Aria of Ruin PnP - Game Thread

This is a section where the forums games and forum rpg's reside.

Moderator: Developers

Cimeries
Lumberjack (Developer)
Lumberjack (Developer)
Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv01 [24] Blue Knight [Front]
10/17 HP // 00/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +1 AC | +1 MR | +2 INIT
Longsword [1-8 Dmg] | Old Breastplate Armor [4 AC]
Spoiler: Character Sheet
Inventory...[ 02/10 ]
[list][*] Whetstone x02 [+1 DMG and CT for 1 fight]
[*] Tarot Deck [22][/list]


Spellbook...[ 02/03 ]
[list][*]Shatter Guard [02] (Watcher)
This attack strips the target of all magical protection and causes them to take 50% more damage until their turn starts, but otherwise does not damage them.

[*]Warcry [04] (Carrion Stag)
A ferocious battle cry, infused with mana, threatening enemies and bolstering allies.
All enemies gain [STRx4] stress. All allies gain [WILL] HIT until the end of combat. Minor action.

[*][/list]

Abilities [ 0345/0350 AP ]:
[list]
[*] Image Blue Lancer [1/1] [ Active ] [ 55 AP ]
This attack has +5 HIT, can only be used from the cover row, and targets a single enemy in the front row. This attack moves Ginny over to the front row, and deals x2 Maximized damage if it connects. Ginny gains 25 stress if the attack misses. This attack requires a major and a minor action to use.
[*] Image Metamagick [2/2] [ Active ] [ 60 AP ]
Whenever an ally casts an offensive spell, Ginny can consume one use of her B.K abilities to add its effects to the spell that was cast (the efficiency of this effect is circumstantial). This ability is considered a major action.
[*] Image War Banner [1/1] [ Active ] [ 30 AP ]
Reduce stress by 10 for all other party members and maximize the damage of their next attack. This is a major action.
[*] Image Blue Knight [ Passive ] [ 200 AP ]
A Blue Knight learns attacks by defeating enemies. Ginny cannot learn spells, and has no SP. Instead, her spellbook will be filled up with abilities as Ginny's party defeats enemies, based on the enemies themselves. The attacks in a Blue Knight's spellbook have a limited number of uses before they are forgotten. The number of uses gained is random between 1 and INT. Once an ability in the spellbook has run out of uses, it is erased. Ginny can only manually clear entries from the spellbook by meditating at camp, otherwise she must expand attacks to clear entries. Ginny's B.K abilities cannot be taught as spells would be to others, as they are invoked, rather than studied.
[*] Image Spiderwalk [ Passive ] [ 50 AP ] [ Not learned ]
Ginny can traverse vertical surfaces so long that she keeps running. If her surroundings allow it, she can use this ability to attack enemies in cover with a successful maneuver.

[*] Image Mana-Font [ Passive ] [ 55 AP ] [ Not learned ]
Whenever Oz uses Wellspring of Magic, Ginny gains 1 cost-free use of Metamagick as a free action.

[*] Image Weaving Strike [ Passive ] [ 65 AP ] [ Not learned ]
When attacking enemies in melee with B.K abilities, Ginny can attempt a maneuver to weave magical energy into her target. If the enemy is unmarked, they gain A Trace for Nica to exploit. If the enemy already carries A Trace, the maneuver causes the attack to deal x1.5 damage.

[*] Image Reflection [ Camping ] [ 45 AP ] [ Not learned ]
Ginny can boost the number of uses for one of her B.K abilities by [WIL].

[*] Image Soul Crucible [ Camping ] [ 115 AP ] [ Not learned ]
Ginny can combine up to 2 B.K abilities into a single ability - merging their effects and summing their uses. Ginny can't use this ability to combine a B.K ability that is already the product of such a combination.
[/list]

Attributes:
STR: +2
DEX: +0
AGI: +1
VIT: +0
INT: +3
WIL: +1
PER: +0

Ability Points: 05
Attribute Points: 0

Scripts:
- nil.

"Nothing is anyone's fault, nothing bad happened yet. As for it being a good idea or a bad one to bring Ameia along - time will tell, but I would never support it if I didn't think it was a good one. If she turns out to be slowing us down for whatever reason, we'll bring her back and wait for her to recover. Honestly..."
She turns and faces Ameia.
"You look fine. If you feel like you may be losing it, say something. We're still close to Korsgrad so we'll escort you back. Now..."

