Aria of Ruin PnP - Game Thread

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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.50
HP: 13/13
MP: ★★★★★
SP: 000%
±0 Dmg | -8 Hit | -2 AC | +5 MR | +5 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (+1 AC)
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 (290/300 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.
[*]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.

[*]Maelstrom of Magic [ Passive ] [ 40 AP ] [ Not learned ]
-> 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.

[*]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.

[*]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
-1 Agility
±0 Vitality
+5 Intellect
+5 Willpower
+4 Perception
As it turned out, the three of them apparently weren't the only ones taking a stroll through the forest - but who else would have a reason to be here?
"...you're right, I see them too. I didn't know taking a stroll through what could be described as a haunted forest was such a popular pastime around these parts."
Was it a Korsgrad resident who got lost? Was it a lone hunter living around here? Was it one of Briggs' men who went here to investigate despite orders not to? Or was it perhaps someone - or something - more sinister?
...they would doubtlessly have to get closer to find the answer.
"I doubt tailing them from this distance is going to get us anywhere. If we're going to investigate, we'll need to get closer."
As his eyes drifted towards the blade Ginny was carrying, he added:
"I doubt I need to say this, but do keep your guard up. While I can think of a couple of perfectly harmless reasons for someone to be wandering around here, considering what happened around here we would do well to be cautious."
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII000 | Lv 0.38 | [Front] |
  • Image | Ginny (Cime) .. | 16/16 | IIIIIIIIIII012 | Lv 0.38 | [Front] |
  • Image | Oz (Shade) ...._ | 13/13 | IIIIIIIIII000 | Lv 0.50 | [Cover] |
Gold: 200
Location: Forest, south of Korsgrad
Day 02
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.
[*]Restless Nights: Investigate the unnatural howls in the forests near Korsgrad.[/list]


You continue trailing the figure slowly and quietly, catching up with it in hopes of getting a better look at it.

DEX check, DC 03:
Nica: 06 + 04 = 10 >>> Pass
Ginny: 04 + 00 = 04 >>> Pass
Oz: 02 - 03 = -01 >>> Fail...

As you close your distance, the figure turns around. Standing some 250 meters away, you are able to get a good look at it now... though you wish you couldn't.

A thin, pale, and distorted human-like being stands there, facing you. You get the sense that it might be staring you down, but it has no eyes to speak of to be able to do so. Atop its thin neck, a strange, featureless face, that somehow manages to look menacing despite its apparent lack of features, is propped up at you attentively. Fleshy growths reminiscent in appearance to hair grow out of its gaunt scalp.
Its bony body is filled with cavities and holes and covered with charred black tatters and cloths that have seemingly blended with its body and fused with it. The cavities in its body make it evident that it has no internal organs to speak of. It seems to be comprised entirely of flesh, bone and muscle.
It makes no sound other than the rattling of its bony frame and the constant clicking of its dry joints as it moves.
Spoiler:
Image
The humanoid slowly, clumsily begins pacing towards your group, closing the distance between you.

PER check, DC 03:
Nica: 07 + 01 = 08 >>> Success
Ginny: 03 + 00 = 03 >>> Success
Oz: 04 + 04 = 08 >>> Success

You realize that you could easily escape by walking away briskly if you wanted to, it does not appear capable of running.

  • Image | Hollow | 12/12 | [Front]|

Image
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.50
HP: 13/13
MP: ★★★★★
SP: 000%
±0 Dmg | -8 Hit | -2 AC | +5 MR | +5 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (+1 AC)
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 (290/300 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.
[*]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.

[*]Maelstrom of Magic [ Passive ] [ 40 AP ] [ Not learned ]
-> 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.

[*]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.

[*]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
-1 Agility
±0 Vitality
+5 Intellect
+5 Willpower
+4 Perception
The closer they got, however, the more apparent it became that what they were looking at indeed wasn't human - and probably hostile, considering it made no obvious attempts to communicate with them.
"Whoa, that fellow looks all kinds of rotten. That's not a face I'd want to see in the dark."
While Oz definitely wanted to know more about this creature, the best way to accomplish that probably was to study its corpse... meaning they had to turn it into a corpse first.

