Aria of Ruin PnP - Game Thread

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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 2.04

Health: 14/14 (-2)
Stress: IIIIIIIIII

Spells:
Restl.:
Lunge:

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

[list][*] 04 Daggers [ 1-4 Dmg ]
[*] 02 Healing Flasks [ +05 HP ]
[*] 02 Bandages [ Cancels up to 10 stacked bleeding damage. ]
[*] 01 Mana Flask [ +01 SP ]
[*] 01 Armor Kit [ +2 AC for 1 fight. ]
[*] 01 Whetstone [ +1 DMG and CT for 1 fight. ]
[*] 01 Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
[*] 04 Watcher Blood Vials
[*] -
[*] -
[*] -[/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: [ 345/400 AP spent ]

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

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

[list][*]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
[*]+6 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Nica would love to agree insistently with Ginny's sentiment, but still all she can manage is a stern nod, to her chagrin.
With little else to do until she can shake the effects of meeting that gaze with her mind's eye, she crouches down to collect the more accessible samples of Watcher blood, the results of their efforts.

Nica takes the 4 Watcher Blood Vials.

It's as she does so that she, too, catches wind of what Oz must have been talking about. She agrees that naught else but Hollow would produce such languid shambling... though, as she stands back up, something else occurs to her... they don't have a perfect idea of what direction the lightless things are moving in. The barracks couldn't be in danger, could it?
"!... ...!!"
Yet, try as she might, she still can't produce a voice for her concerns, even now that she has more to say than simply a snap. Whether she's right or wrong, confronting these latecomers to their skirmish will be the quickest way to find out...
- Linktree: linktr.ee/trilbs -
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 2.23
HP: 17/17
MP: ★★★★★★
SP: 044%
±0 Dmg | -8 Hit | -1 AC | +6 MR | +7 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Imperial Breastplate (4 AC)
Skills:
  • 1 Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest of Fireguard [Acc: +01 DR-Fire]
[*] The Conduit [Acc: [00][III]]
[*] Tarot Deck [22]
[*] Healing Flask [1/5] (Restores 5 HP.)
[*] Padded Vest (1 AC)
[*] Watcher Eye
[*] Watcher Eye
[*] Watcher Brain Matter
[*] Watcher Brain Matter
[*] -[/list]

Spells:
[list][*]Cyclone
-> Creates 1d3 + INT/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 (395/400 AP spent):
[list][*]Quick Spell [ Active ] [ 70 AP / use ] ( 1 use )
-> Allows Oz to cast a spell as a minor action.
[*]Awareness [ Sustained ] [ 60 AP ]
-> Oz can give up his minor action each turn in order to apply his Perception stat as a bonus towards any of his attempts to dodge an attack. Increases Stress by 5 at the end of every turn while active.
[*]Wellspring of Magic [ Passive ] [ 100 AP ]
-> At any time during a battle, Oz can use a minor action to regain a spell point, at the cost of increasing his Stress by 20.
[*]Mad Scientist [ Passive ] [ 65 AP ]
-> To Oz, gaining new knowledge is strangely invigorating, to the point he can become a bit... obsessive about it.
Oz receives a +[Stress/25] bonus to all checks involving experimentation to gain new knowledge, as well as an additional +2 bonus if he's suffering from an Affliction.
For each piece of knowledge gained by means of experimentation, Oz recovers Stress equal to half its DC.
[*]Grace under Pressure [ Passive ] [ 60 AP ]
-> Grants Oz a +1 bonus to all rolls whenever his Stress is 50 or higher.
[*]Maelstrom of Magic [ Passive ] [ 40 AP ]
-> Allows Oz to make a maneuver (spells only) against enemies marked with A Trace by Nica. If successful, A Trace is consumed and the target is stunned for a turn.
[*]Intimidating Confidence [ Active ] [ 35 AP ] [ Not learned ]
-> This is a minor action. If Ginny uses War Banner this turn, Oz follows up with his own unique brand of "encouragement", crushing his enemies' will to fight.
Unless they pass a WIL check against 6+WIL, all enemies suffer 10 Stress and have the damage of their next attack minimized.