As she is about to follow Nica's lead, Oz begins casting a spell. Thinking it may be a cyclone barrage aimed at the nest, Ginny hurries to stop him, but after a brief moment of approaching him hastily, she realizes he's casting a different spell, the one he cast before to find the Watcher...
Good thinking...
:wink:
Cimeries
Lumberjack (Developer)
Lumberjack (Developer)
Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 18/18 | IIIIIIIIII100 | Lv 0.37 | [Front] | Affliction: Hallucinating | Maximized Attack: 1
  • Image | Ginny (Cime) .. | 10/17 | IIIIIIIIII000 | Lv 1.24 | [Front] | Maximized Attack: 1
  • Image | Nica (AoD) ..__ | 12/12 | IIIIIIIIII000 | Lv 1.15 | [Front] | -3 MaxHP | Maximized Attack: 1
  • Image | Oz (Shade) ...._ | 12/16 | IIIIIIIIII029 | Lv 1.34 | [Cover] | Maximized Attack: 1
Gold: 317
Location: A Strange Nest South of Korsgrad
Day 03
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.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]A Strange Nest: Something in the nest draws mana towards it.
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
Nica and Ginny move aside as Oz approaches the base of the tree to cast his spell. It should reach from here.
Oz casts Life Sense
4 Living Beings detected.
"Ameia" - H̸͍̙̮̅u̷͓̍m̴̨̧̞̆͋a̷̤͖͙͐̒̎n̸̝̞̩͙͌, Female
Escal Ginny - Human, Female
Ríkrhjarta Nikolaj - Human, Female
Unnamed - Crow?, Sexless
There appears to be something alive in the nest. You get the distinct feeling that the creature there is of the Crow species, but it doesn't feel quite right...
That's not the main target of your concern right now, though.
:wink:
User avatar
Shade
Potion Mimic (Senior Member)
Potion Mimic (Senior Member)
Posts: 7349
Joined: Thu Jul 24, 2008 12:25 pm
Location: Gensokyo

Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 1.34
HP: 12/16
MP: ★★★★
SP: 029%
±0 Dmg | -8 Hit | -1 AC | +5 MR | +6 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (1 AC)
Skills:
  • ⚫ Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:
[list][*]Cyclone
-> Creates 1d3 + INT/3 Wind blades dealing 1d4 + WIL damage. Blades have INT 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.
[*]Darkmatter Vortex
-> All enemies must make a WIL+VIT check vs the caster's INT. If they succeed they take 1d3 damage. if they fail they will take 1d3 damage per turn for WIL turns.
[*]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.
[*]Life Sense
-> The caster is able to telepathically sense all living beings within a radius of approximately INT+PER meter.[/list]

Abilities (330/350 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.
[*]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.

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

[*]Mad Scientist [ Passive ] [ 65 AP ] [ Not learned ]
-> 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.

[*]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).

[*]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 ] [ 150 AP / use ] [ Not learned ]
-> Allows Oz to cast a spell using all of his remaining spell points at once. Each spell point beyond the requirement sacrificed this way increases the potency of the resulting spell by 50% (additive).
[/list]


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception
Oz' expression darkened.
"Looks like we've been had."
He took a step back, warily eyeing 'Ameia'.
"So, care to tell us who - or what - you really are?"
User avatar
octagon
Darkshine Knight (Extremist fanatic)
Darkshine Knight (Extremist fanatic)
Posts: 2589
Joined: Sat Feb 20, 2010 1:07 pm

Re: Aria of Ruin PnP - Game Thread

Post by octagon »

Ameia, Lv0.37 Weirded [Front]
23/23 HP // 100/100 // ■■■■
Reconstitute [x1] | Mind over Matter [x0] | dark energy [x0] | hallucinating | maximized attack [x1]
+0 dmg | -10 hit | +3 ac | -2 mr | +4 init
Ceremonial Sword [1d6 dmg] | Old Breastplate Armor [4 ac]
Spoiler: Spells and abilities
Spells:
[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 (300/350 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. Increases party stress by 10; after this has been used, when the user reminds nearby allies of those lessons, it puts the present situation into perspective - removing 20 stress and reducing incoming stress by half for 2 rounds.

