Aria of Ruin PnP - Game Thread

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

Moderator: Developers

User avatar
Agent of Dread
Protector (Senior Member)
Protector (Senior Member)
Posts: 8991
Joined: Wed Jul 23, 2008 8:46 pm
Location: Australia
Contact:

Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.64

Health: 12/12 (-3)
Stress: IIIIIIIIII

Spells:
Restl.:
Lunge:

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

[list][*] Bandages x02 [ Cancels up to 10 stacked bleeding damage. ]
[*] Dagger [ 1-4 Dmg ] x4
[*] Healing Flask [ +05 HP ]
[*] Mana Flask [ +01 SP ]
[*] Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
[*] Notched Copper Ring [ Unidentified ]
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:

[list][*] Arc Bolt
-> Strike a single enemy with a bolt of lightning. The bolt has Int Hit and deals 3d3+Wil damage.
-> On attack rolls of 6 or more, the bolt will chain to a random nearby enemy dealing 2d3+Wil damage on the first chain, and 1d3+Wil any consecutive times after that.
[*] Entropy Bolt
-> Attack an enemy with a strange bolt of chaotic energy. The bolt has Wil+Dex Hit and reduces the victim's AC and Hit by Int.
-> The victim will take 1 Dmg and 5 Stress every turn until they have taken the same amount that their AC and Hit were reduced by.[/list]

Abilities: [ 345/350 AP spent ]

[list][*]Spell Scavenger [ Passive ] [ 220 AP ]
Nica wanders the land, tracing the trails of the many magicks at work upon it, and claiming them.
-> When Nica successfully casts a spell on an enemy, Nica marks them with A Trace, granting her +1 Hit and MR against them for 2 turns. [ 60 AP ]
-> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point. [ 120 AP ]
-> A Trace can stack, up to 2 times. [ 40 AP ]
-> When an enemy casts a spell, Nica also marks them with A Trace. [ 80 AP ][/list]

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

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

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

[list][*]Kleptokinesis [ Sustained ] [ 100 AP ]
Nica's curiosity sometimes turns to greed... sometimes against her best interests.
-> While Kleptokinesis is active, Nica loses 1 HP per turn, and gains 5 Stress.
-> While Kleptokinesis is active, Nica retrieves discharged magicks from the spells she casts, granting her Kinesis for each cast.
-> Kinesis can stack, up to Nica's Spell Point total.
-> A successful melee attack will consume Kinesis and end Kleptokinesis. The damage is increased by 1x per stack consumed.
-> Kinesis stacks are lost if Kleptokinesis is ended manually.[/s][/color][/list]

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


Attributes:

[list][*]-1 Str
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
"You're right, keeping it with us even while we're away from the garrison would be more of a hindrance than anything... I too think arranging to have it supervised would be best, but should we go through Briggs and Tudor, or keep it under wraps?"
- Linktree: linktr.ee/trilbs -
User avatar
Shade
Potion Mimic (Senior Member)
Potion Mimic (Senior Member)
Posts: 7349
Joined: Thu Jul 24, 2008 12:25 pm
Location: Gensokyo

Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 1.85
HP: 12/16
MP: ★★★★★
SP: 050% (Grace Under Pressure)
±0 Dmg | -8 Hit | -1 AC | +5 MR | +6 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (1 AC)
Skills:
  • ⚫ Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest of Fireguard [Acc: +01 DR-Fire]
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:
[list][*]Cyclone
-> Creates 1d3 + INT/3 Wind blades dealing 1d4 + WIL damage. Blades have INT HIT bonus.
[*]Sonic Clap
-> All enemies must make a VIT check vs the caster's WIL or be stunned for a turn and lose their AC dodge bonus.
[*]Darkmatter Vortex
-> All enemies must make a WIL+VIT check vs the caster's INT. If they succeed they take 1d3 damage. if they fail they will take 1d3 damage per turn for WIL turns.
[*]Light
-> Creates a floating orb of radiance to act as a source of light for the caster. The orb will accompany the caster for several hours before fizzling out, and may be dismissed manually.
[*]Life Sense
-> The caster is able to telepathically sense all living beings within a radius of approximately INT+PER meter.[/list]

Abilities (330/350 AP spent):
[list][*]Quick Spell [ Active ] [ 70 AP / use ] ( 1 use )
-> Allows Oz to cast a spell as a minor action.
[*]Awareness [ Sustained ] [ 60 AP ]
-> Oz can give up his minor action each turn in order to apply his Perception stat as a bonus towards any of his attempts to dodge an attack. Increases Stress by 5 at the end of every turn while active.
[*]Wellspring of Magic [ Passive ] [ 100 AP ]
-> At any time during a battle, Oz can use a minor action to regain a spell point, at the cost of increasing his Stress by 20.
[*]Grace under Pressure [ Passive ] [ 60 AP ]
-> Grants Oz a +1 bonus to all rolls whenever his Stress is 50 or higher.
[*]Maelstrom of Magic [ Passive ] [ 40 AP ]
-> Allows Oz to make a maneuver (spells only) against enemies marked with A Trace by Nica. If successful, A Trace is consumed and the target is stunned for a turn.
[*]Intimidating Confidence [ Active ] [ 35 AP ] [ Not learned ]
-> This is a minor action. If Ginny uses War Banner this turn, Oz follows up with his own unique brand of "encouragement", crushing his enemies' will to fight.
Unless they pass a WIL check against 6+WIL, all enemies suffer 10 Stress and have the damage of their next attack minimized.

