Aria of Ruin PnP - Game Thread

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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Nica (AoD) ..__ | 13/13 | IIIIIIIIII | Lv 0.00 | [Front] |
  • Ginny (Cime) .. | 16/16 | IIIIIIIIII | Lv 0.00 | [Front] |
  • Oz (Shade) ...._ | 13/13 | IIIIIIIIII | Lv 0.04 | [Cover] |
Gold: 200
Location: Korsgrad Ruins - The Obelisk
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]


You slowly begin your retreat, pacing back gradually as so not to rouse the creature. Every few steps you take, another tendril rises...
The rocks begin to move about...
Spoiler:
Image
The creature emerges from the rocks, floating in the air by some unseen force. Its single red, spherical eye, about the size of a human head, stares back at you unblinking. Wiry tentacles wither about the creature's pale, featureless body, each ending with follicle like feelers of some kind. Some of the tentacles and portions of the creature's body seem to be stained red.

Party: +3 Stress

The creature's eye shines as its many tendrils move about in precise, calculated movements.
Moments later, pale, semi translucent blue armor shards appear around the creature and align themselves about the creature's body and tendrils.

Watcher casts Mage Armor
Watcher gains 10 temporary HP.

It appears to be bolstering its defenses...

  • Watcher | 25/25 | 10/10 | [IIIIIIIIII] | [Front]|

Image
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 0.00

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]
Ginny's firm and curt response is a welcome reassurance as what is, increasingly evidently, an outright abomination makes its way out of the debris, its alien stare shaking Nica to her core.
A sardonic retort in the making is quickly gulped back down as her gag reflex, too, is unsettled by not just the sight, but a low pounding in her ears, upsetting her balance momentarily. Many unseen forces push and pull at once, the sensations in conflict unfocusing her eyes as Nica clutches the grip of her blade.

And then, though she cannot discern their meanings or functions, the purpose of the monstrosity's measured gestures is suddenly clear, and the thing casts its spell. Her mind is all at once attuned to the latent magicks in the air, and she finds herself again amidst its hum. Nica steadies herself, planting her back heel firmly against the dirt, and then, responding on some sort of instinct, her hand is almost pulled forward by the wild, kinetic burst of her own arcane power that she lets loose, casting Entropy Bolt at the Watcher.
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.04
HP: 13/13
MP: ★★★★
SP: 006%
±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.
[*]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.

[*]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).

[*]Disquieting Serenity [ Passive ] [ 300 AP ] [ Not learned ]
-> Oz cannot receive afflictions or virtues from Stress.
Instead, whenever Oz' Stress is at 100 or above, everyone around him - friend or foe - suffers 50% increased Stress from all sources.
[/list]


Attributes:
-5 Strength
-3 Dexterity
-1 Agility
±0 Vitality
+5 Intellect
+5 Willpower
+4 Perception
However, the creature beneath the rocks emerged much more quickly than Oz had hoped it would, meaning that retreating probably wasn't an option.
"Eh... I'm not particularly fond of the idea of fighting this thing at these odds, but I guess we'll have to."
As Nica cast an impressive-looking burst of energy at the monstrosity using her full body, Oz in contrast calmly focused magical energy in the palm of his right hand before shaping it into a number of wind blades and sending those at the creature with an unassuming flicking motion.

Cyclone @ Watcher
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv0 [00] Blue Knight [Front]
16/16 HP // 06/100 [IIIIIIIIII]
+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][*][2/5] Healing Flasks [ Restores 5 HP ][/list]


Spellbook...[ 02/02 ]
[list][*]First Strike [01]
Strikes first in the current combat turn, disregarding INIT.