[*]Channel the Brink [ Camping ] [ 30 AP / use ] ( 0 uses )
-> Reduces own stress by 30% of the current value. The user may either remove one point of stress from an ally for each two points of stress consumed, or restore 1 HP on an ally for each five points consumed.
[/list]
Attributes:
-5 Strength
-5 Dexterity
+5 Agility
+4 Vitality
+4 Intellect
+5 Willpower
-3 Perception
"I see. I thought that was special treatment, but in this case, I don't care. Let's go."
---
Ameia felt bemused at Nica's remarks - whatever the meaning of the part about the stag shield, it seemed like she got the right idea.

The others' reaction to the bleeding nest of snakes was perplexing. She wouldn't expect the others to be as used to this sort of thing as she was, so they probably weren't seeing what she was seeing. Still, the sight didn't bode well.
She was glad Oz had the same worries as she did.
"That is reasonable. I'm not feeling all that good about this nest, but I'm all the more curious what's up there. Still, it doesn't look like the kind of thing to stick ones head into unprepared."
---
Ameia made an appeasing gesture, then crossed her arms.
"I am a veteran caster of Escal's army. A person, with interests and opinions and dreams. And apparently your granny, if you're to be believed. 'Really', since the other things I am change none of that.
I understand your surprise, but whatever else I am is nothing to worry about. As a soldier, you'll find it to be an asset, though how you feel personally is up to you.
So don't be distracted."
User avatar
Shade
Potion Mimic (Senior Member)
Potion Mimic (Senior Member)
Posts: 7349
Joined: Thu Jul 24, 2008 12:25 pm
Location: Gensokyo

Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 1.34
HP: 12/16
MP: ★★★★
SP: 029%
±0 Dmg | -8 Hit | -1 AC | +5 MR | +6 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (1 AC)
Skills:
  • ⚫ Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:
[list][*]Cyclone
-> Creates 1d3 + INT/3 Wind blades dealing 1d4 + WIL damage. Blades have INT 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.
[*]Darkmatter Vortex
-> All enemies must make a WIL+VIT check vs the caster's INT. If they succeed they take 1d3 damage. if they fail they will take 1d3 damage per turn for WIL turns.
[*]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.
[*]Life Sense
-> The caster is able to telepathically sense all living beings within a radius of approximately INT+PER meter.[/list]

Abilities (330/350 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.
[*]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.

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

[*]Mad Scientist [ Passive ] [ 65 AP ] [ Not learned ]
-> 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.

[*]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).

[*]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 ] [ 150 AP / use ] [ Not learned ]
-> Allows Oz to cast a spell using all of his remaining spell points at once. Each spell point beyond the requirement sacrificed this way increases the potency of the resulting spell by 50% (additive).
[/list]


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception
"That won't do. I'm not sure whether you did it consciously or not, but you corrupted my spell. I'd like to determine whether it's because of what the Hollow did to you, or whether this has all just been a giant farce from the very beginning.
Not to mention that if I'm going to be working with some kind of eldritch abomination, I'd appreciate at least being aware of that fact - if just for the comedic value of working with the eldritch to research the eldritch."

Oz took another step back, raised his cane and pointed its tip at 'Ameia'.
"Or we could just drop the charade as you suggested earlier and fight it out right here, if you prefer. You have a strong magical aura, but when it comes to magic I'm pretty much a prodigy myself. I reckon I could probably take you on."
User avatar
Agent of Dread
Protector (Senior Member)
Protector (Senior Member)
Posts: 8991
Joined: Wed Jul 23, 2008 8:46 pm
Location: Australia
Contact:

Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.15

Health: 12/12
Stress: IIIIIIIIII

Spells: ♦♦
Restl.:
Lunge:

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

[list][*] Bandages x02 [ Cancels up to 10 stacked bleeding damage. ]
[*] Healing Flask [ +05 HP ]
[*] Mana Flask [ +01 SP ]
[*] Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:

[list][*] Arc Bolt
-> Strike a single enemy with a bolt of lightning. The bolt has Int 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 1 Dmg and 5 Stress every turn until they have taken the same amount that their AC and Hit were reduced by.[/list]

Abilities: [ 345/350 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, Nica marks them with A Trace, 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, Nica also marks them with A Trace. [ 80 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][*]Lunge [ Active - 1 use ] [ 50 AP per use ]
Nica's daring nature is unbounded by battle positions... sometimes.
-> Nica may make a melee attack on a Covered enemy.[/list]