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

[*]Mad Scientist [ Passive ] [ 65 AP ] [ Not learned ]
-> To Oz, gaining new knowledge is strangely invigorating, to the point he can become a bit... obsessive about it.
Oz receives a +[Stress/25] bonus to all checks involving experimentation to gain new knowledge, as well as an additional +2 bonus if he's suffering from an Affliction.
For each piece of knowledge gained by means of experimentation, Oz recovers Stress equal to half its DC.

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

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

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

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


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception
Oz raised an eyebrow.
"We can't exactly keep it supervised while we're away if you don't tell them about it, can we?"
User avatar
Agent of Dread
Protector (Senior Member)
Protector (Senior Member)
Posts: 8991
Joined: Wed Jul 23, 2008 8:46 pm
Location: Australia
Contact:

Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.64

Health: 12/12 (-3)
Stress: IIIIIIIIII

Spells:
Restl.:
Lunge:

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

[list][*] Bandages x02 [ Cancels up to 10 stacked bleeding damage. ]
[*] Dagger [ 1-4 Dmg ] x4
[*] Healing Flask [ +05 HP ]
[*] Mana Flask [ +01 SP ]
[*] Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
[*] Notched Copper Ring [ Unidentified ]
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:

[list][*] Arc Bolt
-> Strike a single enemy with a bolt of lightning. The bolt has Int Hit and deals 3d3+Wil damage.
-> On attack rolls of 6 or more, the bolt will chain to a random nearby enemy dealing 2d3+Wil damage on the first chain, and 1d3+Wil any consecutive times after that.
[*] Entropy Bolt
-> Attack an enemy with a strange bolt of chaotic energy. The bolt has Wil+Dex Hit and reduces the victim's AC and Hit by Int.
-> The victim will take 1 Dmg and 5 Stress every turn until they have taken the same amount that their AC and Hit were reduced by.[/list]

Abilities: [ 345/350 AP spent ]

[list][*]Spell Scavenger [ Passive ] [ 220 AP ]
Nica wanders the land, tracing the trails of the many magicks at work upon it, and claiming them.
-> When Nica successfully casts a spell on an enemy, Nica marks them with A Trace, granting her +1 Hit and MR against them for 2 turns. [ 60 AP ]
-> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point. [ 120 AP ]
-> A Trace can stack, up to 2 times. [ 40 AP ]
-> When an enemy casts a spell, Nica also marks them with A Trace. [ 80 AP ][/list]

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

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

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

[list][*]Kleptokinesis [ Sustained ] [ 100 AP ]
Nica's curiosity sometimes turns to greed... sometimes against her best interests.
-> While Kleptokinesis is active, Nica loses 1 HP per turn, and gains 5 Stress.
-> While Kleptokinesis is active, Nica retrieves discharged magicks from the spells she casts, granting her Kinesis for each cast.
-> Kinesis can stack, up to Nica's Spell Point total.
-> A successful melee attack will consume Kinesis and end Kleptokinesis. The damage is increased by 1x per stack consumed.
-> Kinesis stacks are lost if Kleptokinesis is ended manually.[/s][/color][/list]

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


Attributes:

[list][*]-1 Str
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Nica shrugs her shoulders indifferently.
"I ask because I thought you might not want them using the thing as some reason to raise panic and get in your way. If you're not worried one way or another, then we should naturally report on it."
- Linktree: linktr.ee/trilbs -
Cimeries
Lumberjack (Developer)
Lumberjack (Developer)
Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 17/18 | IIIIIIIIII094 | Lv 0.80 | [Front] |
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII000 | Lv 1.64 | [Front] | ▼ -2 MaxHP |
  • Image | Ginny (Cime) .. | 15/17 | IIIIIIIIII000 | Lv 1.71 | [Cover] |
  • Image | Oz (Shade) ..__ | 16/16 | IIIIIIIIIII038 | Lv 1.84 | [Cover] |
Gold: 179
Location: Korsgrad
Day 03, Afternoon
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
Nica feeds the egg with a spellpoint.
  • + Crow? Egg [10/36]
The Party Rests...

You retire for some much needed rest and recovery, regrouping in the afternoon with renewed reserves.

Nica: 07 - 01 = 06
Nica's max HP recovers by 1.

+5 HP
-12 Stress
5 spell points restored

Ameia is no longer Hallucinating.

WWYDN?:
  • ========================================
    [01] Talk with Briggs
    [02] Talk with the Garrison soldiers
    [03] Talk with Tudor
    [05] Talk with Tudor's second bodyguard, Dweck
    [06] Talk with Ellen, or purchase some gear.
    [07] Talk with Tudor's soldiers
    [08] Approach the obelisk site again
    [09] Travel to a saved location ^
    [10] Explore the forest
    [11] Image
    ========================================
Spoiler: Korsgrad Quartermaster
Healing Flask [1/5] // 10 gold // [Restores 05 HP] // 10 In stock
Antivenom [1/5] // 10 gold // [Removes 10 stacked poison damage] // 2 In stock
Food Ration [1/5] // 2 Gold // [Food Q:05] // 5 In stock *You should carry food if you plan on resting outside of a town or an established encampment. Neglecting to eat carries stress penalties. You can consume food out of combat for minor stress and HP recovery if you wish. Food quality [Q] is a number from 1 to 10 that describes how nourishing the food item is.
Firewood // 10 Gold // [Camping] // 6 In stock *Firewood allows you to make a campfire anywhere you decide to rest, giving you better HP and stress recovery and offering other circumstantial bonuses.