[*]Mug [02]
A standard attack that causes enemies to drop extra loot randomly.
[/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 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.
Spoiler: Character Bio
Basic Info
Image
Age: 25
Gender: Female

Appearance
Hair color: Dark Brown
Hairstyle: Long, Straight
Eye color: Gray
Skin tone: White
Physique: Athletic
Height: 1.71m
Weight: 60kg
Clothing:
- Metal Armor
- Blue and Black shirt and mantle
- Sturdy blackened leather gloves
- Metal boots
- Black leather belts

Background: Ginny is the granddaughter of the late last thane of Escal. The thanedom of Escal was a small independent city-state that rose to power in the northeastern territory of the continent, some three hundred years ago... many years before the Rødlev Dynasty assimilated the entire continent under its banner.
Growing up, Ginny would hear tales of her lineage's conquest and skill at arms, the Escal family name being associated for centuries with warrior-caste traditions in history. Her family code speaks of loyalty to the state - honoring and working together with the ruling government as their allies wherever they chose to settle, or whoever happens to currently own the land the Escal have chosen to be their home and heritage.
Ginny has a certain magical talent that is not fully understood yet, and appears to be a form of inner invocation. The source of this talent isn't known, but some Escal have manifested strange power of this sort through the years.
What is known with quite some certainty, is that it is not a form of spell casting common among wizards and sorcerers, though individuals with greater mental faculties seem to be able to use it to greater extents, when it does manifest itself.

Following her family code and tradition, Ginny concluded her training as a warrior some years ago, and has mastered her magical ability enough to allow her to bolster her combat prowess and fight in a way that is uniquely... chaotic.
She has become a member of Rødlev's military operative branch, performing delicate peacekeeping operations within the empire's massive, unwieldy borders.
Her next assignment is bound to take her to the town of Korsgrad, a city that was once part of the Escal thanedom, according to her family's history...
A vile-looking creature, of the kind Ginny would never assume existed, emerged from the rocks. It was unnerving to behold, and it had malintent. The creature began casting a protective spell on itself, it was obviously ready to attack or cast another, dangerous spell.
There was no way around it, they would have to destroy it before it can do more harm. This thing could be responsible for Korsgrad's fate, and if so, it is their duty to make sure it never does anything like this again.
She charges at the creature at supernatural speed, holding her longsword with both arms and slicing at it vertically with almost mechanical movement, aiming for the blade to run through the center of its eye.

Ginny invokes Fast Strike @ Watcher. Manuever: Attack Eye
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII | Lv 0.00 | [Front] |
  • Image | Ginny (Cime) .. | 16/16 | IIIIIIIIII | Lv 0.00 | [Front] |
  • Image | Oz (Shade) ...._ | 07/13 | IIIIIIIIII | Lv 0.04 | [Cover] | Silence [1]
Gold: 200
Location: Korsgrad Ruins - The Obelisk
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]
VS.
  • Image | Watcher | 25/25 | 10/10 | [IIIIIIIIII] | [Front]|
Turn Order: - [Oz] - [Watcher] - [Nica] - [Ginny] -

==================================================
Ginny - Fast Strike @ Watcher:
Ginny attacks first.

03 + 02 = 05
vs 02 + 02 = 04
Success!

Maneuver check, DC 06
Ginny: 04 + 01 = 05 >>> Failed
Hit! 4 Damage.
==================================================
Ginny swings her sword at the watcher. It nearly runs through its eye but the watcher changes trajectory in the last minute as the sword breaks off some of the magical armoring that it had just created.
==================================================
Oz Casts Cyclone @ Watcher:
01 + 01 = 2 Blades

10 + 05 = 15
vs 02 + 02 = 04
Critical Hit! 6 + 1 Damage!
Tendril Severed.
Watcher gains 14 stress.

03 + 05 = 08
vs 06 + 02 = 08
Reroll.
04 + 05 = 09
vs 08 + 02 = 10
Missed.
==================================================
Oz conjures a pair of cyclone blades, and calmly sends them twisting and flying at the watcher. One of the blades strikes at the watcher, breaking off its armoring and snapping off one of the tentacles from its pale, sickly body. The other blade just barely misses the watcher as the creature swerves to the side.
==================================================
Watcher casts Spell Shield
☗, ☗
==================================================
The watcher casts another spell, this time a globe of energy surrounds the watcher before briefly fading out of sight.
==================================================
Watcher activates Devour Mana @ Oz

VIT check, DC 05/07/10/14 (-1)
Oz: 01 + 00 = 01 >>> Failed

Hit! 5 Damage!
Oz cannot cast spells for a turn.
Oz loses 1 spell point.