Oz casts Cyclone @ Hollow.
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 0.36

Health: 13/13
Stress: IIIIIIIIII

Spells: ♦♦
Lunge:

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

[list][*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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: [ 300/300 AP spent ]

[list][*]Spell Scavenger [ Passive ] [ 200 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.
-> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point.
-> When an enemy casts a spell, Nica also marks them with A Trace.
-> A Trace can stack, up to 2 times.
[/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 ]
Nica's daring nature is unbounded by battle positions... sometimes.
-> Nica may make a melee attack on a Covered enemy.[/list]

[list][*]Restless [ Active - 0 uses ] [ 20 AP + 5 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.[/s][/color][/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][*]-2 Str
[*]+4 Dex
[*]+1 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
A veritable monstrosity appears before them yet again. Nica shudders at the thought that her guess could still technically be correct, and that they might have once been a Korsgrad villager.
It doesn't take her too long to find her figurative footing, though, in part thanks to Oz's ever-present sarcasm.
"Your glibness never quite goes away, eh?"
His approach to the creature is equally straightforward: to put it to death. As much as she tries to account for the unknown, Nica agrees that it seems within their abilities.
The crackle runs along her arm once again as she lets loose a bolt of the same sort she did the day prior, sizzling with a bizarre light. Let's see it connect this time, shall we?

Nica casts Entropy Bolt @ Hollow.
Last edited by Agent of Dread on Thu Aug 10, 2017 4:41 am, edited 1 time in total.
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII001 | Lv 0.43 | [Front] |
  • Image | Ginny (Cime) .. | 16/16 | IIIIIIIIIII013 | Lv 0.43 | [Front] |
  • Image | Oz (Shade) ...._ | 13/13 | IIIIIIIIII001 | Lv 0.56 | [Cover] |
Gold: 200
Location: Forest, south of Korsgrad
Day 02
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.
[*]Restless Nights: Investigate the unnatural howls in the forests near Korsgrad.[/list]


Turn Order: - [Oz] - [Nica] - [Ginny] - [Hollow] -

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

Oz' Stress increases by 1.
Nica's Stress increases by 1.
Ginny's Stress increases by 1.
Hollow's HP increases by 1.
==================================================
As you close the distance further, you begin to feel tense. Something about the Hollow's presence feels wrong.
==================================================
Oz Casts Cyclone @ Hollow:
03 + 01 = 4 Blades

07 + 05 - 03 = 09
vs 02 + 00 = 02
Hit! 7 Damage!

05 + 05 - 03 = 07
vs 09 + 00 = 09
Miss...

09 + 05 - 03 = 11
vs 09 + 00 = 09
Hit! 7 Damage!

...

Hollow is slain.
==================================================
Before Ginny or Nica have any real chance to react to the approaching Hollow, Oz completely annihilates it with a barrage of wind blades. The trajectory of the blades appears to distort somewhat as it approaches the Hollow, causing one of the blades to miss. Two blades still connect, though, and are enough to shred its frail body apart. The last conjured blade flies past the now shredded creature, kicking up dust.
==================================================
Image | Hollow
  • Battle Resolved
    +5 Exp - Victory
    + Hollow's Bone
    + Hollow's Ashes

    Oz:
    +1 Exp - Overkill
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv0 [43] Blue Knight [Front]
16/16 HP // 13/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +0 AC | +1 MR | +1 INIT
Longsword [1-8 Dmg] | Old Breastplate Armor [4 AC]
Spoiler: Character Sheet
Inventory...[ 01/10 ]
[list][*]Healing Flask [ +5 HP ][/list]


Spellbook...[ 02/02 ]
[list][*]Mug [01]
A standard attack that causes enemies to drop extra loot randomly.

[*]Shatter Guard [02]
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.
[/list]

Abilities [ 0285/0300 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 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 learned attacks cannot be taught as spells would be to others, as they are invoked, rather than studied.
[*] Image Metamagick [1/1] [ Active ] [ 30 AP ] [ Not learned ]
Whenever an ally casts an offensive spell, Ginny can consume one use of her spellbook 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 Shining Force [ Passive ] [ 50 AP ] [ Not learned ]
Ginny can eliminate a spellbook ability to reduce the stress of a single party member by 5x[Uses], and increase the stress of all enemy party members by the same amount. This is a minor action.

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

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

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

Ability Points: 15
Attribute Points: 0

Scripts:
- nil.
By the time Ginny draws her sword in defense, the creature has already been turned into a pile of broken bone and ash on the ground by Oz' spell. Ginny was starting to appreciate just how scary an imperial mage can be, even if Oz was self taught as he claimed he was, that just made his abilities more unnerving.
A thought crossed her mind that his casual tone might be hiding a darker side of his personality. She'd have to wait and see if her hunch was correct.

