can be animated.)
The target object is enchanted with magic, bestowing a [WIL/2] bonus to Dmg and an [INT] bonus to Hit upon it. If desired, it can additionally receive an elemental affinity.
The target object remains enchanted until it is destroyed or the enchantment is manually cancelled.
This is a channeling spell. As long as the target object remains enchanted, the spellpoint used for this spell cannot be recovered.[/list]

Abilities (275/300 AP spent):
[list][*]Dryad's Curse [ Active ] [ 100 AP ]
-> This ability can only be used if the effects of "Wilting Flower" are not currently suppressed by medicine.
Forces all enemies to make a WIL check against Hana's WIL+2.
If they succeed, they are stunned for a turn.
If they fail, they (as well as all of their possessions) are permanently transformed into inanimate plants, thus eliminating them from combat. The type of plant is dependent on the target's characteristics and can be anything from a flower to a tree.
However, using this ability damages Hana's VIT by 5 and causes an immediate VIT check from "Wilting Flower".
Furthermore, this ability has no effect on embodiments of the forest, as well as spirits and other entities without a corporeal form.
[*]Phantasmal Barrier [ Active ] [ 80 AP / use ] [ Not learned ]
-> Grants the target a shield capable of distorting and defying reality, inverting all harmful effects of the next hit taken (damage becomes healing, debuffs become buffs, etc.).
If an effect cannot be converted into something positive, it is instead nullified altogether.

[*]Mirror Veil [ Sustained ] [ 70 AP ]
-> While active, as long as Hana has at least one spellpoint remaining, any projectile-based attack or spell aimed at Hana's party first has to pass a WIL vs. WIL check against Hana. If the attacker fails this check, one of Hana's spellpoints is consumed and the attack is reflected back at the attacker (and their allies, if applicable) with 50% increased potency and an additional +5 bonus to Hit.
This ability is automatically disabled if Hana runs out of spellpoints.
[*]Gift of the Spirits [ Passive ] [ 80 AP ]
-> Hana has the ability to regenerate mana at an unnatural rate while resting.
During combat, as long as Hana has no sustained abilities active, any unused minor action generates 1 Focus Point, while any unused major action generates 2. Every hour passed outside of combat also generates 1 Focus Point, or 2 while camping.
Every set of 5 Focus Points is automatically converted to a spellpoint.
Focus points will not accumulate if Hana isn't actually missing any spellpoints, and Focus Points that would go beyond Hana's spellpoint cap are lost.
[*]Pact of the Spirits [ Passive ] [ 100 AP ]
-> Hana is accompanied by two familiars at all times, which take the form of sentient glowing orbs with transculent wings resembling those of a butterfly, roughly the size of a fist. They're beings of pure magic, sustained by Hana's mana - they cannot leave her vicinity for more than a few minutes at a time, and if she dies, they will disappear.
They do, however, have their own will and reasoning, and although they will try to protect Hana to the best of their abilities, she does not have direct control over them.
The white one, called Lux, will cast supportive magic to bolster the strength and defenses of Hana and her allies, choosing from a variety of buffs and other trickery.
The black one, called Nox, will cast disruptive magic to weaken Hana's foes, trying to inflict a variety of status ailments and debuffs.
Both of them will act independently from Hana - once per turn each - and share her attributes to determine the effectiveness of their spells.
Although these familiars do not require enough mana to actively drain Hana's reserves, they do take up some magical power that she can never tap into, lowering her maximum spell points by 2.
If the maximum spell point reduction from this ability were to somehow drop Hana's maximum spell points to -1 or less, her familiars will disappear and she will lose consciousness until she regains enough maximum spell points to sustain them.
[*]Wilting Flower [ Passive ] [ +75 AP ]
-> Hana suffers from an incurable disease that is slowly eating away at her life.
Its effects can be suppressed with special medicine, but will begin anew as soon as she goes for a full day without.
When not under the effects of the medicine...
- ...she receives one point of attribute damage to a random attribute whenever she takes HP damage.
- ...HP and attribute damage will not regenerate through natural means. (Potions, spells, etc. will still work as normal.)
- ...she periodically (roughly once per day) has to pass a VIT check against a DC of 10; if she fails it, her VIT is damaged by 1d4 and her max HP are affected accordingly. If this drops her VIT to -6 or less, she will additionally pass out for a few hours. If Hana fails three or more of these checks and passes out as a result, she dies.
Taking medicine will reset the number of failed checks, and resting while under the effects of the medicine will allow Hana to recover HP and attribute damage as normal.
Hana (as well as anyone else with basic knowledge of medicine and/or herbs) is capable of making this medicine herself given the right ingredients, a spellpoint and an hour of time.[/list]


Attributes:
-2 Strength
±0 Dexterity
+2 Agility
-3 Vitality
+4 Intellect
+4 Willpower
±0 Perception
"Oh, those two? They've been following me around for as long as I can remember. Are they really that special? Nobody else seemed to really take note of them."
Hana tilted her head a little when the robed people introduced themselves.
"You're wearing masks matching your names?"
...it probably was more likely that they just weren't willing to give her their real names. Oh well - it was a masquerade after all.
"In any case, I'm Hana, and those two are Lux and Nox. Pleased to make your aquaintance!"
Last edited by Shade on Mon Feb 03, 2020 7:50 pm, edited 1 time in total.
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penguinflyer2222
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Party
  • Reylos (pf2222) ..__ | 12/12 | Lv 0.00 | [Front] |
    ---
  • Tabithe (AoD) ...._ | 16/16 | Lv 0.00 | [Front] |
    ---
  • Hana (Shade) ....._ | 11/11 | Lv 0.00 | [Front] |
Location: Dezas Castle
Day 0
Adding the day before I forget. A "" means the medicine is in effect. It will be a "" if it is not.

@Hana:

"Likewise," returns Fox.
"I don't know why no one else noticed Lux and Nox, though.
Maybe..."

"Maybe they're bad luck!" Dog interrupts.
"Everyone just pretends not to see them, so they won't get cursed!"
"Don't be stupid," Bear chides him.
"If they were bad luck, everyone would just avoid them.
Haven't you seen how obviously everyone avoids us?"

"Oh..." Dog sounds crestfallen.

"...I was going to say, maybe they can't see them.
Those spirits are probably pretty powerful.
It wouldn't surprise me if they could alter people's perceptions."


"In that case," says Wolf, "why can we see them...?"
......
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