Watcher gains 1 spell point.
Watcher recovers 1 HP.
Watcher stress reduced by 10
==================================================
Reacting to Oz's spell, the watcher locks gazes with him.
The creature spreads its tendrils out as it stares Oz down. Suddenly, many tiny blue spheres of light appear to emerge from Oz's body and are drawn to the watcher. The watcher absorbs them through its tendrils, and seems invigorated by the act.
Oz, by contrast, seems drained, and can not feel any magical energy flowing through him. Each orb leaves Oz' body violently and singes his skin as it bursts out towards the watcher.
==================================================
Nica Casts Entropy Bolt @ Watcher:
04 + 04 = 08
vs 03 + 02 = 05
Hit! Watcher loses .
==================================================
The bolt flies expertly at the watcher and it appears that it will be unable to dodge it, but Nica's bolt is stopped in its tracks by some unseen force, causing the chaotic blast from the entropy bolt to curve in a radius around the watcher.
==================================================

  • Image | Watcher | 25/25 | [IIIIIIIIII] | [Front]| | Tendrils: 9

Image
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 0.00

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]
Though her aim is dead-on, the bolt she unleashes dissipates harmlessly, and even more surprisingly, the trail of energy Nica was tracking to seems to disperse with it. At least for now, this approach might not be the right one, but Nica's balance is with her once more, so her other tactic should prove usable as well.

Taking Ginny's lead, Nica draws her rapier and darts forward, recalling motions she was made to practice relentlessly as a child of the Ríkrhjarta family. Though she never took to blades as heavy as even Ginny's longsword, royal swordsmanship takes to lighter ones well enough, and it should serve Nica well as she aims to pierce the monster's horrible eye.

Nica attacks the Watcher. Maneuver: Attack Eye
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv0 [00] Blue Knight [Front]
16/16 HP // 06/100 [IIIIIIIIII]
+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][*][1/5] Healing Flasks [ Restores 5 HP ][/list]


Spellbook...[ 02/02 ]
[list][*]First Strike [01]
Strikes first in the current combat turn, disregarding INIT.

[*]Mug [02]
A standard attack that causes enemies to drop extra loot randomly.
[/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 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.
Spoiler: Character Bio
Basic Info
Image
Age: 25
Gender: Female

Appearance
Hair color: Dark Brown
Hairstyle: Long, Straight
Eye color: Gray
Skin tone: White
Physique: Athletic
Height: 1.71m
Weight: 60kg
Clothing:
- Metal Armor
- Blue and Black shirt and mantle
- Sturdy blackened leather gloves
- Metal boots
- Black leather belts

Background: Ginny is the granddaughter of the late last thane of Escal. The thanedom of Escal was a small independent city-state that rose to power in the northeastern territory of the continent, some three hundred years ago... many years before the Rødlev Dynasty assimilated the entire continent under its banner.
Growing up, Ginny would hear tales of her lineage's conquest and skill at arms, the Escal family name being associated for centuries with warrior-caste traditions in history. Her family code speaks of loyalty to the state - honoring and working together with the ruling government as their allies wherever they chose to settle, or whoever happens to currently own the land the Escal have chosen to be their home and heritage.
Ginny has a certain magical talent that is not fully understood yet, and appears to be a form of inner invocation. The source of this talent isn't known, but some Escal have manifested strange power of this sort through the years.
What is known with quite some certainty, is that it is not a form of spell casting common among wizards and sorcerers, though individuals with greater mental faculties seem to be able to use it to greater extents, when it does manifest itself.

Following her family code and tradition, Ginny concluded her training as a warrior some years ago, and has mastered her magical ability enough to allow her to bolster her combat prowess and fight in a way that is uniquely... chaotic.
She has become a member of Rødlev's military operative branch, performing delicate peacekeeping operations within the empire's massive, unwieldy borders.
Her next assignment is bound to take her to the town of Korsgrad, a city that was once part of the Escal thanedom, according to her family's history...
Seeing the creature's assault on Oz, it was evident that its capabilities were not only defensive.
It seems to have a strange affinity for magic energy, and was clearly intelligent at least to the degree that it was able to memorize the patterns of various spells... Could it be communicated with?