She lets out a sigh and sheaths her longsword. The Hollow didn't seem all that dangerous compared to the Watcher they had fought yesterday, at least from what little of it they've had to deal with, but Ginny had a feeling there was something far more sinister to the Hollow than meets the eye. It was probably for the best that Oz was able to slay it so fast, just to be on the safe side.
"You don't think there's more of them walking around here, do you? It's obviously not the howler we came here looking for, but I have no doubt at this point, that this is somehow related to the obelisk as well."
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.56
HP: 13/13
MP: ★★★★★
SP: 001%
±0 Dmg | -8 Hit | -2 AC | +5 MR | +5 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (+1 AC)
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest
[*] Hollow's Bone
[*] Hollow's Ashes
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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 (290/300 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.
[*]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.

[*]Maelstrom of Magic [ Passive ] [ 40 AP ] [ Not learned ]
-> 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.

[*]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.

[*]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
-1 Agility
±0 Vitality
+5 Intellect
+5 Willpower
+4 Perception
"I deem it quite likely, actually, precisely because of the events surrounding the obelisk.
...and if they're all this weak, they'd do well not to get in our way - there's more where that came from."

Of course, it hadn't gone unnoticed by Oz that something about that creature had pushed his wind blades off their intended path a little - all the more reason to study its remains, just in case the three of them were to run into more of these creatures in the future.

Oz picks up the Hollow's remains.

After he was done picking up what was left of the creature, he added jokingly:
"Then again, maybe I should show some restraint if I ever want to see that special brand of magic the Escal family is famous for, heh."
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 0.43

Health: 13/13
Stress: IIIIIIIIII

Spells: ♦♦
Lunge:

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

[list][*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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: [ 300/300 AP spent ]

[list][*]Spell Scavenger [ Passive ] [ 200 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.
-> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point.
-> When an enemy casts a spell, Nica also marks them with A Trace.
-> A Trace can stack, up to 2 times.
[/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 ]
Nica's daring nature is unbounded by battle positions... sometimes.
-> Nica may make a melee attack on a Covered enemy.[/list]

[list][*]Restless [ Active - 0 uses ] [ 20 AP + 5 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.[/s][/color][/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][*]-2 Str
[*]+4 Dex
[*]+1 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Well... it seems Nica's risk assessment was on the mark. A little more so than she'd expected. She straightens up and dusts herself off, a little embarrassed that she had so readily prepared to take action when it wasn't even needed.
"Special brand? I suppose we all have our unique relationships with mana, then. Shall we keep moving?"
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII001 | Lv 0.43 | [Front] |
  • Image | Ginny (Cime) .. | 16/16 | IIIIIIIIIII013 | Lv 0.43 | [Front] |
  • Image | Oz (Shade) ...._ | 13/13 | IIIIIIIIII000 | Lv 0.56 | [Cover] |
Gold: 200
Location: Forest, south of Korsgrad
Day 02
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.
[*]Restless Nights: Investigate the unnatural howls in the forests near Korsgrad.[/list]



Oz carefully collects the remains of the Hollow, and you resume your search.

If you've been paying attention to the numbers, you'll notice that I modify the DC and the Threshold a bit after every encounter, so that running through random encounters still helps you progress towards the goal. (Finding the creature still isn't guaranteed though, the party could very well end up returning to camp at night empty handed.)

Exploration, DC: 850, Threshold: 150, Phase: 0.5H
  • Phase 7: 835
    Phase 8: 398
    Phase 9: 959
Another hour passes as you journey deeper into the forest. You notice some scratch marks on one of the trees, and spot a trail of dry blood trailing deeper off the path and into the forest. You follow this trail for a while. The trail of dry blood turns slowly but surely into a trail of fresh blood, and a few minutes after that, a trail of bone fragments, innards and corpses of small creatures...

The creature is there, just some 50 meters ahead of you, Its back is turned to you, and it seems to be gnawing at the corpse of a deer. It stands on two legs, covered with dark, shaggy fur. Large horns protrude from its head, and it makes loud growling sounds. It seems to occasionally gesture over to something in front of it, but you can't see what it is from where you're standing.
It shows no signs of having noticed your approach yet.
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.56
HP: 13/13
MP: ★★★★★
SP: 000%
±0 Dmg | -8 Hit | -2 AC | +5 MR | +5 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (+1 AC)
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest
[*] Hollow's Bone
[*] Hollow's Ashes
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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 (290/300 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.
[*]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.

[*]Maelstrom of Magic [ Passive ] [ 40 AP ] [ Not learned ]
-> 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.

[*]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.