[list][*]Restless [ Active - 1 uses ] [ 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
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
"I'm light enough on my feet... I know we need to be careful, but there's probably nothing short of-"
Nica faltered as Oz's expression suddenly changed drastically and he turned to Ameia again. If she didn't know better she'd have almost thought it was back to the bickering from earlier, but no. She understood well enough the spell Oz was using, even if she couldn't guess exactly what had disturbed him so much. She understood more than well enough that she'd do well to apply 'better safe than sorry' here. Though that didn't make it any easier to accept the situation, let alone to say something.
Ameia made plain enough a case for herself, though she was being very leading about everything else... Nica wished she would say it straight. Was it because she thought it unnecessary or because she couldn't actually put it to words?
Then Oz offered to fight her. Finally, Nica found her voice again.
"Are you out of yours? We have time, but not to be wasted on such pointless expenditures of energy. Not to mention,"
She had to work the title out of her throat this time... but she was still yet to be given a real reason not to.
"Miss Ameia is still recovering. Such a thing would hardly help."
- Linktree: linktr.ee/trilbs -
User avatar
Shade
Potion Mimic (Senior Member)
Potion Mimic (Senior Member)
Posts: 7349
Joined: Thu Jul 24, 2008 12:25 pm
Location: Gensokyo

Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 1.34
HP: 12/16
MP: ★★★★
SP: 029%
±0 Dmg | -8 Hit | -1 AC | +5 MR | +6 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (1 AC)
Skills:
  • ⚫ Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:
[list][*]Cyclone
-> Creates 1d3 + INT/3 Wind blades dealing 1d4 + WIL damage. Blades have INT 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.
[*]Darkmatter Vortex
-> All enemies must make a WIL+VIT check vs the caster's INT. If they succeed they take 1d3 damage. if they fail they will take 1d3 damage per turn for WIL turns.
[*]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.
[*]Life Sense
-> The caster is able to telepathically sense all living beings within a radius of approximately INT+PER meter.[/list]

Abilities (330/350 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.
[*]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.

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

[*]Mad Scientist [ Passive ] [ 65 AP ] [ Not learned ]
-> 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.

[*]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).

[*]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 ] [ 150 AP / use ] [ Not learned ]
-> Allows Oz to cast a spell using all of his remaining spell points at once. Each spell point beyond the requirement sacrificed this way increases the potency of the resulting spell by 50% (additive).
[/list]


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception
"Would you still call it 'pointless' if it happened to save our lives? My spell's read on this 'Ameia' person was completely corrupted. That means she's not what she pretends to be - in other words, she's hiding something important from us. Trustworthy people don't do that."
He gave Nica a glare out of the corner of his eyes. Why was this simpleton so naive and trusting?
"Or would you prefer if this 'Ameia' person turned out to be a Hollow or some other monster in disguise, just waiting for a good opportunity to ambush us? Go ahead, be honest. Some people have strange kinks, I won't judge."
Cimeries
Lumberjack (Developer)
Lumberjack (Developer)
Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv01 [24] Blue Knight [Front]
10/17 HP // 00/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +1 AC | +1 MR | +2 INIT
Longsword [1-8 Dmg] | Old Breastplate Armor [4 AC]
Spoiler: Character Sheet
Inventory...[ 02/10 ]
[list][*] Whetstone x02 [+1 DMG and CT for 1 fight]
[*] Tarot Deck [22][/list]


Spellbook...[ 02/03 ]
[list][*]Shatter Guard [02] (Watcher)
This attack strips the target of all magical protection and causes them to take 50% more damage until their turn starts, but otherwise does not damage them.

[*]Warcry [04] (Carrion Stag)
A ferocious battle cry, infused with mana, threatening enemies and bolstering allies.
All enemies gain [STRx4] stress. All allies gain [WILL] HIT until the end of combat. Minor action.

[*][/list]