Ginny hands one of her healing flasks to Oz.
"Oz, take this, it will heal some of your wounds..."

Ginny then runs in left of Nica. Just as Nica thrusts her weapon, Ginny swerves in from the side with a wide arcing swing at the center of the Watcher's eye.
"What the hell are you?!"

Ginny Uses Healing Flask on Oz
Ginny invokes Mug @ Watcher. Manuever: Attack Eye, Flank
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII006 | Lv 0.00 | [Front] |
  • Image | Ginny (Cime) .. | 16/16 | IIIIIIIIII024 | Lv 0.00 | [Front] |
  • Image | Oz (Shade) ...._ | 12/13 | IIIIIIIIII006 | Lv 0.04 | [Cover] |
Gold: 200
Location: Korsgrad Ruins - The Obelisk
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]
VS.
  • Image | Watcher | 25/25 | [IIIIIIIIII] | [Front]| | Tendrils: 9
Turn Order: - [Oz] - [Watcher] - [Nica] - [Ginny] -

==================================================
Oz uses Healing Flask:
5 HP restored.

Oz is able to cast again.
==================================================
Watcher casts Mage Armor
Watcher gains 10 temporary HP.
==================================================
The watcher conjures more magical armoring for itself.
==================================================
Watcher activates Assault Mind @ Ginny

WIL check, DC 06/12/18
Ginny: 03 + 01 = 04 >>> Failed.

Ginny gains 18 Stress.
Watcher recovers 0 HP.
==================================================
The watcher locks eyes with Ginny. A sensation of immense dread flows into her psyche, as the watcher attempts to invade her mind.
==================================================
Nica attacks the Watcher:
10 + 02 = 12
vs 07 + 02 = 09
Success!

Maneuver check (Attack Eye, Pierce Mage Armor), DC 10
Nica: 08 + 02 = 10 >>> Reroll
Nica: 10 + 02 = 12 >>> Success!

Hit! 10 Damage.
Watcher gains 5 Stress!
Watcher cannot cast for a turn.
==================================================
Nica jabs her rapier straight into the Watcher's eye. The watcher, noticing the incoming edge attempts to quickly close the armor pieces around its eye to protect it. Nica's rapier strike punches into the magical armoring and completely shatters it, sending sparks of steel and magic energy flying around and into the watcher's eye. Veins become visible in the white of its eye as it seems to lose its composure.
==================================================
Ginny - Mug @ Watcher:
06 + 02 = 08
vs 03 + 02 = 05
Success!

Maneuver check (Flank), DC 04
Ginny: 10 + 01 = 11 >>> Success!
+1 DMG, Mug bonus amplified.

Maneuver check (Attack Eye), DC 06
Ginny: 02 + 01 = 03 >>> Failed

Hit! 9 Damage.
Tendril Severed.
Watcher gains 10 Stress!
==================================================
Immediately after Nica's strike, Ginny swerves in with a wide arcing cut. The sword rends at the side of its body with an attack so sudden that the watcher is caught completely off-guard and is knocked back slightly by the force. The attack lops off one of the watcher's tendrils.
==================================================

  • Image | Watcher | 16/25 | IIIIIIIIII019 | [Front]| | Tendrils: 8 | Silence [1]

Image
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.04
HP: 12/13
MP: ★★★★★
SP: 006%
±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.
[*]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.

[*]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).

[*]Disquieting Serenity [ Passive ] [ 300 AP ] [ Not learned ]
-> Oz cannot receive afflictions or virtues from Stress.
Instead, whenever Oz' Stress is at 100 or above, everyone around him - friend or foe - suffers 50% increased Stress from all sources.
[/list]


Attributes:
-5 Strength
-3 Dexterity
-1 Agility
±0 Vitality
+5 Intellect
+5 Willpower
+4 Perception
After downing the healing flask Ginny had handed him, Oz gave her an appreciative nod and readied yet another spell.
"So, did you enjoy the taste of my magical energy? After all, it's the last thing you'll have tasted in your life. Go to hell."
As the creature reeled backwards from the others' attacks, Oz followed up with a rain of magical blades.