Armor Kit // 05 Gold // [+2 AC for 1 fight] // 8 In stock
Whetstone // 05 Gold // [+1 DMG and CT for 1 fight] // 6 In stock

Dagger // 05 Gold // [Dagger: 1-4 DMG] // 14 In stock // *Dagger-type weapons double as a ranged weapon.
Shortsword // 15 Gold // [Sword: 1-6 DMG] // 13 In stock
Longsword // 25 Gold // [Sword: 1-8 DMG] // 9 In stock
Iron Spear // 15 Gold // [2H Polearm: 1-8 DMG] // 8 In stock
Hatchet // 25 Gold // [Axe: 3-6 DMG] // 4 In stock
Shortbow // 20 Gold // [2H Ranged: 2-4 DMG] // 2 In stock
Knuckleduster // 20 Gold // [Unarmed: 2-3 Dmg] // 1 In stock

Arrows [10/50] // 1 Gold

Wooden Buckler // 10 Gold // [Shield: +1 AC] // 1 In stock

Leather Armor // 40 Gold // [Armor: +2 AC] // 7 In stock
Leather Cuirass // 30 Gold // [Cuirass +1 AC] // 1 In stock // *Cuirass-type armor can be worn under clothes

Rope // 01 Gold // 19 in stock
Torch // 01 Gold // 18 in stock
Image
:wink:
User avatar
Agent of Dread
Protector (Senior Member)
Protector (Senior Member)
Posts: 8991
Joined: Wed Jul 23, 2008 8:46 pm
Location: Australia
Contact:

Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.64

Health: 13/13 (-2)
Stress: IIIIIIIIII

Spells: ♦♦
Restl.:
Lunge:

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

[list][*] Bandages x02 [ Cancels up to 10 stacked bleeding damage. ]
[*] Dagger [ 1-4 Dmg ] x4
[*] Healing Flask [ +05 HP ]
[*] Mana Flask [ +01 SP ]
[*] Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:

[list][*] Arc Bolt
-> Strike a single enemy with a bolt of lightning. The bolt has Int Hit and deals 3d3+Wil damage.
-> On attack rolls of 6 or more, the bolt will chain to a random nearby enemy dealing 2d3+Wil damage on the first chain, and 1d3+Wil any consecutive times after that.
[*] Entropy Bolt
-> Attack an enemy with a strange bolt of chaotic energy. The bolt has Wil+Dex Hit and reduces the victim's AC and Hit by Int.
-> The victim will take 1 Dmg and 5 Stress every turn until they have taken the same amount that their AC and Hit were reduced by.[/list]

Abilities: [ 345/350 AP spent ]

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

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

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

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

[list][*]Kleptokinesis [ Sustained ] [ 100 AP ]
Nica's curiosity sometimes turns to greed... sometimes against her best interests.
-> While Kleptokinesis is active, Nica loses 1 HP per turn, and gains 5 Stress.
-> While Kleptokinesis is active, Nica retrieves discharged magicks from the spells she casts, granting her Kinesis for each cast.
-> Kinesis can stack, up to Nica's Spell Point total.
-> A successful melee attack will consume Kinesis and end Kleptokinesis. The damage is increased by 1x per stack consumed.
-> Kinesis stacks are lost if Kleptokinesis is ended manually.[/s][/color][/list]

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


Attributes:

[list][*]-1 Str
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
After they take the noon hours to unwind and recover, Nica assembles the group again for a short briefing.
"Now then, it seems our next move will be to try approaching the obelisk directly again. Before that, however, we need to arrange some supervision for the egg while we're away from the garrison."
Nica glances at Oz for a moment.
"I'll take care of that, though anyone else who wants to talk to Briggs and Tudor are more than welcome to come along. Unless there's something else urgent, I say we depart for the ruins straight afterwards."
Nica frowns when she realises this will probably mean dealing with Dweck, but some things must be done.
She also remembers something else...
"Hey, Oz, catch."
She tosses him the copper ring she and Ginny were unsuccessful in understanding earlier.
"I had no luck with it, but see if you can't figure it out in the meantime."

Nica goes to visit Briggs and/or Tudor, or failing that, talks to Dweck about seeing them.
Last edited by Agent of Dread on Thu Nov 30, 2017 12:16 am, edited 3 times in total.
- Linktree: linktr.ee/trilbs -
User avatar
Shade
Potion Mimic (Senior Member)
Potion Mimic (Senior Member)
Posts: 7349
Joined: Thu Jul 24, 2008 12:25 pm
Location: Gensokyo

Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 1.85
HP: 16/16
MP: ★★★★★
SP: 038%
±0 Dmg | -8 Hit | -1 AC | +5 MR | +6 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (1 AC)
Skills:
  • ⚫ Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest of Fireguard [Acc: +01 DR-Fire]
[*] - Notched Copper Ring [ Unidentified ]
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:
[list][*]Cyclone
-> Creates 1d3 + INT/3 Wind blades dealing 1d4 + WIL damage. Blades have INT HIT bonus.
[*]Sonic Clap
-> All enemies must make a VIT check vs the caster's WIL or be stunned for a turn and lose their AC dodge bonus.
[*]Darkmatter Vortex
-> All enemies must make a WIL+VIT check vs the caster's INT. If they succeed they take 1d3 damage. if they fail they will take 1d3 damage per turn for WIL turns.
[*]Light
-> Creates a floating orb of radiance to act as a source of light for the caster. The orb will accompany the caster for several hours before fizzling out, and may be dismissed manually.
[*]Life Sense
-> The caster is able to telepathically sense all living beings within a radius of approximately INT+PER meter.[/list]