[*]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
-1 Agility
±0 Vitality
+5 Intellect
+5 Willpower
+4 Perception
"Well, that looks promising."
Of all the things they'd found so far while wandering around in the forest, this creature seemed like the first one that might actually realistically be what they'd been looking for - and it also seemed like it was by far the most dangerous one they'd encountered yet, if that trail of blood was any indication. Unlike what Oz had hoped, this probably also meant that the creature was perfectly active during the day.
...not that that was going stop them.
"I'm pretty sure this one's who we've been looking for, but... something's bothering me. If it's active during both the day and the night, when does it sleep? When is it vulnerable?"
Maybe it was a different creature after all?
Well, no matter. Escape was not an option - not because it seemed like an unlikely proposition to begin with, but more so because of Oz' desire to learn more about this creature!
"Ah, whatever. Let's strike while we can."

Oz casts Cyclone @ creature
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 0.43

Health: 13/13
Stress: IIIIIIIIII

Spells:
Lunge:

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

[list][*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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: [ 300/300 AP spent ]

[list][*]Spell Scavenger [ Passive ] [ 200 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.
-> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point.
-> When an enemy casts a spell, Nica also marks them with A Trace.
-> A Trace can stack, up to 2 times.
[/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 ]
Nica's daring nature is unbounded by battle positions... sometimes.
-> Nica may make a melee attack on a Covered enemy.[/list]

[list][*]Restless [ Active - 0 uses ] [ 20 AP + 5 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.[/s][/color][/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][*]-2 Str
[*]+4 Dex
[*]+1 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
As they rounded the next corner along this trail of blood, it seemed that the third time was indeed the charm. The three of them had come upon something much more like a creature and much more threatening than their previous encounters, making a meal of a forest doe. There seemed to be something else of note behind it as well, unless it had a fancy for gesturing to the air. Even if it wasn't the creature they were looking for, it certainly wasn't any beast Nica recognised, and for that alone it was worth scouting.
Oz seemed convinced that it was, though, even if he didn't have a hypothesis for its sleep cycle.
"I think that can wait until we've got the full picture. We should-"
But before she can continue, Oz has already taken the first move yet again. Nica wonders when that confidence of his is going to bring him a little too close to trouble.
"...Well, that works. Assuming we can subdue it."
Retreading the motions from earlier, Nica allows the crackle to run along her left arm as she prepares to loose a bolt of that strange energy yet again. For real this time.

Nica casts Entropy Bolt @ the creature.
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv0 [43] Blue Knight [Cover]
16/16 HP // 13/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +0 AC | +1 MR | +1 INIT
Longsword [1-8 Dmg] | Old Breastplate Armor [4 AC]
Spoiler: Character Sheet
Inventory...[ 01/10 ]
[list][*]Healing Flask [ +5 HP ][/list]


Spellbook...[ 02/02 ]
[list][*]Mug [01]
A standard attack that causes enemies to drop extra loot randomly.

[*]Shatter Guard [02]
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.
[/list]

Abilities [ 0285/0300 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 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 learned attacks cannot be taught as spells would be to others, as they are invoked, rather than studied.
[*] Image Metamagick [1/1] [ Active ] [ 30 AP ] [ Not learned ]
Whenever an ally casts an offensive spell, Ginny can consume one use of her spellbook 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 Shining Force [ Passive ] [ 50 AP ] [ Not learned ]
Ginny can eliminate a spellbook ability to reduce the stress of a single party member by 5x[Uses], and increase the stress of all enemy party members by the same amount. This is a minor action.

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

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

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

Ability Points: 15
Attribute Points: 0

Scripts:
- nil.
Ginny draws her sword. The creature was too far to attack at this distance, so she will have to prepare for a charge attack.
Ginny brandishes her weapon.
"Let's strike this beast down! I'm going to personally see that this forest is free of this abomination!"

Ginny moves to cover and uses War Banner.
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII001 | Lv 0.43 | [Front] | 1 Maximized Attack
  • Image | Ginny (Cime) .. | 16/16 | IIIIIIIIIII013 | Lv 0.43 | [Cover] |
  • Image | Oz (Shade) ...._ | 13/13 | IIIIIIIIII000 | Lv 0.56 | [Cover] |
Gold: 200
Location: Forest, south of Korsgrad
Day 02
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.
[*]Restless Nights: Investigate the unnatural howls in the forests near Korsgrad.[/list]


==================================================
Ginny Uses War Banner
Oz - Maximized Damage - 1 Attack
Nica - Maximized Damage - 1 Attack
==================================================
Oz Casts Maximized Cyclone @ Creature:
03 + 01 = 4 Blades

09 + 05 = 14
vs 04 + 08 = 12
Hit! 9 Damage!
Agitation: Creature's Stress increases by 9.

