Aria of Ruin PnP - Game Thread

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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 2.04

███████

██████████

██ ██

| |
+3 Dmg | +5 Hit | +5 AC | +6 MR | +4 Init
Rapier - 1-6 Dmg | L. Coat & Cuirass - 2+1 AC
Spoiler: Inventory & Status
Items:

[list][*] 04 Daggers [ 1-4 Dmg ]
[*] 01 Healing Flask [ +05 HP ]
[*] 02 Bandages [ Cancels up to 10 stacked bleeding damage. ]
[*] 01 Armor Kit [ +2 AC for 1 fight. ]
[*] 01 Whetstone [ +1 DMG and CT for 1 fight. ]
[*] 01 Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
[*] 04 Watcher Blood Vials [ Remains ]
[*] -
[*] -
[*] -
[*] -[/list]

Spells:

[list][*] Arc Bolt
-> Strike a single enemy with a bolt of lightning. The bolt has 4+Int/2 Hit and deals 3d3+Wil damage.
-> On attack rolls of 6 or more, the bolt will chain to a random nearby enemy dealing 2d3+Wil damage on the first chain, and 1d3+Wil any consecutive times after that.
[*] Entropy Bolt
-> Attack an enemy with a strange bolt of chaotic energy. The bolt has Wil+Dex Hit and reduces the victim's AC and Hit by Int.
-> The victim will take 1d3+Wil/5 Dmg and 5+Wil(caster)-Wil(target) Stress for Int turns.[/list]

Abilities: [ 345/400 AP spent ]

[list][*]Spell Scavenger [ Passive ] [ 220 AP ]
Nica wanders the land, tracing the trails of the many magicks at work upon it, and claiming them.
-> When Nica successfully casts a spell on an enemy, A Trace from the spell lingers on the enemy, granting her +1 Hit and MR against them for 2 turns. [ 60 AP ]
-> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point. [ 120 AP ]
-> A Trace can stack, up to 2 times. [ 40 AP ]
-> When an enemy casts a spell, that spell also leaves behind A Trace. [ 80 AP ]
-> If an enemy dies while it has A Trace, Nica may make a minor action on her next turn to cast any spell the felled enemy held A Trace from at the time without paying a Spellpoint. [ 40 AP ]
[/list]

[list][*]Finesse [ Passive ] [ 50 AP ]
Nica's deft hands supplant her skill with the blade... the pokey ones, anyway.
-> All rapier-type weapons are considered Treated when wielded by Nica.
-> Treated weapons use Dex for +Dmg.[/list]

[list][*]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.
[/list]

[list][*] Lunge / Red Lancer [ Active - 1 use ] [ 50 AP per use ]
Nica's daring nature is unbounded by battle positions... sometimes. With Ginny's own charge as a focal point, Nica can make some explosive use of this...
-> Nica may make a melee attack on a Covered enemy. [ 50 AP per use ]
-> If Nica is in Cover when Ginny performs Blue Lancer, Nica can expend a use of Lunge to perform an identical attack on the same target using her own major & minor action. [ 55 AP ]
-> She is also susceptible to the Stress penalty, but they will only suffer it if they both miss.
[/list]

[list][*] Last Ace in a Lost Hand [ Active - 1 Uses ] [ 85 AP ]
A river in a dry land...
-> This ability can only be used if Nica has 0 Spellpoints and Kleptokinesis is not active.
-> Nica casts a random spell from her Spellbook. If it is a combat spell, it gains +5 Hit and applies two stacks of A Trace.
-> In lieu of using a Spellpoint, Nica gains 20 Stress when this ability is used.
-> Nica may target an enemy, but if an ally-targeted spell is cast, the ally targeted is chosen at random.
-> This ability only recovers uses during rest.
[/list]

[list][*] Restless [ Active - 1 use ] [ 20 AP + 5n per use ]
Nica has never liked standing still for too long at once.
-> Nica may change battle positions as a free action.
-> This allows her to change positions twice in a turn, if she wishes.[/list]

[list][*]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 consume Kinesis and end Kleptokinesis. The damage is increased by 1x per stack consumed.
-> Kinesis stacks are lost if Kleptokinesis is ended manually.[/s][/color][/list]

[list][*]Aristocrat's Quill [ Camping ] [ 100 AP ]
Nica's upbringing has made her more than proficient with written documents, which she applies to spells left behind.
-> With a quill & parchment, Nica may transcribe one of her known spells into written form while camping.
-> She can re-learn spells that she has forgotten if she has their scrolls.[/s][/color][/list]


Attributes:

[list][*]-1 Str
[*]+6 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Nica and Dweck manage to get the man back on his proverbial feet, and with the rest of them he quickly sets about savagely ending the Hollowed Watcher. Oz in particular was looking rather rattled by the exertion to keep churning out those wind blades... but there was nothing to worry about now. No matter how long it took, they would outmatch this final Hollow and claim a bloody victory. Riding on less of a surge of confidence and more of a sigh of relief, Nica turns on her heel and darts forward to make a strike at their final foe. She has naught to say now, even her usual impish impatience quiet in the hall of her thoughts. She's already learned the cost of treating the Obelisk, and the soldiers' lives, lightly.

Nica moves to the Front. Nica attacks Hollow C, maneuver: pierce chest.
Last edited by Agent of Dread on Tue Feb 27, 2018 6:46 am, edited 2 times in total.
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 2.23
HP: 09/17
MP: ★★★★★★
SP: 127% / ▲ Grace Under Pressure, ✠ Hopeless
±0 Dmg | -8 Hit | -1 AC | +6 MR | +7 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Imperial Breastplate (4 AC)
Skills:
  • 0 Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest of Fireguard [Acc: +01 DR-Fire]
[*] The Conduit [Acc: [00][III]]
[*] Tarot Deck [22]
[*] Healing Flask [1/5] (Restores 5 HP.)
[*] Padded Vest (1 AC)
[*] Watcher Eye
[*] Watcher Eye
[*] Watcher Brain Matter
[*] Watcher Brain Matter
[*] -[/list]

Spells:
[list][*]Cyclone
-> Creates 1d3 + INT/5 Wind blades dealing 1d4 + WIL damage. Blades have 3 + INT/3 HIT bonus.
[*]Sonic Clap
-> All enemies must make a VIT check vs the caster's WIL or be stunned for a turn and lose their AC dodge bonus. Targets failing the check by 5 or more additionally suffer 1d3+INT/5 damage for every 5 points of difference.
[*]Darkmatter Vortex
-> All enemies must make a WIL+VIT check vs the caster's INT. If they succeed they take 1d3+INT/5 damage. if they fail they will take 1d3+INT/5 damage per turn for WIL turns.
[*]Radiant Light
-> Creates a floating orb of radiance to act as a source of light for the caster. The orb will accompany the caster for several hours before fizzling out, and may be dismissed manually. It also adds [INT/4] +HIT and Dodge AC to allies (but not the caster) while it is active, but disables stealth and will make the caster's party easier to see and attract attention.
[*]Life Sense
-> The caster is able to telepathically sense all living beings within a radius of approximately INT+PER meter and gains [INT/5] HIT and Damage against creatures sensed by the spell for the spell's duration. The spell lasts ~INTx5 minutes.
[*] -[/list]

Abilities (395/400 AP spent):
[list][*]Quick Spell [ Active ] [ 70 AP / use ] ( 1 use )
-> Allows Oz to cast a spell as a minor action.
[*]Awareness [ Sustained ] [ 60 AP ]
-> Oz can give up his minor action each turn in order to apply his Perception stat as a bonus towards any of his attempts to dodge an attack. Increases Stress by 5 at the end of every turn while active.
[*]Wellspring of Magic [ Passive ] [ 100 AP ]
-> At any time during a battle, Oz can use a minor action to regain a spell point, at the cost of increasing his Stress by 20.
[*]Mad Scientist [ Passive ] [ 65 AP ]
-> To Oz, gaining new knowledge is strangely invigorating, to the point he can become a bit... obsessive about it.
Oz receives a +[Stress/25] bonus to all checks involving experimentation to gain new knowledge, as well as an additional +2 bonus if he's suffering from an Affliction.
For each piece of knowledge gained by means of experimentation, Oz recovers Stress equal to half its DC.
[*]Grace under Pressure [ Passive ] [ 60 AP ]
-> Grants Oz a +1 bonus to all rolls whenever his Stress is 50 or higher.
[*]Maelstrom of Magic [ Passive ] [ 40 AP ]
-> Allows Oz to make a maneuver (spells only) against enemies marked with A Trace by Nica. If successful, A Trace is consumed and the target is stunned for a turn.
[*]Intimidating Confidence [ Active ] [ 35 AP ] [ Not learned ]
-> This is a minor action. If Ginny uses War Banner this turn, Oz follows up with his own unique brand of "encouragement", crushing his enemies' will to fight.
Unless they pass a WIL check against 6+WIL, all enemies suffer 10 Stress and have the damage of their next attack minimized.