Cyclone @ Watcher
(Maneuver: Flank (first two blades), Attack Eye (any others))
If Watcher is still alive after this spell: Quick Spell -> Cyclone @ Watcher
(Maneuver: Attack Eye (first two blades), Flank (any others))
Last edited by Shade on Sun Jun 25, 2017 12:57 pm, edited 2 times in total.
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv0 [00] Blue Knight [Front]
16/16 HP // 24/100 [IIIIIIIIII]
+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][*][1/5] Healing Flasks [ Restores 5 HP ][/list]


Spellbook...[ 01/02 ]
[list][*]Mug [01]
A standard attack that causes enemies to drop extra loot randomly.
[/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 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.
Spoiler: Character Bio
Basic Info
Image
Age: 25
Gender: Female

Appearance
Hair color: Dark Brown
Hairstyle: Long, Straight
Eye color: Gray
Skin tone: White
Physique: Athletic
Height: 1.71m
Weight: 60kg
Clothing:
- Metal Armor
- Blue and Black shirt and mantle
- Sturdy blackened leather gloves
- Metal boots
- Black leather belts

Background: Ginny is the granddaughter of the late last thane of Escal. The thanedom of Escal was a small independent city-state that rose to power in the northeastern territory of the continent, some three hundred years ago... many years before the Rødlev Dynasty assimilated the entire continent under its banner.
Growing up, Ginny would hear tales of her lineage's conquest and skill at arms, the Escal family name being associated for centuries with warrior-caste traditions in history. Her family code speaks of loyalty to the state - honoring and working together with the ruling government as their allies wherever they chose to settle, or whoever happens to currently own the land the Escal have chosen to be their home and heritage.
Ginny has a certain magical talent that is not fully understood yet, and appears to be a form of inner invocation. The source of this talent isn't known, but some Escal have manifested strange power of this sort through the years.
What is known with quite some certainty, is that it is not a form of spell casting common among wizards and sorcerers, though individuals with greater mental faculties seem to be able to use it to greater extents, when it does manifest itself.

Following her family code and tradition, Ginny concluded her training as a warrior some years ago, and has mastered her magical ability enough to allow her to bolster her combat prowess and fight in a way that is uniquely... chaotic.
She has become a member of Rødlev's military operative branch, performing delicate peacekeeping operations within the empire's massive, unwieldy borders.
Her next assignment is bound to take her to the town of Korsgrad, a city that was once part of the Escal thanedom, according to her family's history...
Looks like their combined assault was enough to start gaining momentum on the creature. It had a way of messing with them mentally, but they had to keep the pressure high on the watcher as well, so that they could deliver the killing blow.
As soon as her sword connects from the previous attack, Ginny rolls to the side and jabs at the watcher's eye from a different angle.
She then tumbles back away from the creature, preparing to charge it.

Ginny invokes First Strike @ Watcher. Manuever: Attack Eye, Flank
Ginny moves to cover
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII006 | Lv 0.36 | [Front] |
  • Image | Ginny (Cime) .. | 16/16 | IIIIIIIIII024 | Lv 0.36 | [Front] |
  • Image | Oz (Shade) ...._ | 12/13 | IIIIIIIIII006 | Lv 0.44 | [Cover] |
Gold: 200
Location: Korsgrad Ruins - The Obelisk
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]
VS.
  • Image | Watcher | 16/25 | IIIIIIIIII019 | [Front]| | Tendrils: 8 | Silence [0]
Turn Order: - [Oz] - [Watcher] - [Nica] - [Ginny] -

==================================================
Ginny - Fast Strike @ Watcher:
Ginny attacks first.

07 + 02 = 09
vs 02 + 02 = 04
Success!