Abilities (330/350 AP spent):
[list][*]Quick Spell [ Active ] [ 70 AP / use ] ( 1 use )
-> Allows Oz to cast a spell as a minor action.
[*]Awareness [ Sustained ] [ 60 AP ]
-> Oz can give up his minor action each turn in order to apply his Perception stat as a bonus towards any of his attempts to dodge an attack. Increases Stress by 5 at the end of every turn while active.
[*]Wellspring of Magic [ Passive ] [ 100 AP ]
-> At any time during a battle, Oz can use a minor action to regain a spell point, at the cost of increasing his Stress by 20.
[*]Grace under Pressure [ Passive ] [ 60 AP ]
-> Grants Oz a +1 bonus to all rolls whenever his Stress is 50 or higher.
[*]Maelstrom of Magic [ Passive ] [ 40 AP ]
-> Allows Oz to make a maneuver (spells only) against enemies marked with A Trace by Nica. If successful, A Trace is consumed and the target is stunned for a turn.
[*]Intimidating Confidence [ Active ] [ 35 AP ] [ Not learned ]
-> This is a minor action. If Ginny uses War Banner this turn, Oz follows up with his own unique brand of "encouragement", crushing his enemies' will to fight.
Unless they pass a WIL check against 6+WIL, all enemies suffer 10 Stress and have the damage of their next attack minimized.

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

[*]Mad Scientist [ Passive ] [ 65 AP ] [ Not learned ]
-> To Oz, gaining new knowledge is strangely invigorating, to the point he can become a bit... obsessive about it.
Oz receives a +[Stress/25] bonus to all checks involving experimentation to gain new knowledge, as well as an additional +2 bonus if he's suffering from an Affliction.
For each piece of knowledge gained by means of experimentation, Oz recovers Stress equal to half its DC.

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

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

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

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


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception
But even the most diligent researcher had to take a break to recharge every once in a while, so the group spent a few hours doing exactly that before confirming their next plan of action.
"I'm not exactly an antiquarian, but sure, I suppose I may as well give it a shot."
Oz glanced at Ameia.
"What about you, granny? You look a little more... calm. Are you finally feeling better?"

Oz tries to identify the copper ring.
Cimeries
Lumberjack (Developer)
Lumberjack (Developer)
Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv01 [66] Blue Knight [Front]
15/17 HP // 000/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +1 AC | +1 MR | +2 INIT
Longsword [1-8 Dmg] | Wooden Buckler [1 AC] Old Breastplate Armor [4 AC] |
Dagger [1-4 Dmg] |
Abilities: Image | Image Image | Image
Spoiler: Character Sheet
Inventory...[ 06/10 ]
[list][*] Healing Flask x02 [Restores 05 Hp]
[*] Food Ration x05[Q:05]
[*] Rope
[*] Torch x02
[*] Whetstone x02 [+1 DMG and CT for 1 fight]
[*] Tarot Deck [22][/list]
Special Gear:
[list][*] Thigh Holster [Extra weapon Slot, Dagger][/list]

Spellbook...[ 02/03 ]
[list][*]Shatter Guard [04] (Watcher)
This attack strips the target of all magical protection and causes them to take 50% more damage until their turn starts, but otherwise does not damage them.

[*]Catharsis Drive [01] (Hollow)
A melee attack that deals +1d4 damage per 5 accumulated stress, has +1 critical threat per 15 stress, and reduces Ginny's stress by 5 if it hits.
[/list]

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

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

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

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

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

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

Ability Points: 05
Attribute Points: 0
Some well needed rest. Everyone looked a little fresher and sharper now, and better prepared to face the unexpected.
Ameia's disconnected gaze was gone. She seemed to have snapped back to reality now.
It's best to keep looking out for her for at least a while longer, as there were still visible signs of unrest in her demeanor - the Hollow encounter wasn't kind to her psyche.

Nica was headed over to Tudor and Briggs to discuss the egg. Oz and Ameia showed no interest in joining that conversation, so It's probably better if Nica didn't go talk to them all alone.
"I'll come as well. In the meantime, Oz, Ameia, while you're looking at the ring, see if you can figure this out too."

Ginny hands them the tarot deck and gives them a brief explanation of what she and Nica figured out about it so far.
She joins Nica.
:wink:
Cimeries
Lumberjack (Developer)
Lumberjack (Developer)
Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 17/18 | IIIIIIIIII094 | Lv 0.81 | [Front] |
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII000 | Lv 1.64 | [Front] | ▼ -2 MaxHP |
  • Image | Ginny (Cime) .. | 15/17 | IIIIIIIIII000 | Lv 1.71 | [Cover] |
  • Image | Oz (Shade) ..__ | 16/16 | IIIIIIIIIII038 | Lv 1.85 | [Cover] |
Gold: 179
Location: Korsgrad
Day 03, Afternoon
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
@Oz, Ameia:

Notched Copper Ring
INT check, DC 12:
Oz: 10 + 05 = 15 >>> Success!
Ameia: 08 + 04 = 12 >>> Success!

ImageIdentified "The Conduit"
  • + The Conduit [Acc: [00][III]]
This copper ring absorbs the lightning damage striking its wearer.
When casting a spell, or using an ability, the wearer can choose to activate the ring and add the ring's accumulated lightning damage to the spell/ability.
A notch will form on the ring whenever it's activated. If the ring holds 5 notches, using it again will break it completely.
2 spellpoints can be invested into the ring to repair 1 notch.
Oz, Ameia: +1 Exp

Tarot Deck
INT check, DC 18:
Success isn't possible.