[*]Photographic Memory [ Passive ] [ 50 AP ] [ Not learned ]
-> Oz receives a +5 bonus to any attempts to learn a spell he has seen before.

[*]Disquieting Serenity [ Passive ] [ 70 AP ] [ Not learned ]
-> Whenever Oz is (one of) the target(s) of any action while suffering from an Affliction, the user of that action receives 10 Stress unless they pass a WIL check against 6+WIL (whether they're friend or foe).

[*]Mental Warfare [ Sustained ] [ 75 AP ] [ Not learned ]
-> 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.

[*]Spell Crucible [ Camping ] [ 85 AP ] [ Req.: Ginny's Soul Crucible ] [ Not learned ]
-> Oz can create a combined spell from two of his known spells, that behaves as Ginny's spellbook abilities, with a single use. This spell does not take up space in Oz' spellbook but can only be used once before it is forgotten.

[*]Last Word [ Active ] [ 95 AP ] [ Not learned ]
-> This ability can only be used if Oz has no spellpoints remaining and at least 50 Stress.
Allows Oz to cast a spell at no spellpoint cost. The spell's effects are calculated as if Oz' INT and WIL were 5 points higher than they actually are, and any damage dealt will be maximized.
However, using this ability incurs a 50 Stress penalty and prevents Oz from using Wellspring of Magic for the remainder of the battle.

[*]A Mind for Magic [ Active ] [ 100 AP / use, 250 AP for passive ] [ Not learned ]
-> Oz can cast any spell he has seen before, even if he hasn't properly learned it. Doing so requires both his minor and major action as well as an extra spellpoint compared to casting the spell normally, and excludes it from being cast via Quick Spell, but otherwise works as normal.
[/list]


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+6 Intellect
+6 Willpower
+4 Perception
Oz watched with a morbid smile as the undead watcher finally died a second time. It... actually died? After all this, it... actually died?
...but at what cost?
"..."
...better to stay focused. One of the Hollow was still moving. After all that had happened, it seemed perfectly plausible for that lone Hollow to claim even more lives if they were careless.
Oz sighed, turning towards Tudor's men. He should have done this much earlier.
"Everyone, retreat. Don't risk any more lives. That's an order.
...that includes you, Dweck. I don't want to have to deal with Tudor if he finds out you spent your life here."

...now, assuming they were actually going to listen to him, that only left Nica, Ginny, Ameia and himself to deal with a single Hollow - an enemy he used to ridicule. Was there even any point in trying to fight it? Even if they managed to win, none of them were in any condition to approach the obelisk at this point.
...but...
...no. He didn't want to imagine what would happen to the corpses of the fallen soldiers if they simply left them here. This last Hollow had to be destroyed.

Oz waits.
If the last Hollow is still "alive" by the time Nica, Ginny and Ameia have taken their actions, he will use Wellspring of Magic and attack Hollow C with Cyclone. Otherwise he does nothing.
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 07/19 | IIIIIIIIII094 | Lv 1.45 | [Front] | Focused | ▲ +2 HIT
  • Image | Monstrosity | [Front] |
  • Image | Nica (AoD) ..__ | 09/14 | IIIIIIIIIII042 | Lv 2.39 | [Cover] | ▼ -2 MaxHP |
  • Image | Ginny (Cime) .. | 09/18 | IIIIIIIIII069 | Lv 2.40 | [Cover] |
  • Image | Oz (Shade) ..__ | 09/17 | IIIIIIIIII149 | Lv 2.60 | [Cover] | Hopeless |▲ G.U.P | ▼ -1 WIL | ▼ -1 INIT
  • Image | Dweck | 00/25 | IIIIIIIIIII084 | [Front] | ᚸ ᚸ
  • Image | Imperial Defender | -01/35
  • Image | Imperial Infantry A | 00/16
  • Image | Imperial Infantry B | -04/17 |
  • Image | Imperial Marksman A | 06/13 | IIIIIIIIIII033 | [Cover] |
  • Image | Imperial Marksman B | 07/15 | IIIIIIIIIII033 | [Cover] |
  • Image | Imperial Marksman C | 08/17 | IIIIIIIIIII038 | [Cover] |
  • Image | Imperial Marksman D | 11/14 | IIIIIIIIIII033 | [Cover] |
  • Image | Imperial Arbalest | 06/14 | IIIIIIIIIII045 | [Cover]
Gold: 159
Location: Korsgrad Ruins - Obelisk Approach
Day 03, Evening
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
Turn Order:
Oz[7], Nica[4], Ameia[4], Marskmen[3], Ginny[2], Dweck[2], Defender[1] ,Arbalest[1], Hollow C [-2], Hollowed Watcher [-2]

==================================================
Hollow C - Aura of Despair:

Oz' Stress increases by 4.
Nica's Stress increases by 4.
Ginny's Stress increases by 4.
Ameia's Stress increases by 4.
Dweck's Stress increases by 4.
Imperial Soldier's Stress increases by 4.
Hollow C's HP increases by 1.
==================================================
Oz is Hopeless...
[/b]Oz' INIT lowered by 1.[/b]

Oz waits...
==================================================
Oz commands the imperial soldiers to retreat. They hesitantly begin walking back and away from the Hollow.
==================================================
Nica loses 1 HP to Darkmatter Vortex.
Nica moves to the Front

Nica attacks Hollow C:
02 + 05 - 03 = 04
vs 06 + 00 = 06
Missed.
==================================================
Dweck loses 1 HP to Darkmatter Vortex.

⚔ Dweck is on Death's Door... ⚔
Dweck's Stress increases by 14.
Imperial Marksman C's Stress increases by 5.
Imperial Arbalest's Stress increases by 6.
Nica's Stress increases by 7.

Dweck Equips Imperial Infantry A's Dagger
Dweck's Stress increases by 4.

Dweck uses Hookblade @ Hollow C:
09 - 01 - 03 = 05
vs 02 + 00 = 02
Maneuver check (Pierce Head), DC 10
Dweck: 03 + 04 = 07 >>> Failed...
Hit! 4 Damage.
==================================================
Dweck disregards Oz's orders to retreat. He kneels down franticly next to the corpse of one of the soldiers and picks up their dagger. He manages to fit the dagger into his chain mechanism - which he quickly puts to use against the remaining Hollow.
==================================================
Ameia is Focused!
Ameia recovers 4 stress.

Ameia casts Void Armory
Ameia is cloaked with Void Armor
Ameia sustains 5 stress
Ameia gains Dark Energy.

Ameia À̧t̛t҉̧a̕c̷̢k͏̢s̛͘ Hollow C
03 + 05 + 02 - 03 = 07
vs 01 + 00 = 01
Hit! 8 damage.
==================================================
Monstrosity attacks Hollow C
2 Damage.
Hollow C is unfazed.
==================================================
Imperial Marksman A retreats...

Imperial Marksman B loses 2 HP to Darkmatter Vortex.
Imperial Marksman B retreats...

Imperial Marksman C loses 2 HP to Darkmatter Vortex.
Imperial Marksman C retreats...

Imperial Marksman D retreats...
==================================================
The imperial archers retreat away to a safe distance.
==================================================
Ginny loses 3 HP to Darkmatter Vortex
Ginny attacks Hollow C
07 + 02 - 02 = 07
vs 08 + 00 = 08
Missed.

Ginny uses Synapse Strike @ Hollow C
03 + 02 - 02 = 03
vs 01 + 00 = 01
Hit! Hollow C suffers no stress.
Ginny gains 6 HP.
==================================================
Imperial Defender loses 2 HP to Darkmatter Vortex.
⚔ Imperial Defender Falls. ⚔
Imperial Arbalest's Stress increases by 4.
Imperial Marksman A's Stress increases by 6.
Ginny's Stress increases by 5.
Dweck's Stress increases by 5.

Imperial Arbalest loses 1 HP to Darkmatter Vortex.
Imperial Arbalest retreats...
==================================================
The remaining two imperial soldiers retreat as well, but one of them succumbs to the Hollow Watcher's spell and falls to the ground with a rattle of his heavy armor, body limp and lifeless. The defender's shield rolls forward slightly, as if still attempting the retreat on its own.
==================================================
Oz uses Wellspring of Magic
Oz recovers 1 SP.
Oz' Stress increases by 20.


Oz casts Cyclone @ Hollow C
02 + 01 = 3 Blades

03 + 05 + 01 - 04 = 05
vs 02 + 00 = 02
Hit! 9 Damage.

09 + 05 + 01 - 04 = 11
vs 05 + 00 = 05
Hit! 8 Damage.

02 + 05 + 01 - 04 = 04
vs 01 + 00 = 01
Hit! 6 Damage.

⚔ Hollow C is slain ⚔
Oz recovers 5 stress.
==================================================
Seeing that the Hollow still poses a threat, Oz creates another barrage of cyclone blades, completely shredding the Hollow to pieces. The battle is finally over.
==================================================
Ameia's Dark Energy dissipates.