Maneuver check (Flank), DC 04
Ginny: 01 + 01 = 02 >>> Failed

Maneuver check (Attack Eye), DC 06
Ginny: 04 + 01 = 05 >>> Failed

Hit! 5 Damage.
==================================================
Ginny jabs her longsword into the side of the creature's body, and pulls it out rapidly. She tumbles back and begins putting distance between herself and the watcher, preparing to charge at it.
==================================================
Oz Casts Cyclone @ Watcher:
03 + 01 = 4 Blades

02 + 05 = 15
vs 01 + 02 = 04
Hit! Watcher loses .

03 + 05 = 15
vs 04 + 02 = 04
Success!

Maneuver check (Flank), DC 12
Oz: 01 + 05 = 06 >>> Failed

Hit! 9 Damage.

02 + 05 = 07
vs 08 + 02 = 10
Missed.

03 + 05 = 08
vs 06 + 02 = 08
Reroll
02 + 05 = 07
vs 08 + 02 = 10
Missed.

Oz Casts Quick Spell - Cyclone @ Watcher:
01 + 01 = 2 Blades

06 + 05 = 11
vs 09 + 02 = 11
Reroll
08 + 05 = 13
vs 09 + 02 = 11
Hit! 8 Damage

...

Watcher is slain.

Ginny returns to the Front.
==================================================
The relentless barrage of blades from Oz' spell rend the creature instantly, and it drops to the ground in a mangled pile of blood, tears and tentacles.
==================================================

Image | Watcher
  • Battle Resolved
    +32 Exp - Victory
    + Watcher Eye
    + Watcher Blood
    + Watcher Tendril
    + Watcher Tendril

    Nica:
    +2 Exp - Roleplay
    +2 Exp - Tactics

    Ginny:
    +3 Exp - Tactics
    +1 Exp - Healing Allies

    + Watcher Tendril (Mug)
    + Watcher Blood (Mug)
    + Shatter Guard [02] (B.K)
    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.

    Oz:
    +2 Exp - Roleplay
    +6 Exp - Overkill
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.44
HP: 12/13
MP: ★★★★★
SP: 006%
±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.
[*]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.

[*]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).

[*]Disquieting Serenity [ Passive ] [ 300 AP ] [ Not learned ]
-> Oz cannot receive afflictions or virtues from Stress.
Instead, whenever Oz' Stress is at 100 or above, everyone around him - friend or foe - suffers 50% increased Stress from all sources.
[/list]


Attributes:
-5 Strength
-3 Dexterity
-1 Agility
±0 Vitality
+5 Intellect
+5 Willpower
+4 Perception
Oz watched with a satisfied smirk as the monstrosity, weakened by the group's continued assault, was finally rended to shreds by his Cyclone spell.
"Hah! Serves you right."
With the danger dealt with for the time being, Oz approached the creature's corpse and took the opportunity to finally take a closer look at it.
"What a grotesque creature! It's almost pitiable. That kind of look certainly doesn't get you any friends.
...although while this thing was definitely using some brand of magic, I doubt it was the entity responsible for what happened to Korsgrad. It was far too weak."
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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]
And just like that... her thrust as true as it's ever been, Nica is able to shatter the thing's conjured defenses, and in an all out assault, Oz's mighty magic and Ginny's repeated strikes dispose of it all at once. This... watcher falls to the ground lifelessly, appendages limp. Nica releases the breath she hadn't realised she was holding, and feels the rush of battle dissipating slowly. In conquering this, perhaps proven by how straightforward it felt in its conclusion, she notes the boon of a team working together.
She looks over to Ginny, who seemed to be rather rattled due to its gaze earlier.
"...Meeting its stare can't have been pleasant. Are you holding up?"

And then Oz paces forward to inspect his handiwork. This time, Nica finds his off-note humour rather refreshing, probably due to not being the subject.
His deduction is a sound one, though not the convenient explanation she would have preferred. Not that she should have expected it to be.
"...But you're certain it was the only thing yet present, right? Where do we point the finger now?"
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.44
HP: 12/13
MP: ★★★★★
SP: 006%
±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.
[*]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.

[*]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).