Tarot Deck
INT check, DC 12:
Success isn't possible.
Oz: 05 + 05 = 10 >>> Failed...
Ameia: 06 + 04 = 10 >>> Failed...

You are unable to learn anything new regarding the tarot deck.

@Nica, Ginny:

The two of you part with Oz and Ameia for now, leaving them to work on identifying those items. You take the Egg with you and head over to talk to Briggs or Tudor. Not knowing where Tudor may be found, you decide to head back to Brigg's office where you spoke to the two of them yesterday, knowing that at least Briggs is likely to be there.

When you approach the makeshift office, you see that Tudor's bodyguard isn't there, so Tudor likely isn't there either. He must be somewhere else around the encampment.

Briggs opens the door when you knock. He greets you and welcomes you to come in. His desk is filled with papers - maps of the village before the fire, long, formal lists detailing equipment, the roster of his people, their shifts, some letters from various branches of the empire, among other things. There's a heavy, musky air around the room, like someone has been sitting here for a few hours. Looks like Briggs' new duties have gotten him swimming in accounting work.
A bottle of brandy with a stamp of the empire on its front is positioned roughly in the center of the desk, amidst all the documents, standing out from the piles of papers and ledgers like a light tower at sea.
A quarter-full, wide and stout glass of oily looking red liquid, presumably poured from the bottle, stands at the edge of the desk closest to Briggs' seat.

Briggs returns to his chair. He pulls out two small glasses from the desk drawer, and gestures you to take a seat at the chairs opposite to his own.
"Ladies, care to join me?"

Image
:wink:
User avatar
Agent of Dread
Protector (Senior Member)
Protector (Senior Member)
Posts: 8991
Joined: Wed Jul 23, 2008 8:46 pm
Location: Australia
Contact:

Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.64

Health: 13/13 (-2)
Stress: IIIIIIIIII

Spells: ♦♦
Restl.:
Lunge:

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

[list][*] Bandages x02 [ Cancels up to 10 stacked bleeding damage. ]
[*] Dagger [ 1-4 Dmg ] x4
[*] Healing Flask [ +05 HP ]
[*] Mana Flask [ +01 SP ]
[*] Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:

[list][*] Arc Bolt
-> Strike a single enemy with a bolt of lightning. The bolt has Int Hit and deals 3d3+Wil damage.
-> On attack rolls of 6 or more, the bolt will chain to a random nearby enemy dealing 2d3+Wil damage on the first chain, and 1d3+Wil any consecutive times after that.
[*] Entropy Bolt
-> Attack an enemy with a strange bolt of chaotic energy. The bolt has Wil+Dex Hit and reduces the victim's AC and Hit by Int.
-> The victim will take 1 Dmg and 5 Stress every turn until they have taken the same amount that their AC and Hit were reduced by.[/list]

Abilities: [ 345/350 AP spent ]

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

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

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

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

[list][*]Kleptokinesis [ Sustained ] [ 100 AP ]
Nica's curiosity sometimes turns to greed... sometimes against her best interests.
-> While Kleptokinesis is active, Nica loses 1 HP per turn, and gains 5 Stress.
-> While Kleptokinesis is active, Nica retrieves discharged magicks from the spells she casts, granting her Kinesis for each cast.
-> Kinesis can stack, up to Nica's Spell Point total.
-> A successful melee attack will consume Kinesis and end Kleptokinesis. The damage is increased by 1x per stack consumed.
-> Kinesis stacks are lost if Kleptokinesis is ended manually.[/s][/color][/list]

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


Attributes:

[list][*]-1 Str
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Seems Tudor's out and about, and fair enough. With the amount of cargo he brought, there must be plenty to do, or rather, to oversee. Briggs, however, is easy enough to track down.
When Nica and Ginny enter his office, it becomes quite clear why they shouldn't have worried that he might not be there. Nica's no stranger to the stacks of documents; they're something she has been quite happy to let the Baron continue to deal with up until now. Judging by the brandy bottle, Briggs isn't too fond of the task either.
What's surprising is that he invites Nica and Ginny to sit and drink with him. It's so curious that Nica almost acquiesces reflexively, but the weight of the egg burdening her arms reminds her that now is not the time. Taking a seat, she declines his offer.
"I'll pass on the drink, thank you. Maybe after we can head to the Obelisk and not have to kill something otherworldly before we get back."

After Ginny answers his question and/or Briggs speaks, if they will:
She hefts the bundle affectedly, then places it on the desk after receiving some form of affirmation or another.
"Anyway, you might want to take a look at this if you have a moment..."
Nica wonders, perhaps too late, whether he hasn't had too much to deal with this right now.
She relieves the egg from its wrappings.
"We recovered this egg from a nest nearby the campsite. You can probably tell why it's significant... it's a very strong case for the theory that the Obelisk is... distorting the wildlife in the area around Korsgrad. The nest was filled with the carcasses of chicks much more like you'd expect them to be, this egg alone mutated and healthy."
She shifts uneasily in the seat as she remembers her trepidation about pilfering it... though that much turned out simpler than she first worried.
"More to the point, though, we were able to establish that the creature in the egg is... docile. It feeds off the residual mana from our spellcasting, which seems to be how it grows. Despite still being in there, it's evidently quite intelligent... patient. Almost understanding."
Nica ponders whether she isn't beating around the bush with her report.
"I want to study it further. It has the potential to offer us some crucial understanding about what exactly the Obelisk has done... is doing. However, it's not like we can keep it with us all the time, and we can't rule out the possibility of it doing something dangerous or harmful. To this end, I was hoping we could arrange to have one or more of your men, or Capitol's if you'd prefer, supervise it while we're not inspecting it."
Or feeding it...
- Linktree: linktr.ee/trilbs -
Cimeries
Lumberjack (Developer)
Lumberjack (Developer)
Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv01 [66] Blue Knight [Front]
15/17 HP // 000/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +1 AC | +1 MR | +2 INIT
Longsword [1-8 Dmg] | Wooden Buckler [1 AC] Old Breastplate Armor [4 AC] |
Dagger [1-4 Dmg] |
Abilities: Image | Image Image | Image
Spoiler: Character Sheet
Inventory...[ 06/10 ]
[list][*] Healing Flask x02 [Restores 05 Hp]
[*] Food Ration x05[Q:05]
[*] Rope
[*] Torch x02
[*] Whetstone x02 [+1 DMG and CT for 1 fight]
[*] Tarot Deck [22][/list]
Special Gear:
[list][*] Thigh Holster [Extra weapon Slot, Dagger][/list]