WIL check DC [20,16,13,11]
Ameia: 03 + 05 = 08 >>> Failed.
Ameia: 09 + 05 = 14 >>> Failed.
Ameia: 09 + 05 = 14 >>> Success.
Ameia: 10 + 05 = 15 >>> Success.

Ameia's Stress increases by 10.
==================================================






  • Image | Hollowed Watcher | -01/34
    ==================================================
  • Image | Hollow A | 00/11
  • Image | Hollow B | TKS |
  • Image | Hollow C | -21/11
  • Image | Hollow D | -02/13
  • Image | Hollow E | -02/12
  • Image | Hollow F | 00/09
  • Image | Hollow G | Burnout |


  • Battle Resolved
    +30 Exp - Victory
    + Hollow Watcher Ashes
    + Hollow Watcher Tooth
    + Hollow's Ashes
    + Hollow's Ashes
    + Hollow's Ashes
    + Hollow's Ashes
    + Hollow's Ashes
    + Hollow's Ashes
    + Hollow's Bone
    + Hollow's Bone
    + Hollow's Bone
    + Hollow's Bone
    + Hollow's Bone
    + Hollow's Bone

    Ginny:
    +3 Exp - Tactics
    Spoiler: B.K abilities
    + Catharsis Drive [06] (Hollow / Hollow Watcher)
    A melee attack that deals +1d4 damage per 10 accumulated stress, has +1 critical threat per 20 stress, and reduces Ginny's stress by 10 if it hits.
    + Branding Strike [06] (Hollow)
    A melee attack that brands the enemy if it hits, causing them to take 1 more damage from all sources. This mark is cumulative, but is cleared after combat.
    + Solar Flare [03] (Hollow)
    This ability can only be used when Ginny's stress is 50 or higher. Ginny loses 1d4 Hp and Inflicts 2d4 fire damage and 2d4 stress to all enemies in the front-most row. The self damage, fire and stress damage proc again for every 50 stress Ginny has.
    + Rebuke Vessel [01] (Hollow)
    Every use of this ability takes a separate slot in Ginny's spellbook. Increases Ginny's stress by 5 and consumes 1 Hollow's Ashes. Immediately destroys a Hollow. Major action.
    + Rebuke Vessel [01] (Hollow)
    Every use of this ability takes a separate slot in Ginny's spellbook. Increases Ginny's stress by 5 and consumes 1 Hollow's Ashes. Immediately destroys a Hollow. Major action.
    Nica:
    +2 Exp - Tactics
    +3 Exp - Roleplay


    Oz:
    +4 Exp - Overkill
    +2 Exp - Tactics
    +3 Exp - Roleplay
Image
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 2.62
HP: 09/17
MP: ★★★★★★
SP: 146% / ▲ Grace Under Pressure, ✠ Hopeless
±0 Dmg | -8 Hit | -1 AC | +6 MR | +7 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Imperial Breastplate (4 AC)
Skills:
  • 1 Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest of Fireguard [Acc: +01 DR-Fire]
[*] The Conduit [Acc: [00][III]]
[*] Healing Flask [1/5] (Restores 5 HP.)
[*] Padded Vest (1 AC)
[*] Watcher Eye
[*] Watcher Eye
[*] Watcher Brain Matter
[*] Watcher Brain Matter
[*] Hollow Watcher Ashes
[*] Hollow Watcher Tooth[/list]

Spells:
[list][*]Cyclone
-> Creates 1d3 + INT/5 Wind blades dealing 1d4 + WIL damage. Blades have 3 + INT/3 HIT bonus.
[*]Sonic Clap
-> All enemies must make a VIT check vs the caster's WIL or be stunned for a turn and lose their AC dodge bonus. Targets failing the check by 5 or more additionally suffer 1d3+INT/5 damage for every 5 points of difference.
[*]Darkmatter Vortex
-> All enemies must make a WIL+VIT check vs the caster's INT. If they succeed they take 1d3+INT/5 damage. if they fail they will take 1d3+INT/5 damage per turn for WIL turns.
[*]Radiant Light
-> Creates a floating orb of radiance to act as a source of light for the caster. The orb will accompany the caster for several hours before fizzling out, and may be dismissed manually. It also adds [INT/4] +HIT and Dodge AC to allies (but not the caster) while it is active, but disables stealth and will make the caster's party easier to see and attract attention.
[*]Life Sense
-> The caster is able to telepathically sense all living beings within a radius of approximately INT+PER meter and gains [INT/5] HIT and Damage against creatures sensed by the spell for the spell's duration. The spell lasts ~INTx5 minutes.
[*] -[/list]

Abilities (395/400 AP spent):
[list][*]Quick Spell [ Active ] [ 70 AP / use ] ( 1 use )
-> Allows Oz to cast a spell as a minor action.
[*]Awareness [ Sustained ] [ 60 AP ]
-> Oz can give up his minor action each turn in order to apply his Perception stat as a bonus towards any of his attempts to dodge an attack. Increases Stress by 5 at the end of every turn while active.
[*]Wellspring of Magic [ Passive ] [ 100 AP ]
-> At any time during a battle, Oz can use a minor action to regain a spell point, at the cost of increasing his Stress by 20.
[*]Mad Scientist [ Passive ] [ 65 AP ]
-> To Oz, gaining new knowledge is strangely invigorating, to the point he can become a bit... obsessive about it.
Oz receives a +[Stress/25] bonus to all checks involving experimentation to gain new knowledge, as well as an additional +2 bonus if he's suffering from an Affliction.
For each piece of knowledge gained by means of experimentation, Oz recovers Stress equal to half its DC.
[*]Grace under Pressure [ Passive ] [ 60 AP ]
-> Grants Oz a +1 bonus to all rolls whenever his Stress is 50 or higher.
[*]Maelstrom of Magic [ Passive ] [ 40 AP ]
-> Allows Oz to make a maneuver (spells only) against enemies marked with A Trace by Nica. If successful, A Trace is consumed and the target is stunned for a turn.
[*]Intimidating Confidence [ Active ] [ 35 AP ] [ Not learned ]
-> This is a minor action. If Ginny uses War Banner this turn, Oz follows up with his own unique brand of "encouragement", crushing his enemies' will to fight.
Unless they pass a WIL check against 6+WIL, all enemies suffer 10 Stress and have the damage of their next attack minimized.

[*]Photographic Memory [ Passive ] [ 50 AP ] [ Not learned ]
-> Oz receives a +5 bonus to any attempts to learn a spell he has seen before.

[*]Disquieting Serenity [ Passive ] [ 70 AP ] [ Not learned ]
-> Whenever Oz is (one of) the target(s) of any action while suffering from an Affliction, the user of that action receives 10 Stress unless they pass a WIL check against 6+WIL (whether they're friend or foe).

[*]Mental Warfare [ Sustained ] [ 75 AP ] [ Not learned ]
-> 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.

[*]Spell Crucible [ Camping ] [ 85 AP ] [ Req.: Ginny's Soul Crucible ] [ Not learned ]
-> Oz can create a combined spell from two of his known spells, that behaves as Ginny's spellbook abilities, with a single use. This spell does not take up space in Oz' spellbook but can only be used once before it is forgotten.

[*]Last Word [ Active ] [ 95 AP ] [ Not learned ]
-> This ability can only be used if Oz has no spellpoints remaining and at least 50 Stress.
Allows Oz to cast a spell at no spellpoint cost. The spell's effects are calculated as if Oz' INT and WIL were 5 points higher than they actually are, and any damage dealt will be maximized.
However, using this ability incurs a 50 Stress penalty and prevents Oz from using Wellspring of Magic for the remainder of the battle.

[*]A Mind for Magic [ Active ] [ 100 AP / use, 250 AP for passive ] [ Not learned ]
-> Oz can cast any spell he has seen before, even if he hasn't properly learned it. Doing so requires both his minor and major action as well as an extra spellpoint compared to casting the spell normally, and excludes it from being cast via Quick Spell, but otherwise works as normal.
[/list]


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+6 Intellect
+6 Willpower
+4 Perception
...the battle was finally over. And yet Oz felt that calling it a 'victory' would be a misnomer - there were no victors, there were merely survivors. After all, despite all this, their mission was a complete failure - none of the survivors were in any condition to take a crack at solving the mystery surrounding the obelisk, let alone risk yet another ambush. Their only option at this point was to count their losses and retreat before more lives were wasted.
"Alright, folks, we're leaving. We'll have to deal with the obelisk another time."
After instructing the remaining soldiers to recover the bodies of their fallen comrades as well as all of the remains of the Hollow they were capable of carrying, he approached Dweck.
"Oh yeah, Dweck, I'm pretty sure I told you to retreat. Did the adrenaline rush to your head and damage your hearing, or is that shell of yours just empty to begin with?
I mean, look, I don't particularly care about orders and authority myself, but given your recklessness it's almost like you wanted to die. I know you've had your disagreements with Tudor, but it can't be that bad."