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

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

[*]Mental Warfare [ Sustained ] [ 75 AP ] [ Not learned ]
-> Weaponizing a poor attitude!
While this ability is active, all enemies receive [10 + WIL - WIL[Target]] Stress at the end of every turn. This penalty is doubled if they spend their turn not targeting Oz with some kind of offensive action (even if they were physically incapable of doing so).
However, for the duration of the effect, all attacks aimed solely at Oz receive a +2 bonus to Hit and are guaranteed to deal maximum damage if they connect.
This ability is cancelled automatically if Oz is silenced or otherwise incapable of performing any actions.

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

[*]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
+6 Intellect
+6 Willpower
+4 Perception
Ameia's dismissive reaction caused Oz to respond in much the same manner.
"I suppose you're volunteering for the approach, then? Trying to study it from this distance would be kind of troublesome."
Ginny likewise seemed to have gotten the wrong idea.
"I said nothing of running. However, the human mind is fragile. Considering what just happened to you and Nica, we'd do well to come up with a better plan than just casually strolling towards it none the wiser."

However, while he had intended to leave the enemy reinforcements evidently about to arrive to Tudor's men after having witnessed their combat prowess, it seemed that his companions did not share the sentiment - and having now realized what direction the sounds were actually coming from, Oz had to agree that ignoring them might not be possible.
"Fine, change of plans - I was certain we were getting company, but our guests seem to be late. I really don't like being made to wait, so maybe we should go greet them."
He decided not to mention the sudden chill his Life Sense spell had just sent down his spine - considering the timing with which the strange new read had appeared, it likely was the result of the spell Ameia had cast. As much as he did not care for her attitude or the way she used magic, he had more pressing concerns at the moment.

Oz prepares for combat and tries to engage the source of the sounds.
If the group encounters 4 or more enemies, he will cast Sonic Clap against them and then activate Awareness.
If the group encounters 1-3 enemies, he will simply cast Cyclone, prioritizing the enemy with the lowest HP.
If the group does not encounter any enemies, he tries to pay more attention to where the noises are coming from.
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 18/19 | IIIIIIIIII043 | Lv 1.15 | [Front] | Focused | ▲ D.E [1] | ▲ Max. DMG [1]
  • Image | Monstrosity | [Front] | ✠✠✠✠✠
  • Image | Nica (AoD) ..__ | 14/14 | IIIIIIIIIII015 | Lv 2.04 | [Front] | ▼ -2 MaxHP | ▲ +1 DMG, +1 CT | ▲ 2 AC | ▲ Max. DMG [1] | ▼ Silenced [1] |
  • Image | Ginny (Cime) .. | 16/18 | IIIIIIIIII011 | Lv 2.07 | [Front] |
  • Image | Oz (Shade) ..__ | 17/17 | IIIIIIIIIIII044 | Lv 2.22 | [Cover]
  • Image | Dweck | 25/25 | IIIIIIIIIII009 | [Front] | ᚸ ᚸ ᚸ | V̡o͜i͞d҉ ͠Ąr͜mo̷r̛
  • Image | Imperial Defender | 23/23 | IIIIIIIIIII003 | [Front] |
  • Image | Imperial Infantry A | 16/16 | IIIIIIIIIII003 | [Front] |
  • Image | Imperial Infantry B | 17/17 | IIIIIIIIIII003 | [Front] |
  • Image | Imperial Marksman A | 13/13 | IIIIIIIIIII003 | [Cover] |
  • Image | Imperial Marksman B | 15/15 | IIIIIIIIIII005 | [Cover] |
  • Image | Imperial Marksman C | 17/17 | IIIIIIIIIII003 | [Cover] |
  • Image | Imperial Marksman D | 14/14 | IIIIIIIIIII003 | [Cover] |
  • Image | Imperial Arbalest | 14/14 | IIIIIIIIIII003 | [Cover] | ▲ Max. DMG [1]
Gold: 159
Location: Korsgrad Ruins - Obelisk Approach
Day 03, Evening
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
Nica collects 4 Watcher Blood.
Oz is preparing for engagement.

With the threat of an approaching presence, you regroup your large formation and face the source of the sounds.
A few seconds pass in tense silence as you stare into the darkness ahead of you, able to hear nothing but the flickering burning of your party's torches and...

PER check, DC 10:
Ameia: 07 - 03 = 04 >>> Failed
Nica: 06 + 01 = 07 >>> Failed
Ginny: 08 + 00 = 08 >>> Failed
Oz: 03 + 04 = 07 >>> Failed

... eachother's breaths.

And then another quiet, dry snap, followed by another.
You see clumsy humanoid figures emerging from the darkness - more "Hollows", 7 of them.