Spellbook...[ 02/03 ]
[list][*]Shatter Guard [04] (Watcher)
This attack strips the target of all magical protection and causes them to take 50% more damage until their turn starts, but otherwise does not damage them.

[*]Catharsis Drive [01] (Hollow)
A melee attack that deals +1d4 damage per 5 accumulated stress, has +1 critical threat per 15 stress, and reduces Ginny's stress by 5 if it hits.
[/list]

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

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

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

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

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

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

Ability Points: 05
Attribute Points: 0
Ginny politely refuses the drink as she is taking a seat.
"Sorry Briggs, I don't drink. Thank you for the offer."

Nica's done a good job of explaining the issue.
Continuing from Nica's words, Ginny interjects, in a very matter of fact tone, somewhat contrasting Nica's formal speech pattern:
"We could be looking at a breakthrough here. So far we've been learning what we can from their remains, but if we can keep and study a live one... who knows how much we can learn from it. I'm hoping with this we could observe the Obelisk's influence as it's happening. Maybe we'll even discover a way to stop or reverse it."

Ginny thought that Briggs is likely to have reservations about this, seeing how the obelisk is responsible for destroying his home village, and they're asking him to keep an eye on one of its supposed creations.
He seemed to her like the type of person who can understand the big picture, but Ginny was glad nonetheless that he had a drink or two prior to this conversation.
:wink:
Cimeries
Lumberjack (Developer)
Lumberjack (Developer)
Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 17/18 | IIIIIIIIII094 | Lv 0.81 | [Front] |
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII000 | Lv 1.64 | [Front] | ▼ -2 MaxHP |
  • Image | Ginny (Cime) .. | 15/17 | IIIIIIIIII000 | Lv 1.71 | [Cover] |
  • Image | Oz (Shade) ..__ | 16/16 | IIIIIIIIIII038 | Lv 1.85 | [Cover] |
Gold: 179
Location: Korsgrad
Day 03, Afternoon
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
@Nica, Ginny:

Briggs returns the glasses to their drawer seeing how the two of you refuse, and takes a sip of his own glass.
He listens to your words attentively, nodding at times. He looks at the egg carefully, and his brow furrows as Nica explains that you want to have the egg supervised in the encampment.
As Ginny speaks, he takes another slow sip. He seems lost in thought.

For "speech" checks, I'll be using the average of each character's two highest mental attributes (INT/WIL/PER), rounded down (So currently Nica and Ginny get +1 and +2 respectively).
To this value I'll be adding a circumstantial bonus based on how well put your argument is, so in this case Nica's bonus will be higher than Ginny's.


DC 08:
Nica: 02 + 01 + 04 = 07 >>> Failed...
Ginny: 05 + 02 + 01 = 08 >>> Reroll...
Ginny: 01 + 02 + 01 = 08 >>> Failed...

He looks up at the two of you.
"Sorry girls. I can't allow this. I want to trust your judgement regarding this egg, but I can't take the risk that it ends up doing something unpredictable and hurting one of my people. I have a duty towards them as their commander. I trust that you can understand that.
You should find Tudor and talk to him about this."

He downs the remaining liquid in his glass, and places it decisively back in its previous spot on the table.
"Anything else you'd like to discuss? Have you checked the battle location Tudor mentioned yesterday yet?"

Image
:wink:
User avatar
Agent of Dread
Protector (Senior Member)
Protector (Senior Member)
Posts: 8991
Joined: Wed Jul 23, 2008 8:46 pm
Location: Australia
Contact:

Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.64

Health: 13/13 (-2)
Stress: IIIIIIIIII

Spells: ♦♦
Restl.:
Lunge:

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

[list][*] Bandages x02 [ Cancels up to 10 stacked bleeding damage. ]
[*] Dagger [ 1-4 Dmg ] x4
[*] Healing Flask [ +05 HP ]
[*] Mana Flask [ +01 SP ]
[*] Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:

[list][*] Arc Bolt
-> Strike a single enemy with a bolt of lightning. The bolt has Int Hit and deals 3d3+Wil damage.
-> On attack rolls of 6 or more, the bolt will chain to a random nearby enemy dealing 2d3+Wil damage on the first chain, and 1d3+Wil any consecutive times after that.
[*] Entropy Bolt
-> Attack an enemy with a strange bolt of chaotic energy. The bolt has Wil+Dex Hit and reduces the victim's AC and Hit by Int.
-> The victim will take 1 Dmg and 5 Stress every turn until they have taken the same amount that their AC and Hit were reduced by.[/list]