07 + 05 = 12
vs 09 + 08 = 17
Miss!

06 + 05 = 11
vs 05 + 08 = 13
Miss!

04 + 05 = 09
vs 10 + 08 = 18
Miss!
==================================================
Oz summons a quartet of cyclone blades and sends them flying at the creature. Only one blade manages to strike at its target, while the other three sadly miss their mark.
==================================================
Nica Casts Entropy Bolt @ Creature:
09 + 04 = 13
vs 05 + 08 = 13
Reroll

10 + 04 = 14
vs 02 + 08 = 10
Hit! -2 AC, -2 HIT
Entropy Damage: 1/turn x 2
Stress Damage: 5/turn x 2
==================================================
The bolt hits the creature in the back and borrows itself into its flesh. The energy of the bolt seemingly fuses with its blood and strains it with every move it makes.
==================================================

You do your best to strike at it with your spells from a distance. The creature still stands, however, and it quickly and angrily turns to face your group.

From the front, the creature is even more beastly. It has the facial features of a deformed stag and its claws and maw are stained with the blood of its prey. Its red eyes stare you down in what can only be described as mad excitement.
And then... your realize what the creature was gesturing at, as two more creatures of the same kind emerge from the trees behind it. It must have called its kin to join the feast, and to them, you're the next course.
Spoiler:
Image

  • Image | Carrion Stag A | 14/23 | IIIIIIIIII023 | [Front]| -2 HIT | -2 AC | Entropy: 1 D, 2 T | Stress: 5 D, 2 T
  • Image | Carrion Stag B | 23/23 | IIIIIIIIII005 | [Cover]|
  • Image | Carrion Stag C | 22/22 | IIIIIIIIII011 | [Cover]|

Image
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.56
HP: 13/13
MP: ★★★★★
SP: 000%
±0 Dmg | -8 Hit | -2 AC | +5 MR | +5 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (+1 AC)
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest
[*] Hollow's Bone
[*] Hollow's Ashes
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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 (290/300 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.
[*]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.

[*]Maelstrom of Magic [ Passive ] [ 40 AP ] [ Not learned ]
-> 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.

[*]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.

[*]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
-1 Agility
±0 Vitality
+5 Intellect
+5 Willpower
+4 Perception
Oz started scratching his head in thought, slightly annoyed that he had squandered their advantage to virtually no effect. This creature was a bit more agile than he had anticipated... and there were three of it, to boot.
"...I figured it wouldn't be so easy, but that's a bit worse than I had anticipated. At this rate they might actually put up a fight!"

Oz casts Sonic Clap.
If one of the Carrion Stags in cover is successfully stunned, he follows up with a Quickspell!Cyclone aimed at the Carrion Stag with the highest remaining HP that got stunned. If only the front one or none of them get stunned, he follows up with Wellspring of Magic instead.
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 0.43

Health: 13/13
Stress: IIIIIIIIII

Spells: ♦♦
Lunge:

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

[list][*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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: [ 300/300 AP spent ]

[list][*]Spell Scavenger [ Passive ] [ 200 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.
-> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point.
-> When an enemy casts a spell, Nica also marks them with A Trace.
-> A Trace can stack, up to 2 times.
[/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 ]
Nica's daring nature is unbounded by battle positions... sometimes.
-> Nica may make a melee attack on a Covered enemy.[/list]

[list][*]Restless [ Active - 0 uses ] [ 20 AP + 5 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.[/s][/color][/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][*]-2 Str
[*]+4 Dex
[*]+1 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Marvelous... Not only was that thing as distressingly ferocious in appearance as the Watcher was bizarre, it was feasting with two others of its kind. Nica gulped back her trepidation, preparing for a fight they might not have the odds on after all. While they had the jump on them and so they hadn't seen the beasts' force of retaliation yet, she was rather concerned. Especially remaining as the lone first line, now that Ginny was backing up to prepare for the fierce attack Nica had seen from her the day prior.
However, perhaps in anticipation of it, she also made a bold declaration of their coming victory. Nica found it surprisingly invigorating, and despite everything, she was resolved to see this fight through as well.
"You may be right, Oz, but we're more than capable of bringing the fight right back, no?"
Senses keened by the residual mana on the air, she drew out the rest of her prepared power to throw a fierce bolt of a more direct persuasion, aiming to follow up on Oz's own efforts to blast through the beasts.

Nica casts Arc Bolt @ Carrion Stag A (A Trace: +1 Hit, +1 MR).
- Linktree: linktr.ee/trilbs -
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