ImageImageImageImageImageImageImage

==================================================
Oz casts Sonic Clap.
VIT check, DC 02 + 05 = 07
Hollow A: 05 + 00 = 05 >>> Stunned?
Hollow B: 10 + 00 = 10 >>> Resisted.
Hollow C: 08 + 00 = 08 >>> Resisted.
Hollow D: 03 + 01 = 04 >>> Stunned?
Hollow E: 02 + 00 = 02 >>> Stunned?
Hollow F: 02 - 01 = 01 >>> Stunned?
Hollow G: 09 + 00 = 08 >>> Resisted.

Oz activates Awareness.
==================================================
Oz reacts by casting a spell as the Hollows stumble into sight. A sonic crash strikes the group of unliving abominations. It had clearly hit some of them and managed to stagger them back - but even those that were affected and clearly hit still continue their approach... albeit even more clumsily, and in less of what one could call a straight line.
==================================================

The Imperial company shout and raise their weapons as the Hollows close their distance. They already met a group of these once, it wasn't a pleasant experience from what you gathered.

Dweck takes long, swaggering steps and stands in the frontline, spinning his hookblade.
You hear the bowstrings of the archers drawn, and the clicks of the arbalest's crossbow.

PER check, DC 08:
Ameia: 08 - 03 = 05 >>> Failed
Nica: 05 + 01 = 06 >>> Failed
Ginny: 06 + 00 = 06 >>> Failed
Oz: 03 + 04 = 07 >>> Failed

  • Image | Hollow A | 11/11 | [Front]| Stunned
  • Image | Hollow B | 12/12 | [Front]|
  • Image | Hollow C | 11/11 | [Front]|
  • Image | Hollow D | 13/13 | [Front]| Stunned
  • Image | Hollow E | 12/12 | [Front]| Stunned
  • Image | Hollow F | 09/09 | [Front]| Stunned
  • Image | Hollow G | 10/10 | [Front]|


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

Post by Shade »

Oz, Lv 2.23
HP: 17/17
MP: ★★★★★★
SP: 044%
±0 Dmg | -8 Hit | -1 AC | +6 MR | +7 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Imperial Breastplate (4 AC)
Skills:
  • 1 Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest of Fireguard [Acc: +01 DR-Fire]
[*] The Conduit [Acc: [00][III]]
[*] Tarot Deck [22]
[*] Healing Flask [1/5] (Restores 5 HP.)
[*] Padded Vest (1 AC)
[*] Watcher Eye
[*] Watcher Eye
[*] Watcher Brain Matter
[*] Watcher Brain Matter
[*] -[/list]

Spells:
[list][*]Cyclone
-> Creates 1d3 + INT/5 Wind blades dealing 1d4 + WIL damage. Blades have 3 + INT/3 HIT bonus.
[*]Sonic Clap
-> All enemies must make a VIT check vs the caster's WIL or be stunned for a turn and lose their AC dodge bonus.
[*]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 (395/400 AP spent):
[list][*]Quick Spell [ Active ] [ 70 AP / use ] ( 1 use )
-> Allows Oz to cast a spell as a minor action.
[*]Awareness [ Sustained ] [ 60 AP ]
-> Oz can give up his minor action each turn in order to apply his Perception stat as a bonus towards any of his attempts to dodge an attack. Increases Stress by 5 at the end of every turn while active.
[*]Wellspring of Magic [ Passive ] [ 100 AP ]
-> At any time during a battle, Oz can use a minor action to regain a spell point, at the cost of increasing his Stress by 20.
[*]Mad Scientist [ Passive ] [ 65 AP ]
-> To Oz, gaining new knowledge is strangely invigorating, to the point he can become a bit... obsessive about it.
Oz receives a +[Stress/25] bonus to all checks involving experimentation to gain new knowledge, as well as an additional +2 bonus if he's suffering from an Affliction.
For each piece of knowledge gained by means of experimentation, Oz recovers Stress equal to half its DC.
[*]Grace under Pressure [ Passive ] [ 60 AP ]
-> Grants Oz a +1 bonus to all rolls whenever his Stress is 50 or higher.
[*]Maelstrom of Magic [ Passive ] [ 40 AP ]
-> Allows Oz to make a maneuver (spells only) against enemies marked with A Trace by Nica. If successful, A Trace is consumed and the target is stunned for a turn.
[*]Intimidating Confidence [ Active ] [ 35 AP ] [ Not learned ]
-> This is a minor action. If Ginny uses War Banner this turn, Oz follows up with his own unique brand of "encouragement", crushing his enemies' will to fight.
Unless they pass a WIL check against 6+WIL, all enemies suffer 10 Stress and have the damage of their next attack minimized.