Abilities: [ 345/350 AP spent ]

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

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

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

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

[list][*]Kleptokinesis [ Sustained ] [ 100 AP ]
Nica's curiosity sometimes turns to greed... sometimes against her best interests.
-> While Kleptokinesis is active, Nica loses 1 HP per turn, and gains 5 Stress.
-> While Kleptokinesis is active, Nica retrieves discharged magicks from the spells she casts, granting her Kinesis for each cast.
-> Kinesis can stack, up to Nica's Spell Point total.
-> A successful melee attack will consume Kinesis and end Kleptokinesis. The damage is increased by 1x per stack consumed.
-> Kinesis stacks are lost if Kleptokinesis is ended manually.[/s][/color][/list]

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


Attributes:

[list][*]-1 Str
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Though Ginny doesn't sugarcoat it in the same way Nica tried to, her fervor to make the most of the opportunity feels affirming. Despite this, though, Briggs won't let it be under his men's watch that they make this happen.
Nica makes an effort to receive Briggs' rebuke respectfully. He truly does care more about the lives of his men than anything else... after having lost everything else, it's easy to understand why he won't risk that last piece for anything. It's something that does align with Nica's principles, even if it's getting in the way right now. Perhaps this is part of the reason Tudor and his men are here; to carry the operation forward.
"Understood. We'll see what we can arrange with him."
Nica makes to wrap up the egg again, her face a faint apology as she meets the gaze of its inhabitant.
Tudor asks about whether they visited the site of the reinforcements' battle, and Nica quickly remembers that their reason for not doing so probably ought to be reported on also.
"We did not... we returned to the spot where we found the egg after discovering it yesterday first, since it's quite close to camp. While there, we were ambushed by more Hollows and one of the Watchers that emerged from the Obelisk on the first day. Thankfully, we were able to dispatch them, and with that and the egg, Oz already felt as though we'd gathered enough remains for more of his research, so we returned immediately to discuss what our plans for the egg would be, and to rest."
Nica feels torn between not truly understanding their main objective and feeling like she's putting off all of the ones expected of her. Does she have grounds to say the Obelisk is more important when they don't actually understand why, apart from that it's there?
...Of course, investigating that is what she, Ginny, and Oz are here for. There's no need to doubt that.
"Next, we planned to approach the Obelisk again... I still worry that there are more of those monsters waiting under the rubble, and that first day was the only time we've gotten so close so far."

Nica also asks Briggs if he knows where Tudor ought to be, and follows that up if the conversation more or less concludes. Otherwise, she returns to the group to discuss.
- Linktree: linktr.ee/trilbs -
Cimeries
Lumberjack (Developer)
Lumberjack (Developer)
Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 17/18 | IIIIIIIIII094 | Lv 0.81 | [Front] |
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII000 | Lv 1.67 | [Front] | ▼ -2 MaxHP |
  • Image | Ginny (Cime) .. | 15/17 | IIIIIIIIII000 | Lv 1.72 | [Cover] |
  • Image | Oz (Shade) ..__ | 16/16 | IIIIIIIIIII038 | Lv 1.85 | [Cover] |
Gold: 179
Location: Korsgrad
Day 03, Afternoon
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
@Nica, Ginny:
"I see. Let's hope your speculations about the rubble are wrong, then."

When you ask him where Tudor could be, he replies with:
"He asked me for our reports on the ruins a bit after we last spoke. He said he wanted to have a look himself, so it's probable that he's combing the grounds with a handful of his men hoping to find more clues, even though (as I explained to him) my men and I have searched every nook and cranny of the ruined village.
It's possible he's still in camp somewhere though, so I'd check around here first."

@Nica: +3 Exp
@Ginny: +1 Exp

@Everyone: You regroup and share what you've learned.

Image
:wink:
User avatar
Shade
Potion Mimic (Senior Member)
Potion Mimic (Senior Member)
Posts: 7349
Joined: Thu Jul 24, 2008 12:25 pm
Location: Gensokyo

Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 1.86
HP: 16/16
MP: ★★★★★
SP: 038%
±0 Dmg | -8 Hit | -1 AC | +5 MR | +6 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (1 AC)
Skills:
  • ⚫ Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest of Fireguard [Acc: +01 DR-Fire]
[*] The Conduit [Acc: [00][III]]
[*] Tarot Deck [22]
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:
[list][*]Cyclone
-> Creates 1d3 + INT/3 Wind blades dealing 1d4 + WIL damage. Blades have INT HIT bonus.
[*]Sonic Clap
-> All enemies must make a VIT check vs the caster's WIL or be stunned for a turn and lose their AC dodge bonus.
[*]Darkmatter Vortex
-> All enemies must make a WIL+VIT check vs the caster's INT. If they succeed they take 1d3 damage. if they fail they will take 1d3 damage per turn for WIL turns.
[*]Light
-> Creates a floating orb of radiance to act as a source of light for the caster. The orb will accompany the caster for several hours before fizzling out, and may be dismissed manually.
[*]Life Sense
-> The caster is able to telepathically sense all living beings within a radius of approximately INT+PER meter.[/list]