[*]Disquieting Serenity [ Passive ] [ 300 AP ] [ Not learned ]
-> Oz cannot receive afflictions or virtues from Stress.
Instead, whenever Oz' Stress is at 100 or above, everyone around him - friend or foe - suffers 50% increased Stress from all sources.
[/list]


Attributes:
-5 Strength
-3 Dexterity
-1 Agility
±0 Vitality
+5 Intellect
+5 Willpower
+4 Perception
"The most accurate way to put it would be that it's the only thing my spell picked up earlier... well, other than you two. If there was something deep underground, I wouldn't know about it.
However, it's probably more likely that whatever caused this incident is no longer here - if it ever was."

...although figuring out this creature's origin might very well point them in the right direction.
"To that end... Anyone feel like lugging this mess around?
I'd like to do some research on this creature's remains. Figuring out where it came from might give us some insight on how all of this came to be."
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Joined: Wed Jul 23, 2008 6:56 am

Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv0 [36] Blue Knight [Front]
16/16 HP // 24/100 [IIIIIIIIII]
+1 DMG | +2 HIT | +0 AC | +1 MR | +1 INIT
Longsword [1-8 Dmg] | Old Breastplate Armor [4 AC]
Spoiler: Character Sheet
Inventory...[ 03/10 ]
[list][*]Healing Flask [ +5 HP ]
[*]Watcher Eye
[*]Watcher Blood [02] [/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 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.
Spoiler: Character Bio
Basic Info
Image
Age: 25
Gender: Female

Appearance
Hair color: Dark Brown
Hairstyle: Long, Straight
Eye color: Gray
Skin tone: White
Physique: Athletic
Height: 1.71m
Weight: 60kg
Clothing:
- Metal Armor
- Blue and Black shirt and mantle
- Sturdy blackened leather gloves
- Metal boots
- Black leather belts

Background: Ginny is the granddaughter of the late last thane of Escal. The thanedom of Escal was a small independent city-state that rose to power in the northeastern territory of the continent, some three hundred years ago... many years before the Rødlev Dynasty assimilated the entire continent under its banner.
Growing up, Ginny would hear tales of her lineage's conquest and skill at arms, the Escal family name being associated for centuries with warrior-caste traditions in history. Her family code speaks of loyalty to the state - honoring and working together with the ruling government as their allies wherever they chose to settle, or whoever happens to currently own the land the Escal have chosen to be their home and heritage.
Ginny has a certain magical talent that is not fully understood yet, and appears to be a form of inner invocation. The source of this talent isn't known, but some Escal have manifested strange power of this sort through the years.
What is known with quite some certainty, is that it is not a form of spell casting common among wizards and sorcerers, though individuals with greater mental faculties seem to be able to use it to greater extents, when it does manifest itself.

Following her family code and tradition, Ginny concluded her training as a warrior some years ago, and has mastered her magical ability enough to allow her to bolster her combat prowess and fight in a way that is uniquely... chaotic.
She has become a member of Rødlev's military operative branch, performing delicate peacekeeping operations within the empire's massive, unwieldy borders.
Her next assignment is bound to take her to the town of Korsgrad, a city that was once part of the Escal thanedom, according to her family's history...
The battle was intense, but at least it was over. Closing her eyes to sigh, Ginny kept seeing the afterimage of the watcher's eye in the black of her eyelids. It really managed to rattle her with that stare, but she wasn't sure why that is.

Nica noticed this, and asked her how she was feeling.
"I'm... fine. I guess. The way it looked at me just made me nervous."
Was it nervousness or was it something more?
She gently kicked the watcher's corpse over to its side, revealing its eye, red pupil no longer glowing with energy as it was moments ago when they were fighting the creature.
She tried staring directly at it... nothing. Ginny was still somewhat on edge, but it was nothing like she felt then - for a split second - genuine, real terror.

"I don't know what kind of information you expect to get from the corpse, Oz, but I have no problem carrying this..."

She carefully severs the watcher's eye from its optic nerves and muscles with her sword and wraps it in some rags. The eye is surprisingly rigid, nothing like what you'd expect from an eye. But then again, maybe there's not much room for expectations in a situation like this.

She also collects two vials of the watcher's blood.


For RP purposes assume that items like empty flasks, rags and small containers are available for stuff like this. I don't want to go through the tedium of keeping track of this stuff in our inventories.
:wink:
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