(While instructing the remaining soldiers, Oz himself finally gives the Tarot Deck back to Ginny and then picks up the Hollow Watcher Ashes and the Hollow Watcher Tooth for his research.)
Last edited by Shade on Sat Mar 10, 2018 8:22 pm, edited 2 times in total.
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 2.39

███████

██████████

██ ██

| |
+3 Dmg | +5 Hit | +5 AC | +6 MR | +4 Init
Rapier - 1-6 Dmg | L. Coat & Cuirass - 2+1 AC
Spoiler: Inventory & Status
Items:

[list][*] 04 Daggers [ 1-4 Dmg ]
[*] 01 Healing Flask [ +05 HP ]
[*] 02 Bandages [ Cancels up to 10 stacked bleeding damage. ]
[*] 01 Armor Kit [ +2 AC for 1 fight. ]
[*] 01 Whetstone [ +1 DMG and CT for 1 fight. ]
[*] 01 Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
[*] 04 Watcher Blood Vials [ Remains ]
[*] -
[*] -
[*] -[/list]

Spells:

[list][*] Arc Bolt
-> Strike a single enemy with a bolt of lightning. The bolt has 4+Int/2 Hit and deals 3d3+Wil damage.
-> On attack rolls of 6 or more, the bolt will chain to a random nearby enemy dealing 2d3+Wil damage on the first chain, and 1d3+Wil any consecutive times after that.
[*] Entropy Bolt
-> Attack an enemy with a strange bolt of chaotic energy. The bolt has Wil+Dex Hit and reduces the victim's AC and Hit by Int.
-> The victim will take 1d3+Wil/5 Dmg and 5+Wil(caster)-Wil(target) Stress for Int turns.[/list]

Abilities: [ 345/400 AP spent ]

[list][*]Spell Scavenger [ Passive ] [ 220 AP ]
Nica wanders the land, tracing the trails of the many magicks at work upon it, and claiming them.
-> When Nica successfully casts a spell on an enemy, A Trace from the spell lingers on the enemy, granting her +1 Hit and MR against them for 2 turns. [ 60 AP ]
-> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point. [ 120 AP ]
-> A Trace can stack, up to 2 times. [ 40 AP ]
-> When an enemy casts a spell, that spell also leaves behind A Trace. [ 80 AP ]
-> If an enemy dies while it has A Trace, Nica may make a minor action on her next turn to cast any spell the felled enemy held A Trace from at the time without paying a Spellpoint. [ 40 AP ]
[/list]

[list][*]Finesse [ Passive ] [ 50 AP ]
Nica's deft hands supplant her skill with the blade... the pokey ones, anyway.
-> All rapier-type weapons are considered Treated when wielded by Nica.
-> Treated weapons use Dex for +Dmg.[/list]

[list][*]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.
[/list]

[list][*] Lunge / Red Lancer [ Active - 1 use ] [ 50 AP per use ]
Nica's daring nature is unbounded by battle positions... sometimes. With Ginny's own charge as a focal point, Nica can make some explosive use of this...
-> Nica may make a melee attack on a Covered enemy. [ 50 AP per use ]
-> If Nica is in Cover when Ginny performs Blue Lancer, Nica can expend a use of Lunge to perform an identical attack on the same target using her own major & minor action. [ 55 AP ]
-> She is also susceptible to the Stress penalty, but they will only suffer it if they both miss.
[/list]

[list][*] Last Ace in a Lost Hand [ Active - 1 Uses ] [ 85 AP ]
A river in a dry land...
-> This ability can only be used if Nica has 0 Spellpoints and Kleptokinesis is not active.
-> Nica casts a random spell from her Spellbook. If it is a combat spell, it gains +5 Hit and applies two stacks of A Trace.
-> In lieu of using a Spellpoint, Nica gains 20 Stress when this ability is used.
-> Nica may target an enemy, but if an ally-targeted spell is cast, the ally targeted is chosen at random.
-> This ability only recovers uses during rest.
[/list]

[list][*] Restless [ Active - 1 use ] [ 20 AP + 5n per use ]
Nica has never liked standing still for too long at once.
-> Nica may change battle positions as a free action.
-> This allows her to change positions twice in a turn, if she wishes.[/list]

[list][*]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 consume Kinesis and end Kleptokinesis. The damage is increased by 1x per stack consumed.
-> Kinesis stacks are lost if Kleptokinesis is ended manually.[/s][/color][/list]

[list][*]Aristocrat's Quill [ Camping ] [ 100 AP ]
Nica's upbringing has made her more than proficient with written documents, which she applies to spells left behind.
-> With a quill & parchment, Nica may transcribe one of her known spells into written form while camping.
-> She can re-learn spells that she has forgotten if she has their scrolls.[/s][/color][/list]


Attributes:

[list][*]-1 Str
[*]+6 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
As she runs wide to maintain her momentum for the next attack, Oz's magic lacerates the remaining foe before Nica can raise her blade once more. It was over.
Skidding to a halt and kicking up dust from the rubble, Nica finally allows herself to stop. To ease... despite being fought in a matter of minutes, it feels like an age since she has been promised an end to the tension. That'll be when she collapses into the bed at the barracks, no later than strictly necessary.

The highest on the mound of all her companions and the remainder of Tudor's company, she surveys the maudlin air pervading what becomes the cleanup. Oz continues to order the soldiers with a graven face of the like she hasn't before seen him wear... a testament to the cost of this victory. Though they could not approach the Obelisk and conjure a plan for its levelling tonight, they now knew what it took to be afforded the chance. Only more determined to unravel it, Nica didn't want to let go of that small accomplishment... nor did she want it lost on the soldiers whose comrades gave their lives for it. She adds on to Oz' summary, addressing the soldiers.
"...But we now know what it'll take. We couldn't have done this much with any fewer losses than we received... so let's make sure they aren't vain."
As she descends to collect anything the soldiers can't from the remains, she listens to Oz rebuke Dweck's recklessness. Feeling the same stubbornness that lead Dweck to stay in the fray rising in her, she almost moves to defend him, but stops herself when she remembers Tudor's words... no, orders for the safety of his troops. She swallows her words back down, knowing that Oz of all people is taking those orders to heart... and that she rather did not. She realises that the two of them have very different ideas of what leading the militia is in this situation... chides herself for the recklessness she would have had endanger those men.
Still retaining her sympathy for Dweck, though, she approaches the two as well, offering an arm and shoulder.
"...Here. If walking is trouble."
No matter what sort of man he is, it's the least she ought to do for one who shielded her life with his own.

Nica takes any remains that aren't collected by Tudor's men.
- Linktree: linktr.ee/trilbs -
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 07/19 | IIIIIIIIII094 | Lv 1.45 | [Front] | Focused | ▲ +2 HIT
  • Image | Nica (AoD) ..__ | 09/14 | IIIIIIIIIII042 | Lv 2.39 | [Cover] | ▼ -2 MaxHP |
  • Image | Ginny (Cime) .. | 09/18 | IIIIIIIIII069 | Lv 2.40 | [Cover] |
  • Image | Oz (Shade) ..__ | 09/17 | IIIIIIIIII149 | Lv 2.60 | [Cover] | Hopeless |▲ G.U.P | ▼ -1 WIL | ▼ -1 INIT
  • Image | Dweck | 00/25 | IIIIIIIIIII084 | [Front] | ᚸ ᚸ
  • Image | Imperial Marksman A | 06/13 | IIIIIIIIIII033 | [Cover] |
  • Image | Imperial Marksman B | 07/15 | IIIIIIIIIII033 | [Cover] |
  • Image | Imperial Marksman C | 08/17 | IIIIIIIIIII038 | [Cover] |
  • Image | Imperial Marksman D | 11/14 | IIIIIIIIIII033 | [Cover] |
  • Image | Imperial Arbalest | 06/14 | IIIIIIIIIII045 | [Cover]
Gold: 159
Location: Korsgrad Ruins - Obelisk Approach
Day 03, Evening
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
Dweck, still sweating, bloodied and struggling to breathe, responds to Oz' words with a graven tone.
"It's nothing like that. For my people, retreating from battle is worse than death. Especially when there are dead to be avenged."
He silently accepts Nica's shoulder.
"I should have done more."

Tudor's soldiers look pale without exception, those dead and alive as well. They slowly regroup and begin the grim task of retrieving their dead, leaving nothing behind. Despite the victory, everyone is silent and frantic, moving quickly as if the just-won battle could repeat itself any moment if they delay in the slightest. The smell of dust, blood and ashes fills the night air.

Ginny remains standing in the same spot where she did, clutching her weapon and staring at the base of the mound. When Oz approaches and hands her back the tarot deck, she snaps back to and takes it.

Within minutes, your group has recollected itself, the soldiers carrying the dead and you the remains of the creatures you've fought. The night is still young and the obelisk looms over in the darkness. You feel the moisture in the air increase and fog begins to roll in from above, near the peak of the obelisk.