Abilities [ 0345/0350 AP ]:
[list]
[*] Image Blue Lancer [1/1] [ Active ] [ 55 AP ]
This attack has +5 HIT, can only be used from the cover row, and targets a single enemy in the front row. This attack moves Ginny over to the front row, and deals x2 Maximized damage if it connects. Ginny gains 25 stress if the attack misses. This attack requires a major and a minor action to use.
[*] Image Metamagick [2/2] [ Active ] [ 60 AP ]
Whenever an ally casts an offensive spell, Ginny can consume one use of her B.K abilities to add its effects to the spell that was cast (the efficiency of this effect is circumstantial). This ability is considered a major action.
[*] Image War Banner [1/1] [ Active ] [ 30 AP ]
Reduce stress by 10 for all other party members and maximize the damage of their next attack. This is a major action.
[*] Image Blue Knight [ Passive ] [ 200 AP ]
A Blue Knight learns attacks by defeating enemies. Ginny cannot learn spells, and has no SP. Instead, her spellbook will be filled up with abilities as Ginny's party defeats enemies, based on the enemies themselves. The attacks in a Blue Knight's spellbook have a limited number of uses before they are forgotten. The number of uses gained is random between 1 and INT. Once an ability in the spellbook has run out of uses, it is erased. Ginny can only manually clear entries from the spellbook by meditating at camp, otherwise she must expand attacks to clear entries. Ginny's B.K abilities cannot be taught as spells would be to others, as they are invoked, rather than studied.
[*] Image Spiderwalk [ Passive ] [ 50 AP ] [ Not learned ]
Ginny can traverse vertical surfaces so long that she keeps running. If her surroundings allow it, she can use this ability to attack enemies in cover with a successful maneuver.

[*] Image Mana-Font [ Passive ] [ 55 AP ] [ Not learned ]
Whenever Oz uses Wellspring of Magic, Ginny gains 1 cost-free use of Metamagick as a free action.

[*] Image Weaving Strike [ Passive ] [ 65 AP ] [ Not learned ]
When attacking enemies in melee with B.K abilities, Ginny can attempt a maneuver to weave magical energy into her target. If the enemy is unmarked, they gain A Trace for Nica to exploit. If the enemy already carries A Trace, the maneuver causes the attack to deal x1.5 damage.

[*] Image Reflection [ Camping ] [ 45 AP ] [ Not learned ]
Ginny can boost the number of uses for one of her B.K abilities by [WIL].

[*] Image Soul Crucible [ Camping ] [ 115 AP ] [ Not learned ]
Ginny can combine up to 2 B.K abilities into a single ability - merging their effects and summing their uses. Ginny can't use this ability to combine a B.K ability that is already the product of such a combination.
[/list]

Attributes:
STR: +2
DEX: +0
AGI: +1
VIT: +0
INT: +3
WIL: +1
PER: +0

Ability Points: 05
Attribute Points: 0

Scripts:
- nil.

"What do you mean, "completely corrupted", Oz? Have you seen this sort of thing before?"
From what she saw of his nature so far, Ginny couldn't tell if Oz was over-reacting to something slight due to his inherent mistrust of Ameia, or if he actually saw something completely out of the ordinary. He didn't react this way to the watcher's presence, so there may be something going on here. Ginny recalled that Ameia's aura isn't the usual sort of thing one can observe around a spellcasting being.
"Listen, Ameia, we know you're not a traditional spellcaster, it's pretty obvious to us now more than ever. So can you tell us why would Oz' spell react to you this way?
:wink:
User avatar
Agent of Dread
Protector (Senior Member)
Protector (Senior Member)
Posts: 8991
Joined: Wed Jul 23, 2008 8:46 pm
Location: Australia
Contact:

Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.15

Health: 12/12
Stress: IIIIIIIIII

Spells: ♦♦
Restl.:
Lunge:

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

[list][*] Bandages x02 [ Cancels up to 10 stacked bleeding damage. ]
[*] Healing Flask [ +05 HP ]
[*] Mana Flask [ +01 SP ]
[*] Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:

[list][*] Arc Bolt
-> Strike a single enemy with a bolt of lightning. The bolt has Int 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 1 Dmg and 5 Stress every turn until they have taken the same amount that their AC and Hit were reduced by.[/list]

Abilities: [ 345/350 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, Nica marks them with A Trace, 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, Nica also marks them with A Trace. [ 80 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][*]Lunge [ Active - 1 use ] [ 50 AP per use ]
Nica's daring nature is unbounded by battle positions... sometimes.
-> Nica may make a melee attack on a Covered enemy.[/list]

[list][*]Restless [ Active - 1 uses ] [ 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
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Nica sighed and rubbed her brow.
"I would prefer, giving you the benefit of the doubt about that assumption, that you not incite such an enemy to attack us while we can still reason. That's all."
- Linktree: linktr.ee/trilbs -
User avatar
octagon
Darkshine Knight (Extremist fanatic)
Darkshine Knight (Extremist fanatic)
Posts: 2589
Joined: Sat Feb 20, 2010 1:07 pm

Re: Aria of Ruin PnP - Game Thread

Post by octagon »

Ameia, Lv0.37 Weirded [Front]
23/23 HP // 100/100 // ■■■■
Reconstitute [x1] | Mind over Matter [x0] | dark energy [x0] | hallucinating | maximized attack [x1]
+0 dmg | -10 hit | +3 ac | -2 mr | +4 init
Ceremonial Sword [1d6 dmg] | Old Breastplate Armor [4 ac]
Spoiler: Spells and abilities
Spells:
[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 (300/350 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. Increases party stress by 10; after this has been used, when the user reminds nearby allies of those lessons, it puts the present situation into perspective - removing 20 stress and reducing incoming stress by half for 2 rounds.