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

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

[*]Mental Warfare [ Sustained ] [ 75 AP ] [ Not learned ]
-> Weaponizing a poor attitude!
While this ability is active, all enemies receive [10 + WIL - WIL[Target]] Stress at the end of every turn. This penalty is doubled if they spend their turn not targeting Oz with some kind of offensive action (even if they were physically incapable of doing so).
However, for the duration of the effect, all attacks aimed solely at Oz receive a +2 bonus to Hit and are guaranteed to deal maximum damage if they connect.
This ability is cancelled automatically if Oz is silenced or otherwise incapable of performing any actions.

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

[*]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
+6 Intellect
+6 Willpower
+4 Perception
"What!?"
Oz grit his teeth. In hindsight, it wasn't all that surprising that a shambling mass of bones and skin wouldn't be particularly affected by a spell like that, but it still wasn't good news. He still did not deem one or two Hollow much of a threat, but considering what he knew about them, seven was a different matter - they'd have to be dispatched quickly.

Too preoccupied with the battle to give the implications of where these foul creatures had come from in the first place more thought, he readied yet more wind blades to strike them. While he was aware of the fact that their disruptive aura would make it difficult to hit them, the only other spell he had available for situations like these just wasn't very effective in general, much less against an enemy that was capable of regenerating their... undeath.

Oz deactivates Awareness and double-casts Cyclone, prioritizing the Hollow with the highest max HP. (If two or more targets have the same max HP, he will favor "stunned" targets over non-stunned ones.)
He will re-direct any left-over blades to the next Hollow following the same criteria.



EDIT: Updated my sheet with the Cyclone nerf. RIP Cyclone
Last edited by Shade on Sat Feb 03, 2018 4:39 pm, edited 1 time in total.
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 2.04

Health: 14/14 (-2)
Stress: IIIIIIIIII

Spells: ♦♦
Restl.:
Lunge:

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

[list][*] 04 Daggers [ 1-4 Dmg ]
[*] 02 Healing Flasks [ +05 HP ]
[*] 02 Bandages [ Cancels up to 10 stacked bleeding damage. ]
[*] 01 Mana Flask [ +01 SP ]
[*] 01 Armor Kit [ +2 AC for 1 fight. ]
[*] 01 Whetstone [ +1 DMG and CT for 1 fight. ]
[*] 01 Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
[*] 04 Watcher Blood Vials
[*] -
[*] -
[*] -[/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: [ 345/400 AP spent ]

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

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

[list][*]Eldritch Acceleration [ Passive ] [ ?? AP ]
With experience fighting alongside Ameia comes a willingness to harness even her unusual mana.
-> If Nica is the target of Ameia's Void Armoury and Kleptokinesis is also active, Ameia's Dark Energy charges function as additional stacks of Kinesis.
-> The additional stacks can exceed Nica's stack limit, but stacks above the limit will only add 0.5x damage per stack.
-> Nica suffers an additional 2 Stress per turn for each stack gained from Ameia.
[/list]

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

[list][*]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
[*]+6 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
...And, they were upon them. Oz's anticipation bore fruit here, offering them a preliminary strike, though he seemed unsatisfied with the results.
Either way, the numbers in this fight are a little less uneven. Nica will have to choose her move accordingly. She attempts to call to the soldiers...
"Their strength lies in their numbers! Focus your attacks on cutting each one down in order!"
...With relieving success. Had the influence of the Obelisk simply worn off, or did the taste of another tense engagement invigorate her just enough?
Nica wasn't going to be afforded time to ponder such things, though, as the static crackle traveled up her arm.
She stepped forward in time with the burst of lightning erupting from her towards the easiest target still standing. She knows by now the full force Oz hasn't hesitated to employ.