You can pick the rest of the stuff up in the next post if you left anything.
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 2.62
HP: 09/17
MP: ★★★★★★
SP: 146% / ▲ Grace Under Pressure, ✠ Hopeless
±0 Dmg | -8 Hit | -1 AC | +6 MR | +7 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Imperial Breastplate (4 AC)
Skills:
  • 1 Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest of Fireguard [Acc: +01 DR-Fire]
[*] The Conduit [Acc: [00][III]]
[*] Healing Flask [1/5] (Restores 5 HP.)
[*] Padded Vest (1 AC)
[*] Watcher Eye
[*] Watcher Eye
[*] Watcher Brain Matter
[*] Watcher Brain Matter
[*] Hollow Watcher Ashes
[*] Hollow Watcher Tooth[/list]

Spells:
[list][*]Cyclone
-> Creates 1d3 + INT/5 Wind blades dealing 1d4 + WIL damage. Blades have 3 + INT/3 HIT bonus.
[*]Sonic Clap
-> All enemies must make a VIT check vs the caster's WIL or be stunned for a turn and lose their AC dodge bonus. Targets failing the check by 5 or more additionally suffer 1d3+INT/5 damage for every 5 points of difference.
[*]Darkmatter Vortex
-> All enemies must make a WIL+VIT check vs the caster's INT. If they succeed they take 1d3+INT/5 damage. if they fail they will take 1d3+INT/5 damage per turn for WIL turns.
[*]Radiant Light
-> Creates a floating orb of radiance to act as a source of light for the caster. The orb will accompany the caster for several hours before fizzling out, and may be dismissed manually. It also adds [INT/4] +HIT and Dodge AC to allies (but not the caster) while it is active, but disables stealth and will make the caster's party easier to see and attract attention.
[*]Life Sense
-> The caster is able to telepathically sense all living beings within a radius of approximately INT+PER meter and gains [INT/5] HIT and Damage against creatures sensed by the spell for the spell's duration. The spell lasts ~INTx5 minutes.
[*] -[/list]

Abilities (395/400 AP spent):
[list][*]Quick Spell [ Active ] [ 70 AP / use ] ( 1 use )
-> Allows Oz to cast a spell as a minor action.
[*]Awareness [ Sustained ] [ 60 AP ]
-> Oz can give up his minor action each turn in order to apply his Perception stat as a bonus towards any of his attempts to dodge an attack. Increases Stress by 5 at the end of every turn while active.
[*]Wellspring of Magic [ Passive ] [ 100 AP ]
-> At any time during a battle, Oz can use a minor action to regain a spell point, at the cost of increasing his Stress by 20.
[*]Mad Scientist [ Passive ] [ 65 AP ]
-> To Oz, gaining new knowledge is strangely invigorating, to the point he can become a bit... obsessive about it.
Oz receives a +[Stress/25] bonus to all checks involving experimentation to gain new knowledge, as well as an additional +2 bonus if he's suffering from an Affliction.
For each piece of knowledge gained by means of experimentation, Oz recovers Stress equal to half its DC.
[*]Grace under Pressure [ Passive ] [ 60 AP ]
-> Grants Oz a +1 bonus to all rolls whenever his Stress is 50 or higher.
[*]Maelstrom of Magic [ Passive ] [ 40 AP ]
-> Allows Oz to make a maneuver (spells only) against enemies marked with A Trace by Nica. If successful, A Trace is consumed and the target is stunned for a turn.
[*]Intimidating Confidence [ Active ] [ 35 AP ] [ Not learned ]
-> This is a minor action. If Ginny uses War Banner this turn, Oz follows up with his own unique brand of "encouragement", crushing his enemies' will to fight.
Unless they pass a WIL check against 6+WIL, all enemies suffer 10 Stress and have the damage of their next attack minimized.

[*]Photographic Memory [ Passive ] [ 50 AP ] [ Not learned ]
-> Oz receives a +5 bonus to any attempts to learn a spell he has seen before.

[*]Disquieting Serenity [ Passive ] [ 70 AP ] [ Not learned ]
-> Whenever Oz is (one of) the target(s) of any action while suffering from an Affliction, the user of that action receives 10 Stress unless they pass a WIL check against 6+WIL (whether they're friend or foe).

[*]Mental Warfare [ Sustained ] [ 75 AP ] [ Not learned ]
-> 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.

[*]Spell Crucible [ Camping ] [ 85 AP ] [ Req.: Ginny's Soul Crucible ] [ Not learned ]
-> Oz can create a combined spell from two of his known spells, that behaves as Ginny's spellbook abilities, with a single use. This spell does not take up space in Oz' spellbook but can only be used once before it is forgotten.

[*]Last Word [ Active ] [ 95 AP ] [ Not learned ]
-> This ability can only be used if Oz has no spellpoints remaining and at least 50 Stress.
Allows Oz to cast a spell at no spellpoint cost. The spell's effects are calculated as if Oz' INT and WIL were 5 points higher than they actually are, and any damage dealt will be maximized.
However, using this ability incurs a 50 Stress penalty and prevents Oz from using Wellspring of Magic for the remainder of the battle.

[*]A Mind for Magic [ Active ] [ 100 AP / use, 250 AP for passive ] [ Not learned ]
-> Oz can cast any spell he has seen before, even if he hasn't properly learned it. Doing so requires both his minor and major action as well as an extra spellpoint compared to casting the spell normally, and excludes it from being cast via Quick Spell, but otherwise works as normal.
[/list]


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+6 Intellect
+6 Willpower
+4 Perception
...so in the end, Dweck was an idiot after all. A valiant idiot, but nonetheless an idiot. In a completely deadpan tone, Oz responded:
"Oh, is that so? My bad. I knew you don't have the mental capacity to think for yourself, but I didn't realize you're the descendant of a clan of morons."

Once the group had finally recollected itself, Oz took one final look at the obelisk looming over in the darkness, so close, yet so far...
"..."
Today was not the day - but the day would come.
"Well, let's scram while we can."
All he could do was to hope that this kind of catastrophic failure would serve as a grim warning to everyone who had treated the matters surrounding the obelisk lightly up to this point.
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 07/19 | IIIIIIIIII094 | Lv 1.45 | [Front] | Focused | ▲ +2 HIT
  • Image | Nica (AoD) ..__ | 09/14 | IIIIIIIIIII042 | Lv 2.39 | [Cover] | ▼ -2 MaxHP |
  • Image | Ginny (Cime) .. | 09/18 | IIIIIIIIII069 | Lv 2.40 | [Cover] |
  • Image | Oz (Shade) ..__ | 09/17 | IIIIIIIIII149 | Lv 2.60 | [Cover] | Hopeless |▲ G.U.P | ▼ -1 WIL | ▼ -1 INIT
  • Image | Dweck | 00/25 | IIIIIIIIIII089 | [Front] | ᚸ ᚸ
  • Image | Imperial Marksman A | 06/13 | IIIIIIIIIII033 | [Cover] |
  • Image | Imperial Marksman B | 07/15 | IIIIIIIIIII033 | [Cover] |
  • Image | Imperial Marksman C | 08/17 | IIIIIIIIIII038 | [Cover] |
  • Image | Imperial Marksman D | 11/14 | IIIIIIIIIII033 | [Cover] |
  • Image | Imperial Arbalest | 06/14 | IIIIIIIIIII045 | [Cover]
Gold: 159
Location: Korsgrad Ruins - Obelisk Approach
Day 03, Evening
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
==================================================
Dweck's stress increases by 5.
==================================================

Hearing Oz' words, Dweck's expression escalates in aggression immedietly. He instantly lets go of Nica's support. You hear a loud snap of his shoulder joint as he does so, and spot him wincing for a split second. He grits his teeth and speaks through it without so much as an acknowledgement.
"Listen, mage. We've all just went through hell together, so I'm willing to forget this insult if you apologize now, and accept that you will not, ever, speak of my clan like this - or you and I are going to have a very sharp and painful problem."
His tone is steady and unwavering, and dust kicks up into the air from the sudden movement of his feet, still hanging in the air, illuminated softly by the light of your torches.

==================================================
PER check DC [07]
Oz: 05 + 04 = 09 >>> Success.
==================================================

You spot a micro-movement of Dweck's left arm towards the warhammer hanging from his belt. He seems to be primed to act, it is unlikely that he's bluffing.



The rest of the soldiers approach closer, but only observe the sudden confrontation quietly and nervously.