[*]Channel the Brink [ Camping ] [ 30 AP / use ] ( 0 uses )
-> Reduces own stress by 30% of the current value. The user may either remove one point of stress from an ally for each two points of stress consumed, or restore 1 HP on an ally for each five points consumed.
[/list]
Attributes:
-5 Strength
-5 Dexterity
+5 Agility
+4 Vitality
+4 Intellect
+5 Willpower
-3 Perception
Ameia stood still with her arms still crossed, and showed no reaction to the turmoil.
"Alright, I won't deny it. Your spell wasn't distorted - I assume it showed exactly what it can.

I've touched and seen and become things that you shall not know. I won't specify further, or I'd get lost in simplifications and similes.
I'm an 'abomination', if you will. But I trust you to understand why I didn't introduce myself that way - I enjoy privacy, and I'd rather meet people on a less awkward note.
I've never claimed to be anything I'm not. All the assumptions are on your part.
If I was concealing anything, your detection spell might not have turned out as interesting. I could've told you I'm an illusionist, and my magic would be much easier to explain, but lying isn't really my thing, you see.

I'm your comrade, and I cast weird spells.
That is the important part, and the 'why's and 'how's don't need to be any of your concern.
So, can we still reason, and get back to our mission?"
User avatar
Shade
Potion Mimic (Senior Member)
Potion Mimic (Senior Member)
Posts: 7349
Joined: Thu Jul 24, 2008 12:25 pm
Location: Gensokyo

Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 1.34
HP: 12/16
MP: ★★★★
SP: 029%
±0 Dmg | -8 Hit | -1 AC | +5 MR | +6 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (1 AC)
Skills:
  • ⚫ Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:
[list][*]Cyclone
-> Creates 1d3 + INT/3 Wind blades dealing 1d4 + WIL damage. Blades have INT 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.
[*]Darkmatter Vortex
-> All enemies must make a WIL+VIT check vs the caster's INT. If they succeed they take 1d3 damage. if they fail they will take 1d3 damage per turn for WIL turns.
[*]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.
[*]Life Sense
-> The caster is able to telepathically sense all living beings within a radius of approximately INT+PER meter.[/list]

Abilities (330/350 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.
[*]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.

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

[*]Mad Scientist [ Passive ] [ 65 AP ] [ Not learned ]
-> 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.

[*]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).

[*]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 ] [ 150 AP / use ] [ Not learned ]
-> Allows Oz to cast a spell using all of his remaining spell points at once. Each spell point beyond the requirement sacrificed this way increases the potency of the resulting spell by 50% (additive).
[/list]


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception
Ginny's question was a little difficult to answer.
"It's hard to describe, but... remember when I used this same spell near the obelisk? It showed me that something I had never seen before was hiding there, even if I couldn't tell exactly what it was before it emerged. In 'Ameia's case here, however, the spell acted plain strange. It's... hard to describe to someone who has probably never used that kind of spell, but it was distorted. Fake. Wrong. All I could tell was that she's not fully human - if at all - and that 'Ameia' is probably not her true name.
This is in stark contrast to the result I got concerning the creature in the nest up there - similarly to last time, I could clearly tell that it was something I simply don't quite know. It's similar to a crow, but then again not quite the same. "

Nica's reaction continued to annoy Oz, but as he considered her words for a moment, he started to hesitate. Right, it did seem possible to reason with this 'Ameia' figure, at least to some extent, and she had been docile so far. All the other abominations they had encountered so far had simply attacked them on sight, seemingly incapable of speech. Although this didn't exclude the possibility that 'Ameia' simply was of a species they hadn't encountered yet.
"While I doubt that you did it on purpose, you do make a good point. All the creatures we've encountered so far simply attacked us on sight, and with the exception of the Hollow, none of them seemed to be capable of communication, much less of being reasoned with.
...making it even more perplexing that she's so adamantly unwilling to give a straight answer to what exactly she is. If she doesn't mean us harm there shoiuld be no reason for her to hide her true identity, right?"