Nica casts Arc Bolt @ Hollow F, if it is alive, any remaining stunned Hollow if not, and any Hollow on 9 or less HP if neither.
- Linktree: linktr.ee/trilbs -
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Re: Aria of Ruin PnP - Game Thread

Post by octagon »

Ameia, Lv1.15 Weirded [Front]
20/21 HP // 45/100 // ■■■■■
Reconstitute [x1] | Mind over Matter [x1] | dark energy [x1] | focused | max damage [x1]
+0 dmg | -10 hit | +3 ac | -2 mr | +4 init
Ceremonial Sword [1d6 dmg] | Wooden Buckler [1 ac] | Old Breastplate Armor [4 ac]
Spoiler: Character sheet
Inventory:
[list][*]Food Ration x1
[*]Antivenom x1
[*]Healing Flask x1[/list]

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

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

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

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

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

[list][*]Consider Your Perspective [ Active ]
--> Free action. All allies lose 20 stress and receive 50% less stress for the next 2 rounds.[/list][/color]
[*]Channel the Brink [ Camping ] [ 30 AP / use ] ( 0 uses )
-> Reduces own stress by 30% of the current value. One ally either regains 1 HP for each five points of stress consumed, or loses one point of stress for each two points of stress consumed.
[/list]
Attributes:
-5 Strength
-5 Dexterity
+5 Agility
+5 Vitality
+5 Intellect
+5 Willpower
-3 Perception
Ameia couldn't help but flinch a little when the Hollows came into view.
She sneered at herself for it - after all, the last ones hadn't come close to putting up a fight, and she enjoyed a clear numbers advantage this time.
Still, the mental strain of facing them had been bad enough the first time, and being so close to the obelisk made exposure to her presence even worse.


She takes a deep breath and recalls the sight of Hollows getting knocked around like paper dolls.
"Let's get to it."

Void Armory @ self
-> Unnatural Caster
Ameia stretches out, and the outlines of her body start to fray, wisp out, and coalesce into razor-thin cords that loop back into her body, expanding, being reabsorbed, lashing through the air in search of a target.
Ameia attacks a remaining Hollow with the highest current HP.
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 07/19 | IIIIIIIIII058 | Lv 1.15 | [Front] | Focused | ▲ D.E [2] | ▲ +1 HIT
  • Image | Monstrosity | [Front] | ✠✠✠✠
  • Image | Nica (AoD) ..__ | 12/14 | IIIIIIIIIII012 | Lv 2.04 | [Front] | ▼ -2 MaxHP | ▲ Melee: +1 DMG, +1 CT | ▲ 2 AC | Branded [1] | Vortex [1d3x3T]
  • Image | Ginny (Cime) .. | 15/18 | IIIIIIIIII018 | Lv 2.07 | [Cover] | Vortex [1d3x3T]
  • Image | Oz (Shade) ..__ | 13/17 | IIIIIIIIIIII049 | Lv 2.22 | [Cover]
  • Image | Dweck | 20/25 | IIIIIIIIIII012 | [Front] | ᚸ ᚸ ᚸ ᚸ | Vortex [1d3x3T]
  • Image | Imperial Defender | 21/23 | IIIIIIIIIII010 | [Front] | Vortex [1d3x3T]
  • Image | Imperial Infantry A | 00/16
  • Image | Imperial Infantry B | 05/17 | IIIIIIIIIII010 | [Front] | Vortex [1d3x3T]
  • Image | Imperial Marksman A | 06/13 | IIIIIIIIIII010 | [Cover] |
  • Image | Imperial Marksman B | 14/15 | IIIIIIIIIII012 | [Cover] | Vortex [1d3x3T]
  • Image | Imperial Marksman C | 14/17 | IIIIIIIIIII010 | [Cover] | Vortex [1d3x3T]
  • Image | Imperial Marksman D | 11/14 | IIIIIIIIIII010 | [Cover] |
  • Image | Imperial Arbalest | 12/14 | IIIIIIIIIII010 | [Cover] | ▲ Max. DMG [1]| Vortex [1d3x3T]
Gold: 159
Location: Korsgrad Ruins - Obelisk Approach
Day 03, Evening
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
Turn Order:
Oz[7], Dweck[5], Nica[4], Ameia[4], Marskmen[3], Ginny[2], Infantry[2], Defender[1] ,Arbalest[1], Hollow A,B,C,D,E [-2], ??? [-2], Hollow F,G [-3]

==================================================
Hollow A,B,C,D,E,F,G - Aura of Despair:

Oz' Stress increases by 7.
Nica's Stress increases by 7.
Ginny's Stress increases by 7.
Ameia's Stress increases by 7.
Dweck's Stress increases by 7.
Imperial Soldier's Stress increases by 7.
Hollow A's HP increases by 7.
Hollow B's HP increases by 7.
Hollow C's HP increases by 7.
Hollow D's HP increases by 7.
Hollow E's HP increases by 7.
Hollow F's HP increases by 7.
Hollow G's HP increases by 7.