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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 2.39

███████

██████████

██ ██

| |
+3 Dmg | +5 Hit | +5 AC | +6 MR | +4 Init
Rapier - 1-6 Dmg | L. Coat & Cuirass - 2+1 AC
Spoiler: Inventory & Status
Items:

[list][*] 04 Daggers [ 1-4 Dmg ]
[*] 01 Healing Flask [ +05 HP ]
[*] 02 Bandages [ Cancels up to 10 stacked bleeding damage. ]
[*] 01 Armor Kit [ +2 AC for 1 fight. ]
[*] 01 Whetstone [ +1 DMG and CT for 1 fight. ]
[*] 01 Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
[*] 04 Watcher Blood Vials [ Remains ]
[*] -
[*] -
[*] -[/list]

Spells:

[list][*] Arc Bolt
-> Strike a single enemy with a bolt of lightning. The bolt has 4+Int/2 Hit and deals 3d3+Wil damage.
-> On attack rolls of 6 or more, the bolt will chain to a random nearby enemy dealing 2d3+Wil damage on the first chain, and 1d3+Wil any consecutive times after that.
[*] Entropy Bolt
-> Attack an enemy with a strange bolt of chaotic energy. The bolt has Wil+Dex Hit and reduces the victim's AC and Hit by Int.
-> The victim will take 1d3+Wil/5 Dmg and 5+Wil(caster)-Wil(target) Stress for Int turns.[/list]

Abilities: [ 345/400 AP spent ]

[list][*]Spell Scavenger [ Passive ] [ 220 AP ]
Nica wanders the land, tracing the trails of the many magicks at work upon it, and claiming them.
-> When Nica successfully casts a spell on an enemy, A Trace from the spell lingers on the enemy, granting her +1 Hit and MR against them for 2 turns. [ 60 AP ]
-> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point. [ 120 AP ]
-> A Trace can stack, up to 2 times. [ 40 AP ]
-> When an enemy casts a spell, that spell also leaves behind A Trace. [ 80 AP ]
-> If an enemy dies while it has A Trace, Nica may make a minor action on her next turn to cast any spell the felled enemy held A Trace from at the time without paying a Spellpoint. [ 40 AP ]
[/list]

[list][*]Finesse [ Passive ] [ 50 AP ]
Nica's deft hands supplant her skill with the blade... the pokey ones, anyway.
-> All rapier-type weapons are considered Treated when wielded by Nica.
-> Treated weapons use Dex for +Dmg.[/list]

[list][*]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.
[/list]

[list][*] Lunge / Red Lancer [ Active - 1 use ] [ 50 AP per use ]
Nica's daring nature is unbounded by battle positions... sometimes. With Ginny's own charge as a focal point, Nica can make some explosive use of this...
-> Nica may make a melee attack on a Covered enemy. [ 50 AP per use ]
-> If Nica is in Cover when Ginny performs Blue Lancer, Nica can expend a use of Lunge to perform an identical attack on the same target using her own major & minor action. [ 55 AP ]
-> She is also susceptible to the Stress penalty, but they will only suffer it if they both miss.
[/list]

[list][*] Last Ace in a Lost Hand [ Active - 1 Uses ] [ 85 AP ]
A river in a dry land...
-> This ability can only be used if Nica has 0 Spellpoints and Kleptokinesis is not active.
-> Nica casts a random spell from her Spellbook. If it is a combat spell, it gains +5 Hit and applies two stacks of A Trace.
-> In lieu of using a Spellpoint, Nica gains 20 Stress when this ability is used.
-> Nica may target an enemy, but if an ally-targeted spell is cast, the ally targeted is chosen at random.
-> This ability only recovers uses during rest.
[/list]

[list][*] Restless [ Active - 1 use ] [ 20 AP + 5n per use ]
Nica has never liked standing still for too long at once.
-> Nica may change battle positions as a free action.
-> This allows her to change positions twice in a turn, if she wishes.[/list]

[list][*]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 consume Kinesis and end Kleptokinesis. The damage is increased by 1x per stack consumed.
-> Kinesis stacks are lost if Kleptokinesis is ended manually.[/s][/color][/list]

[list][*]Aristocrat's Quill [ Camping ] [ 100 AP ]
Nica's upbringing has made her more than proficient with written documents, which she applies to spells left behind.
-> With a quill & parchment, Nica may transcribe one of her known spells into written form while camping.
-> She can re-learn spells that she has forgotten if she has their scrolls.[/s][/color][/list]


Attributes:

[list][*]-1 Str
[*]+6 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Nica winces as she listens to Oz go above and beyond to berate Dweck, less out of sympathy for Dweck and more for how unwarranted the extent of it is.
"You could at least do him the courtesy of letting him rest up before you pick this pointless fight. I've seen quite enough blood today."
She does, however, firmly note to herself not to trifle in these matters with Dweck herself. She saw what he did on that slaughterfield, and she'll be quite happy never to receive it.
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 2.62
HP: 09/17
MP: ★★★★★★
SP: 146% / ▲ Grace Under Pressure, ✠ Hopeless
±0 Dmg | -8 Hit | -1 AC | +6 MR | +7 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Imperial Breastplate (4 AC)
Skills:
  • 1 Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest of Fireguard [Acc: +01 DR-Fire]
[*] The Conduit [Acc: [00][III]]
[*] Healing Flask [1/5] (Restores 5 HP.)
[*] Padded Vest (1 AC)
[*] Watcher Eye
[*] Watcher Eye
[*] Watcher Brain Matter
[*] Watcher Brain Matter
[*] Hollow Watcher Ashes
[*] Hollow Watcher Tooth[/list]

Spells:
[list][*]Cyclone
-> Creates 1d3 + INT/5 Wind blades dealing 1d4 + WIL damage. Blades have 3 + INT/3 HIT bonus.
[*]Sonic Clap
-> All enemies must make a VIT check vs the caster's WIL or be stunned for a turn and lose their AC dodge bonus. Targets failing the check by 5 or more additionally suffer 1d3+INT/5 damage for every 5 points of difference.
[*]Darkmatter Vortex
-> All enemies must make a WIL+VIT check vs the caster's INT. If they succeed they take 1d3+INT/5 damage. if they fail they will take 1d3+INT/5 damage per turn for WIL turns.
[*]Radiant Light
-> Creates a floating orb of radiance to act as a source of light for the caster. The orb will accompany the caster for several hours before fizzling out, and may be dismissed manually. It also adds [INT/4] +HIT and Dodge AC to allies (but not the caster) while it is active, but disables stealth and will make the caster's party easier to see and attract attention.
[*]Life Sense
-> The caster is able to telepathically sense all living beings within a radius of approximately INT+PER meter and gains [INT/5] HIT and Damage against creatures sensed by the spell for the spell's duration. The spell lasts ~INTx5 minutes.
[*] -[/list]

Abilities (395/400 AP spent):
[list][*]Quick Spell [ Active ] [ 70 AP / use ] ( 1 use )
-> Allows Oz to cast a spell as a minor action.
[*]Awareness [ Sustained ] [ 60 AP ]
-> Oz can give up his minor action each turn in order to apply his Perception stat as a bonus towards any of his attempts to dodge an attack. Increases Stress by 5 at the end of every turn while active.
[*]Wellspring of Magic [ Passive ] [ 100 AP ]
-> At any time during a battle, Oz can use a minor action to regain a spell point, at the cost of increasing his Stress by 20.
[*]Mad Scientist [ Passive ] [ 65 AP ]
-> To Oz, gaining new knowledge is strangely invigorating, to the point he can become a bit... obsessive about it.
Oz receives a +[Stress/25] bonus to all checks involving experimentation to gain new knowledge, as well as an additional +2 bonus if he's suffering from an Affliction.
For each piece of knowledge gained by means of experimentation, Oz recovers Stress equal to half its DC.
[*]Grace under Pressure [ Passive ] [ 60 AP ]
-> Grants Oz a +1 bonus to all rolls whenever his Stress is 50 or higher.
[*]Maelstrom of Magic [ Passive ] [ 40 AP ]
-> Allows Oz to make a maneuver (spells only) against enemies marked with A Trace by Nica. If successful, A Trace is consumed and the target is stunned for a turn.
[*]Intimidating Confidence [ Active ] [ 35 AP ] [ Not learned ]
-> This is a minor action. If Ginny uses War Banner this turn, Oz follows up with his own unique brand of "encouragement", crushing his enemies' will to fight.
Unless they pass a WIL check against 6+WIL, all enemies suffer 10 Stress and have the damage of their next attack minimized.

[*]Photographic Memory [ Passive ] [ 50 AP ] [ Not learned ]
-> Oz receives a +5 bonus to any attempts to learn a spell he has seen before.

[*]Disquieting Serenity [ Passive ] [ 70 AP ] [ Not learned ]
-> Whenever Oz is (one of) the target(s) of any action while suffering from an Affliction, the user of that action receives 10 Stress unless they pass a WIL check against 6+WIL (whether they're friend or foe).

[*]Mental Warfare [ Sustained ] [ 75 AP ] [ Not learned ]
-> 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.

[*]Spell Crucible [ Camping ] [ 85 AP ] [ Req.: Ginny's Soul Crucible ] [ Not learned ]
-> Oz can create a combined spell from two of his known spells, that behaves as Ginny's spellbook abilities, with a single use. This spell does not take up space in Oz' spellbook but can only be used once before it is forgotten.

[*]Last Word [ Active ] [ 95 AP ] [ Not learned ]
-> This ability can only be used if Oz has no spellpoints remaining and at least 50 Stress.
Allows Oz to cast a spell at no spellpoint cost. The spell's effects are calculated as if Oz' INT and WIL were 5 points higher than they actually are, and any damage dealt will be maximized.
However, using this ability incurs a 50 Stress penalty and prevents Oz from using Wellspring of Magic for the remainder of the battle.