Finally, however, she did give him a slightly more straightforward answer - one he still wasn't entirely satisfied with, but one he was willing to accept for the time being.
"Fine. Keep your secrets to yourself if you must. You don't seem to mean us harm, so I'll tolerate your presence for the time being... but I still don't trust you.
I just wonder why Tudor picked people with such bothersome attitudes to be his bodyguards. Dude's got funny taste in people."


Oz lowered his cane and shrugged with a heavy sigh, then directed his attention back towards the nest above.
"Anyway, back to business. There's a single crow-like creature up there, but it's not... normal. I imagine it might have mutated in a fashion not unlike the stags we encountered before.
To be honest, I don't see a good reason to mess with it. We have more important things to do."
Cimeries
Lumberjack (Developer)
Lumberjack (Developer)
Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 18/18 | IIIIIIIIII100 | Lv 0.37 | [Front] | Affliction: Hallucinating | Maximized Attack: 1
  • Image | Ginny (Cime) .. | 10/17 | IIIIIIIIII000 | Lv 1.24 | [Front] | Maximized Attack: 1
  • Image | Nica (AoD) ..__ | 12/12 | IIIIIIIIII000 | Lv 1.15 | [Front] | -3 MaxHP | Maximized Attack: 1
  • Image | Oz (Shade) ...._ | 12/16 | IIIIIIIIII029 | Lv 1.34 | [Cover] | Maximized Attack: 1
Gold: 317
Location: A Strange Nest South of Korsgrad
Day 03
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.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]A Strange Nest: Something in the nest draws mana towards it.
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
@Oz + 01 Exp for Tactics
@Everyone + 02 Exp for Roleplay

PER check, DC 03:
Ameia: 04 - 08 = -04 >>> Failed
Ginny: 05 + 00 = 05 >>> Success
Nica: 04 + 01 = 05 >>> Success
Oz: 05 + 04 = 09 >>> Success

While you converse, you begin to hear rustling in the nest once more. It seemed to have started shortly after Oz cast his spell.

INT check, DC 08:
Ameia: 07 + 04 = 11 >>> Success
Nica: 05 + 02 = 07 >>> Failed
Ginny: 08 + 02 = 10 >>> Success
Oz: 09 + 05 = 14 >>> Success

@Ameia, Ginny, Oz + 01 Exp

The creature in the nest is now drawing mana actively once more.

INT check, DC 10:
Oz: 09 + 05 = 14 >>> Success

@Oz: You can tell that the creature is drawing residual mana in the air around you. It seemed to be a reaction to the spell that you cast.
It does not appear to be affecting you negatively, at the moment.
:wink:
User avatar
Agent of Dread
Protector (Senior Member)
Protector (Senior Member)
Posts: 8991
Joined: Wed Jul 23, 2008 8:46 pm
Location: Australia
Contact:

Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.17

Health: 12/12
Stress: IIIIIIIIII

Spells: ♦♦
Restl.:
Lunge:

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

[list][*] Bandages x02 [ Cancels up to 10 stacked bleeding damage. ]
[*] Healing Flask [ +05 HP ]
[*] Mana Flask [ +01 SP ]
[*] Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:

[list][*] Arc Bolt
-> Strike a single enemy with a bolt of lightning. The bolt has Int 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 1 Dmg and 5 Stress every turn until they have taken the same amount that their AC and Hit were reduced by.[/list]

Abilities: [ 345/350 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, Nica marks them with A Trace, 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, Nica also marks them with A Trace. [ 80 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][*]Lunge [ Active - 1 use ] [ 50 AP per use ]
Nica's daring nature is unbounded by battle positions... sometimes.
-> Nica may make a melee attack on a Covered enemy.[/list]