Abilities (330/350 AP spent):
[list][*]Quick Spell [ Active ] [ 70 AP / use ] ( 1 use )
-> Allows Oz to cast a spell as a minor action.
[*]Awareness [ Sustained ] [ 60 AP ]
-> Oz can give up his minor action each turn in order to apply his Perception stat as a bonus towards any of his attempts to dodge an attack. Increases Stress by 5 at the end of every turn while active.
[*]Wellspring of Magic [ Passive ] [ 100 AP ]
-> At any time during a battle, Oz can use a minor action to regain a spell point, at the cost of increasing his Stress by 20.
[*]Grace under Pressure [ Passive ] [ 60 AP ]
-> Grants Oz a +1 bonus to all rolls whenever his Stress is 50 or higher.
[*]Maelstrom of Magic [ Passive ] [ 40 AP ]
-> Allows Oz to make a maneuver (spells only) against enemies marked with A Trace by Nica. If successful, A Trace is consumed and the target is stunned for a turn.
[*]Intimidating Confidence [ Active ] [ 35 AP ] [ Not learned ]
-> This is a minor action. If Ginny uses War Banner this turn, Oz follows up with his own unique brand of "encouragement", crushing his enemies' will to fight.
Unless they pass a WIL check against 6+WIL, all enemies suffer 10 Stress and have the damage of their next attack minimized.

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

[*]Mad Scientist [ Passive ] [ 65 AP ] [ Not learned ]
-> To Oz, gaining new knowledge is strangely invigorating, to the point he can become a bit... obsessive about it.
Oz receives a +[Stress/25] bonus to all checks involving experimentation to gain new knowledge, as well as an additional +2 bonus if he's suffering from an Affliction.
For each piece of knowledge gained by means of experimentation, Oz recovers Stress equal to half its DC.

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

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

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

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


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception
It turned out that despite his initial doubts, figuring out what the ring did posed no problem - both he himself and Ameia were quick to figure it out.
The deck of cards, on the other hand, was on a completely different level. How was he supposed to learn its purpose if he wasn't even capable of removing the cards from the deck? While this meant that the two girls were probably right in their assumption that the very act of drawing a card was supposed to trigger some kind of spell, there was obviously at least one condition that wasn't fulfilled - and with no further information to work with, figuring out what that condition was was going to take a while.

Shortly afterwards, Nica and Ginny returned - but a quick glance was all he needed to see that Briggs had declined their request.
"Well, I can't say I'm surprised it turned out like this.
Still, what the heck kind of argument is that supposed to be? If he's afraid one of his men might get hurt, none of them should be anywhere near Korsgrad, egg or no egg.
Frankly, I'm not actually sure what's more baffling - Briggs spouting that kind of nonsense, or you two not calling him out on it."

Oz scratched his head and let out an annoyed sigh.
"I told you we can't continue to lug this egg around if we want to get anywhere with our investigations. Chasing after Tudor now is going to be a massive waste of time."
Last edited by Shade on Wed Dec 06, 2017 5:08 pm, edited 1 time in total.
User avatar
Agent of Dread
Protector (Senior Member)
Protector (Senior Member)
Posts: 8991
Joined: Wed Jul 23, 2008 8:46 pm
Location: Australia
Contact:

Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.67

Health: 13/13 (-2)
Stress: IIIIIIIIII

Spells: ♦♦
Restl.:
Lunge:

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

[list][*] Bandages x02 [ Cancels up to 10 stacked bleeding damage. ]
[*] Dagger [ 1-4 Dmg ] x4
[*] Healing Flask [ +05 HP ]
[*] Mana Flask [ +01 SP ]
[*] Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:

[list][*] Arc Bolt
-> Strike a single enemy with a bolt of lightning. The bolt has Int Hit and deals 3d3+Wil damage.
-> On attack rolls of 6 or more, the bolt will chain to a random nearby enemy dealing 2d3+Wil damage on the first chain, and 1d3+Wil any consecutive times after that.
[*] Entropy Bolt
-> Attack an enemy with a strange bolt of chaotic energy. The bolt has Wil+Dex Hit and reduces the victim's AC and Hit by Int.
-> The victim will take 1 Dmg and 5 Stress every turn until they have taken the same amount that their AC and Hit were reduced by.[/list]

Abilities: [ 345/350 AP spent ]

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

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

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

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

[list][*]Kleptokinesis [ Sustained ] [ 100 AP ]
Nica's curiosity sometimes turns to greed... sometimes against her best interests.
-> While Kleptokinesis is active, Nica loses 1 HP per turn, and gains 5 Stress.
-> While Kleptokinesis is active, Nica retrieves discharged magicks from the spells she casts, granting her Kinesis for each cast.
-> Kinesis can stack, up to Nica's Spell Point total.
-> A successful melee attack will consume Kinesis and end Kleptokinesis. The damage is increased by 1x per stack consumed.
-> Kinesis stacks are lost if Kleptokinesis is ended manually.[/s][/color][/list]

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


Attributes:

[list][*]-1 Str
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Nica addresses the group.
"Doesn't look like we'll be getting any of the Korsgrad guard. Briggs said we should talk to Tudor about it."

She folds her arms and draws a full breath, not choosing to comment one way or the other on Oz's incredulity as he gives his thoughts. He can go ahead and make his own complaints. Nica has made her case, and she's not going to lend herself to coming back to ask more politely until she's had a chance to consult Tudor over it too. Hearing what Briggs had to say has given her another idea, too...
"He said the reason Tudor was out is because he plans to take his men and comb the village ruins, despite that Briggs has had that done extensively already. Perhaps we should try and get ahold of some of the soldiers to visit the Obelisk directly with us?"

Nica checks the encampment for Tudor or Dweck. If she doesn't find them, the group sets out for the ruins when Oz is also ready.
- Linktree: linktr.ee/trilbs -
Post Reply