[*]A Mind for Magic [ Active ] [ 100 AP / use, 250 AP for passive ] [ Not learned ]
-> Oz can cast any spell he has seen before, even if he hasn't properly learned it. Doing so requires both his minor and major action as well as an extra spellpoint compared to casting the spell normally, and excludes it from being cast via Quick Spell, but otherwise works as normal.
[/list]


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+6 Intellect
+6 Willpower
+4 Perception
Oz stopped in his tracks.
"Apologize?"
His expression darkened when he realized that Dweck was completely serious. What an absolute idiot.
"I have nothing to apologize for. Ethereal concepts such as honor or pride won't keep you or your clan alive. They won't keep you fed, they won't protect you from harm and they won't keep your loved ones safe. If anything it's the opposite - all they do is cause pointless bloodshed.
...and yet here you are, barely even holding on to your very life, barking at me when you're in no position to do so. All you're doing is to prove me right."

With a completely deadpan expression and tone, Oz added:
"I'm not in the mood to deal with your clowning around. I'd prefer if you used your muscle to help carry the fallen instead of joining them... but if you're that desperate to die, I'm willing to put you out of your misery."

Oz uses Wellspring of Magic.
If at any point Dweck attempts to draw his weapon or comes any closer, Oz will try to intercept him with Cyclone before he can attack.
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 2.39

███████

██████████

██ ██

| |
+3 Dmg | +5 Hit | +5 AC | +6 MR | +4 Init
Rapier - 1-6 Dmg | L. Coat & Cuirass - 2+1 AC
Spoiler: Inventory & Status
Items:

[list][*] 04 Daggers [ 1-4 Dmg ]
[*] 01 Healing Flask [ +05 HP ]
[*] 02 Bandages [ Cancels up to 10 stacked bleeding damage. ]
[*] 01 Armor Kit [ +2 AC for 1 fight. ]
[*] 01 Whetstone [ +1 DMG and CT for 1 fight. ]
[*] 01 Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
[*] 04 Watcher Blood Vials [ Remains ]
[*] -
[*] -
[*] -[/list]

Spells:

[list][*] Arc Bolt
-> Strike a single enemy with a bolt of lightning. The bolt has 4+Int/2 Hit and deals 3d3+Wil damage.
-> On attack rolls of 6 or more, the bolt will chain to a random nearby enemy dealing 2d3+Wil damage on the first chain, and 1d3+Wil any consecutive times after that.
[*] Entropy Bolt
-> Attack an enemy with a strange bolt of chaotic energy. The bolt has Wil+Dex Hit and reduces the victim's AC and Hit by Int.
-> The victim will take 1d3+Wil/5 Dmg and 5+Wil(caster)-Wil(target) Stress for Int turns.[/list]

Abilities: [ 345/400 AP spent ]

[list][*]Spell Scavenger [ Passive ] [ 220 AP ]
Nica wanders the land, tracing the trails of the many magicks at work upon it, and claiming them.
-> When Nica successfully casts a spell on an enemy, A Trace from the spell lingers on the enemy, granting her +1 Hit and MR against them for 2 turns. [ 60 AP ]
-> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point. [ 120 AP ]
-> A Trace can stack, up to 2 times. [ 40 AP ]
-> When an enemy casts a spell, that spell also leaves behind A Trace. [ 80 AP ]
-> If an enemy dies while it has A Trace, Nica may make a minor action on her next turn to cast any spell the felled enemy held A Trace from at the time without paying a Spellpoint. [ 40 AP ]
[/list]

[list][*]Finesse [ Passive ] [ 50 AP ]
Nica's deft hands supplant her skill with the blade... the pokey ones, anyway.
-> All rapier-type weapons are considered Treated when wielded by Nica.
-> Treated weapons use Dex for +Dmg.[/list]

[list][*]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.
[/list]

[list][*] Lunge / Red Lancer [ Active - 1 use ] [ 50 AP per use ]
Nica's daring nature is unbounded by battle positions... sometimes. With Ginny's own charge as a focal point, Nica can make some explosive use of this...
-> Nica may make a melee attack on a Covered enemy. [ 50 AP per use ]
-> If Nica is in Cover when Ginny performs Blue Lancer, Nica can expend a use of Lunge to perform an identical attack on the same target using her own major & minor action. [ 55 AP ]
-> She is also susceptible to the Stress penalty, but they will only suffer it if they both miss.
[/list]

[list][*] Last Ace in a Lost Hand [ Active - 1 Uses ] [ 85 AP ]
A river in a dry land...
-> This ability can only be used if Nica has 0 Spellpoints and Kleptokinesis is not active.
-> Nica casts a random spell from her Spellbook. If it is a combat spell, it gains +5 Hit and applies two stacks of A Trace.
-> In lieu of using a Spellpoint, Nica gains 20 Stress when this ability is used.
-> Nica may target an enemy, but if an ally-targeted spell is cast, the ally targeted is chosen at random.
-> This ability only recovers uses during rest.
[/list]

[list][*] Restless [ Active - 1 use ] [ 20 AP + 5n per use ]
Nica has never liked standing still for too long at once.
-> Nica may change battle positions as a free action.
-> This allows her to change positions twice in a turn, if she wishes.[/list]

[list][*]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 consume Kinesis and end Kleptokinesis. The damage is increased by 1x per stack consumed.
-> Kinesis stacks are lost if Kleptokinesis is ended manually.[/s][/color][/list]

[list][*]Aristocrat's Quill [ Camping ] [ 100 AP ]
Nica's upbringing has made her more than proficient with written documents, which she applies to spells left behind.
-> With a quill & parchment, Nica may transcribe one of her known spells into written form while camping.
-> She can re-learn spells that she has forgotten if she has their scrolls.[/s][/color][/list]


Attributes:

[list][*]-1 Str
[*]+6 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
The situation escalates further. Why in the world is it escalating further? Nica feels herself getting a headache, but she quickly realises that someone has to act responsibly here, and if it won't be Oz, it'll have to be her. She steps between the two of them, glaring down at Oz with an expression that might be menacing if it weren't so tired. She needs to talk him down before he can exert himself further for such a trifling matter.
"Your stubbornness is serving an equally ethereal end. What happened to all your sincerity about Tudor's orders? Or were you hoping to personally deliver him his best man's head?"
Nica wonders if that sincerity she was so exceeded by was simply a byproduct of his vanity after all...
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 2.62
HP: 09/17
MP: ★★★★★★
SP: 146% / ▲ Grace Under Pressure, ✠ Hopeless
±0 Dmg | -8 Hit | -1 AC | +6 MR | +7 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Imperial Breastplate (4 AC)
Skills:
  • 1 Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest of Fireguard [Acc: +01 DR-Fire]
[*] The Conduit [Acc: [00][III]]
[*] Healing Flask [1/5] (Restores 5 HP.)
[*] Padded Vest (1 AC)
[*] Watcher Eye
[*] Watcher Eye
[*] Watcher Brain Matter
[*] Watcher Brain Matter
[*] Hollow Watcher Ashes
[*] Hollow Watcher Tooth[/list]

Spells:
[list][*]Cyclone
-> Creates 1d3 + INT/5 Wind blades dealing 1d4 + WIL damage. Blades have 3 + INT/3 HIT bonus.
[*]Sonic Clap
-> All enemies must make a VIT check vs the caster's WIL or be stunned for a turn and lose their AC dodge bonus. Targets failing the check by 5 or more additionally suffer 1d3+INT/5 damage for every 5 points of difference.
[*]Darkmatter Vortex
-> All enemies must make a WIL+VIT check vs the caster's INT. If they succeed they take 1d3+INT/5 damage. if they fail they will take 1d3+INT/5 damage per turn for WIL turns.
[*]Radiant Light
-> Creates a floating orb of radiance to act as a source of light for the caster. The orb will accompany the caster for several hours before fizzling out, and may be dismissed manually. It also adds [INT/4] +HIT and Dodge AC to allies (but not the caster) while it is active, but disables stealth and will make the caster's party easier to see and attract attention.
[*]Life Sense
-> The caster is able to telepathically sense all living beings within a radius of approximately INT+PER meter and gains [INT/5] HIT and Damage against creatures sensed by the spell for the spell's duration. The spell lasts ~INTx5 minutes.
[*] -[/list]

Abilities (395/400 AP spent):
[list][*]Quick Spell [ Active ] [ 70 AP / use ] ( 1 use )
-> Allows Oz to cast a spell as a minor action.
[*]Awareness [ Sustained ] [ 60 AP ]
-> Oz can give up his minor action each turn in order to apply his Perception stat as a bonus towards any of his attempts to dodge an attack. Increases Stress by 5 at the end of every turn while active.
[*]Wellspring of Magic [ Passive ] [ 100 AP ]
-> At any time during a battle, Oz can use a minor action to regain a spell point, at the cost of increasing his Stress by 20.
[*]Mad Scientist [ Passive ] [ 65 AP ]
-> To Oz, gaining new knowledge is strangely invigorating, to the point he can become a bit... obsessive about it.
Oz receives a +[Stress/25] bonus to all checks involving experimentation to gain new knowledge, as well as an additional +2 bonus if he's suffering from an Affliction.
For each piece of knowledge gained by means of experimentation, Oz recovers Stress equal to half its DC.
[*]Grace under Pressure [ Passive ] [ 60 AP ]
-> Grants Oz a +1 bonus to all rolls whenever his Stress is 50 or higher.
[*]Maelstrom of Magic [ Passive ] [ 40 AP ]
-> Allows Oz to make a maneuver (spells only) against enemies marked with A Trace by Nica. If successful, A Trace is consumed and the target is stunned for a turn.
[*]Intimidating Confidence [ Active ] [ 35 AP ] [ Not learned ]
-> This is a minor action. If Ginny uses War Banner this turn, Oz follows up with his own unique brand of "encouragement", crushing his enemies' will to fight.
Unless they pass a WIL check against 6+WIL, all enemies suffer 10 Stress and have the damage of their next attack minimized.