[list][*]Restless [ Active - 1 uses ] [ 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
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Nica lets out the breath she realised she was holding carefully. Things seemed fragile for a moment, but Ameia's elucidation seemed to satisfy Oz, and he had decided to back down. Though it was only a moment before he was back to business, and not a moment too soon, either. One way or another, whatever was up there was beginning to stir. Nica still wanted to climb the tree, but it seemed as though Oz was losing interest.
"On gut reaction, I agree with you... I somehow doubt there's hugely more to it than we can tell from down here."
She folds her arms and eyes the nest, trying to gauge whether or not she could safely drop such a distance if she needed to distance herself in a pinch.
"However, I don't want to let negligence be the reason something seemingly worthless like this comes back to bite us later. It's not worth taking chances with."
- Linktree: linktr.ee/trilbs -
User avatar
Shade
Potion Mimic (Senior Member)
Potion Mimic (Senior Member)
Posts: 7349
Joined: Thu Jul 24, 2008 12:25 pm
Location: Gensokyo

Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 1.38
HP: 12/16
MP: ★★★★
SP: 029%
±0 Dmg | -8 Hit | -1 AC | +5 MR | +6 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (1 AC)
Skills:
  • ⚫ Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:
[list][*]Cyclone
-> Creates 1d3 + INT/3 Wind blades dealing 1d4 + WIL damage. Blades have INT 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.
[*]Darkmatter Vortex
-> All enemies must make a WIL+VIT check vs the caster's INT. If they succeed they take 1d3 damage. if they fail they will take 1d3 damage per turn for WIL turns.
[*]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.
[*]Life Sense
-> The caster is able to telepathically sense all living beings within a radius of approximately INT+PER meter.[/list]

Abilities (330/350 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.
[*]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.

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

[*]Mad Scientist [ Passive ] [ 65 AP ] [ Not learned ]
-> 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.

[*]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).

[*]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 ] [ 150 AP / use ] [ Not learned ]
-> Allows Oz to cast a spell using all of his remaining spell points at once. Each spell point beyond the requirement sacrificed this way increases the potency of the resulting spell by 50% (additive).
[/list]


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception
However, while Oz had been busy dealing with Ameia, the creature up above seemed to have woken once more - he distinctly felt the same magical aura as last time, and this time he also realized what it was actually doing.
"There's more to it. This creature reacted to the spell I just used, and it seems to be drawing in the residual mana that appeared as a result. In other words, it likely feeds on mana to sustain itself. We should probably be careful when it comes to using magic around here.
...but at the same time that's also why I'm not worried about it. Considering it reacted to my spell, it should be aware of our presence, yet so far it made no attempt to attack us directly - so let's not waste our time and energy fighting something that means us no harm, provided it doesn't start following us around.
Even if it were to find its way to Korsgrad, I'm confident dozens of armed soldiers and guards without a lick of magical power should be able to fend off a single bird that feeds on magic. If they can't, our problems don't start there."
Cimeries
Lumberjack (Developer)
Lumberjack (Developer)
Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 18/18 | IIIIIIIIII100 | Lv 0.37 | [Front] | Affliction: Hallucinating | Maximized Attack: 1
  • Image | Ginny (Cime) .. | 10/17 | IIIIIIIIII000 | Lv 1.24 | [Front] | Maximized Attack: 1
  • Image | Nica (AoD) ..__ | 12/12 | IIIIIIIIII000 | Lv 1.15 | [Front] | -3 MaxHP | Maximized Attack: 1
  • Image | Oz (Shade) ...._ | 12/16 | IIIIIIIIII029 | Lv 1.34 | [Cover] | Maximized Attack: 1
Gold: 317
Location: A Strange Nest South of Korsgrad
Day 03
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.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]A Strange Nest: Something in the nest draws mana towards it.
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
You hear some more rustling, and a very distinct, audible crack from the nest.
You wait nervously for two or three whole minutes, anticipating some kind of movement from the creature, but it is dead silent.

@Oz
You Lifesense spell still picks up on the creature, so it's still alive and well.
In fact you can feel its presence more strongly now for some reason, than you did when you had just cast the spell.

@Nica
The tree is pretty tall, the branch the nest is perched on it at a height of about 3 or maybe even 3.5 meters from the ground.
INT check, DC 04:
Nica: 03 + 02 = 05 >>> Success

You recall that a fall from a height of 2.5m has enough impact energy to be potentially fatal to a grown man of average weight. If any of your party were to fall from this branch and land improperly, the possibility of injury is very real.


I should mention that climbing requires a series of DEX/AGI/STR checks (circumstantial, depending on the character's strengths and what they're climbing), and you'll get another check (VIT/DEX) to determine how well you land if you fall. For reference, a character with decent physical stats has a very high chance of successfully climbing a regular tree. (Sorta "duh", but should be stated for clarity.)
:wink:
Post Reply