Oz activates Grace Under Pressure
==================================================
Oz deactivates Awareness

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

10 + 05 + 01 - 04 = 12
vs 07 + 00 = 07
Hit! 12 Damage.

01 + 05 + 01 - 04 = 03
vs 04 + 00 = 04
Missed.

07 + 05 + 01 - 04 = 09
vs 05 + 00 = 05
Hit! 10 Damage.

⚔ Hollow D is slain ⚔

Oz recovers 3 stress.
Oz deactivates Grace Under Pressure

Oz uses Quickspell: Cyclone @ Hollow E:
02 + 01 = 3 Blades

04 + 05 - 04 = 05
vs 03 + 01 = 04
Hit! 10 Damage.

03 + 05 - 04 = 04
vs 05 + 01 = 06
Missed.

06 + 05 - 04 = 07
vs 03 + 01 = 04
Hit! 11 Damage.

⚔ Hollow E is slain ⚔

Oz recovers 4 stress.
==================================================
Oz slays a pair of the more robust Hollows with a barrage of cyclone blades. The blades cleave the abominations and scatter their dry bones and crumbling ashes on the ground.
==================================================
Dweck activates Bodyguard @ Nica

Dwe͜ck ҉us̛e̷s̶ Sh͜iel͠d B̨as̵h @ Ḩ̷ol͜l̶͝͝o̶͟w ̛͢A
07 + 05 - 03 = 09
vs 09 + 00 = 09
Reroll.
02 + 05 - 03 = 04
vs 07 + 00 = 07
Miss...

Dweck uses Combat Finisher : Skull Smasher @ Hollow A
10 + 03 - 03 = 10
vs 02 + 00 = 02
Hit! 18 Damage!

⚔ Hollow A is slain ⚔

Dweck recovers 4 stress.
+
==================================================
Dweck positions himself near Nica and swings his shield against a Hollow stumbling forward towards her. He gradually regains his normal appearance as he swings, appearing normal at its completion. However, his bash misses its mark, so he follows up with a deadly swing of his hammer directly at the head of the Hollow. The hammer strikes the Hollow's head and the head explodes into a cloud of ashes. The Hollow's body falls down into a bony lump on the ground.
==================================================
Nica is casting Arc Bolt:
Ginny Casts Metamagick: Catharsis Drive:

Nica Casts Cathartic Maximized Arc Bolt @ Hollow F:
07 + 02 - 03 = 06
vs 02 + 00 = 02
Hit! 16 Damage.

Cathartic Maximized Arc Bolt Chains @ Hollow B:
09 + 02 - 03 = 08
vs 07 + 00 = 07
Hit! 12 Damage.

Cathartic Maximized Arc Bolt Chains @ Hollow B:
05 + 02 - 03 = 04
vs 08 + 00 = 08
Missed.

Nica recoveres 10 Stress.
==================================================
Nica strikes one of the Hollows with a thunderbolt, disintegrating it. The bolt arcs and viciously sears one of the nearby Hollows as well. The stench of burnt dry flesh fills the air.
==================================================
Ameia is Focused!
Ameia recovers 4 stress. Ameia's +HIT increases by 1.

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

Am͘èia ͡atţac҉k̛s H͝oll͞oẃ ͢C
06 + 05 + 01 - 03 = 09
vs 10 + 00 = 10
Missed.
==================================================
Ameia covers herself with her Void Armory spell, but as she swings her weapon at her target, guided by her spell, she seems to be diverted off course as the Hollow dodges away.
==================================================
Monstrosity attacks Hollow C
1 Damage.
Hollow C is unfazed.
==================================================
Imperial Marksman A attacks Hollow C
07 + 04 - 02 = 09
vs 05 + 00 = 06
Hit! 4 Damage.

Imperial Marksman B attacks Hollow C
03 + 04 - 02 = 05
vs 09 + 00 = 06
Missed.

Imperial Marksman C attacks Hollow C
06 + 04 - 02 = 08
vs 01 + 00 = 01
Hit! 3 Damage.