[*]Photographic Memory [ Passive ] [ 50 AP ] [ Not learned ]
-> Oz receives a +5 bonus to any attempts to learn a spell he has seen before.

[*]Disquieting Serenity [ Passive ] [ 70 AP ] [ Not learned ]
-> Whenever Oz is (one of) the target(s) of any action while suffering from an Affliction, the user of that action receives 10 Stress unless they pass a WIL check against 6+WIL (whether they're friend or foe).

[*]Mental Warfare [ Sustained ] [ 75 AP ] [ Not learned ]
-> 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.

[*]Spell Crucible [ Camping ] [ 85 AP ] [ Req.: Ginny's Soul Crucible ] [ Not learned ]
-> Oz can create a combined spell from two of his known spells, that behaves as Ginny's spellbook abilities, with a single use. This spell does not take up space in Oz' spellbook but can only be used once before it is forgotten.

[*]Last Word [ Active ] [ 95 AP ] [ Not learned ]
-> This ability can only be used if Oz has no spellpoints remaining and at least 50 Stress.
Allows Oz to cast a spell at no spellpoint cost. The spell's effects are calculated as if Oz' INT and WIL were 5 points higher than they actually are, and any damage dealt will be maximized.
However, using this ability incurs a 50 Stress penalty and prevents Oz from using Wellspring of Magic for the remainder of the battle.

[*]A Mind for Magic [ Active ] [ 100 AP / use, 250 AP for passive ] [ Not learned ]
-> Oz can cast any spell he has seen before, even if he hasn't properly learned it. Doing so requires both his minor and major action as well as an extra spellpoint compared to casting the spell normally, and excludes it from being cast via Quick Spell, but otherwise works as normal.
[/list]


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+6 Intellect
+6 Willpower
+4 Perception
Thankfully, Nica stepped in before Dweck had a chance to explode... although for some reason she was taking Dweck's side. Oz sighed heavily. All of this nonsense was so, so tiring...
"If Tudor's 'best man' is a volatile brute who can't follow orders, Korsgrad's future looks pretty grim either way."
With his eyes still firmly resting on Dweck, he added:
"I don't think anyone other than this musclehead here cares for any more bloodshed tonight, but if he points his weapon at me I will absolutely defend myself. I'm not sure I understand why you're taking his side."
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Re: Aria of Ruin PnP - Game Thread

Post by octagon »

Ameia, Lv1.45 Weirded [Front]
07/21 HP // 94/100 // ■■■■■
Reconstitute [x1] | Mind over Matter [x1] | dark energy [x0] | focused
+0 dmg | -10 hit | +3 ac | -2 mr | +4 init
Ceremonial Sword [1d6 dmg] | Wooden Buckler [1 ac] | Old Breastplate Armor [4 ac]
Spoiler: Character sheet
Inventory:
[list][*]Food Ration x1
[*]Antivenom x1
[*]Healing Flask x1[/list]

Spells [4/5]:
[list][*]Void Armory
The caster cloaks the target in a hulking mass of impossible shapes. Combatants affected by Void Armory gain the ability to perform a special attack once. The attack has [WIL(cstr)] HIT and deals [WIL(cstr)] extra damage. The attack's critical threat and damage increase by 1 and 20% respectively for every 4 WIL, up to +5 and +100%.
If the caster casts this spell on himself, the attack may be performed as a minor action on the same turn.
The target of this spell sustains 10-[WIL(tgt)] stress.

[*]Unwind Flesh
The caster twists and contorts their own flesh back into place in gruesome fashion that is disturbing to behold.
The caster recovers 1d[WILx5] HP. All other combatants suffer 5-10 stress.

[*]Bastion of Nowhere - Invocation
The caster manifests a non-Euclidean sanctuary-maze, lasting 1+[INT/2] turns. All allies will receive 50% less stress during this time, and all attacks against the caster's party members are redirected towards the caster, unless the attacker passes a WILL check DC 05+[INT].

[*]That Which Wasn't - Invocation
Invokes a monstrosity invisible to anyone it hasn't attacked yet. The monstrosity will attack the caster's enemies, dealing 1d[WIL] damage and inflicts [INT]x2 stress when it reveals itself to them. The monstrosity prioritizes enemies it hasn't attacked, and lingers for up to [INT] turns.[/list]

Abilities (300/400 AP spent):
[list][*]Unnatural Caster [ Passive ] [ 130 AP ]
-> Whenever Ameia casts a spell, she gains a charge of Dark Energy. Each charge grants 1 AC. Whenever she's hit by an attack or spell, if she hasn't used her minor action this turn, she will use that minor action to retaliate.
Ameia will retaliate with a bolt of dark energy that has [INT] HIT and deals 1d[WIL] damage, consuming one charge of Dark Energy.
At the end of combat, remaining Dark Energy dissipates into Ameia. For each charge, she suffers 5 stress unless she passes a WIL check DC: 10+[ΣDE].
[*]Rude Awakening [ Passive ] [ 50 AP ]
-> Once per fight, Ameia can cast an Invocation spell as a minor action. The first time she casts an Invocation spell each combat, each enemy must pass a WIL check DC 05+[WIL], or suffer [WIL+INT] stress.
[*]Reconstitute [ Active ] [ 100 AP/use ] (1 use)
Major+minor action. Touch range. A horrid alteration to the target's form. Effectiveness scales with their stress. Severe distortions may impair vital functions or dismember or transform the target.
Witnesses will be in denial about the target's state, but stress makes it harder to ignore the truth. When forced to acknowledge the situation, they suffer stress. If they survive, the target recovers to normal in the course of several days.
[*]Mind over Matter [ Active ] [ 20 AP / use ] ( 1 use )
-> Supplements lost strength with the void inside her. Uses WIL in place of STR or DEX during a check.
[*]Askew Third Eye [ Passive ] [ +50 AP ]
-> Exposure to otherworldly magic has warped Ameia's connection to the aether, currently rendering her unable to learn regular spells.
[*]Prepare for Anything [ Camping ] [ 40 AP / use ] ( 0 uses )
-> Have ones allies contemplate the fearsome. All party members suffer 10 stress. The user may use to Consider Your Perspective once for the rest of the day.

[list][*]Consider Your Perspective [ Active ]
--> Free action. All allies lose 20 stress and receive 50% less stress for the next 2 rounds.[/list][/color]
[*]Channel the Brink [ Camping ] [ 30 AP / use ] ( 0 uses )
-> Reduces own stress by 30% of the current value. One ally either regains 1 HP for each five points of stress consumed, or loses one point of stress for each two points of stress consumed.
[/list]
Attributes:
-5 Strength
-5 Dexterity
+5 Agility
+5 Vitality
+5 Intellect
+5 Willpower
-3 Perception
Battered and exhausted, Ameia stumbles towards a ruined wall and sits down for rest.
The death of her allies, the screams, the corruption of the Hollows and the terrifying Watcher resound cacophonously in her head. She sits down to take in the silence, slumping as she tries to process the battle.

Time distortion, reanimation and ruinous magic... These monsters seemed more and more unpredictable and frightening. It appeared like they were much more lacking in intel than she thought.

No time for rest, fools are stirring up conflict.
She interrupts her reflection, snapping into a strained attentiveness, as the conversation she'd shut out reaches her in an instant.

She rises with an exasperated sigh and takes a step towards Dweck.
"You insisted on coming along, knowing we'd be answering to the Capitol squad on this mission. If you knew you can't comply with the most basic of orders without sullying your honour, that was a strange choice. You should know better than to jeopardize the morale of the unit."
She pauses, and slightly raises her voice to address the whole group.
"And yet, I think it's for the better that Dweck came with us, and I'm sure no one will disagree."
She tries to stand up straight, and looks sternly at no one in particular.

After this she approaches Oz and says in a more hushed tone:
"Individual morale is just as important as that of the team -- and by the way, petty scorn won't strengthen either of those.
Inspiration wins battles, and it'd be only pragmatic of you to acknowledge this. A mage should know the value of rituals, as more than just tools."
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