Imperial Marksman D attacks Hollow C
05 + 04 - 02 = 07
vs 10 + 00 = 10
Missed.
==================================================
Hollowed Watcher Emerges.
Image
==================================================
Mid-fight, you hear the rumbling of rocks behind you. You turn around and gaze in horror as you realize the cause of the noise.
Spoiler:
Image
A vile, hollow thing emerges from the rubble. It takes to form of as a head with a single eye, reminiscent of the watchers you've fought, but... something is very different. Strange growths cover its dry, fleshy body, and a terrifying maw seems to have... developed from the creature's body. It has no throat or stomach, so you can only surmise that the new toothed orifice is meant to serve as a weapon of some kind. It has no tendrils like a living watcher might. As you gaze at it, your eyes meet with its.
Inside its eye socket, rages red raw, electric energy. This strange thing lights the sky around it with its glow.
This Hollow Watcher is now behind you on the rubble, and it has vantage over your rearguard. It seems to be focusing it efforts on casting some kind of spell...
==================================================
Hollow Watcher - Aura of Despair (2):

Oz' Stress increases by 2.
Nica's Stress increases by 2.
Ginny's Stress increases by 2.
Ameia's Stress increases by 2.
Dweck's Stress increases by 2.
Imperial Soldier's Stress increases by 2.
Hollow B's HP increases by 1.
Hollow C's HP increases by 1.
Hollow G's HP increases by 1.
Hollow Watcher's HP increases by 1.
==================================================
Ginny moves to the Cover row.
==================================================
Imperial Infantry A attacks Hollow B
06 + 03 - 02 = 07
vs 01 + 00 = 01
Hit! 7 Damage.

Hollow B activates Time Keeper's Secret
⚔ Hollow B Crumbles to Dust ⚔
==================================================
As one of the imperial soldiers strikes the Hollow, everything suddenly freezes in place...
You are unable to move as the Hollows shamble forward.
The Hollow Watcher behind you continues to cast its spell uninterrupted!
==================================================
Hollow C uses Dark Brand @ Imperial Infantry A
Imperial infantry is branded [1].

Hollow C attacks Imperial Infantry A
02 + 04 = 06
vs 07 + 03 = 10
Missed.

Hollow G uses Dark Brand @ Imperial Infantry A
Imperial infantry is branded [2].

Hollow G attacks Imperial Infantry A
09 + 04 = 13
vs 03 + 03 = 06
Hit! 5 Damage.
Hollow G's HP increases by 5.

Hollow Watcher casts Arcane Armor
Hollow Watcher Gains 12 temporary HP.

Hollow Watcher uses Devour Mana @ Ameia
VIT check DC 05;07;10;14
Ameia: 02 + 05 = 07 >>> Partial Success.
Hit! 8 Damage.
Ameia accumulates 2 stress.
Ameia loses 1 SP
Watcher gains 1 SP

Hollow Watcher uses Dark Brand (3) @ Imperial Infantry A
Imperial Infantry A is branded [6].
==================================================
You observe helplessly as the Hollow onslaught begins. One of the soldiers suffers a nasty cut from the claws of a Hollow, while Ameia's remaining magical energy is drained away by the Watcher from behind.
The Hollow Watcher appears to have cast a Mage Armor spell on itself, but something is different about the way this armor manifests - it's spiked and jagged, pure black, and swallows the light around it. Utterly terrifying, it adds even more weight to this creature's unnerving presence.
==================================================
Imperial Infantry B attacks Hollow B
07 + 03 - 02 = 08
vs 09 + 00 = 09
Missed.

Imperial Defender attacks Hollow B
05 + 02 - 01 = 06
vs 08 + 00 = 08
Missed.

Imperial Arbalest attacks Hollow C
03 + 05 - 02 = 06
vs 10 + 00 = 10
Missed.
==================================================
Hollow C uses Dark Brand @ Imperial Infantry A
Imperial infantry is branded [7].

Hollow C attacks Imperial Infantry A
08 + 04 = 12
vs 05 + 03 = 08
Hit! 11 Damage.
Hollow C's HP increases by 11.

⚔ Imperial Infantry A Falls. ⚔
==================================================
Marked with a powerful dark brand, the soldier succumbs as the Hollow slashes his throat.
The soldier falls on the ground with a loud thud, his armor clanking as it meets the dirt.
==================================================
Hollow Watcher uses Dark Brand (3) @ Imperial Marksman A
Imperial Marksman A is branded [4].

Hollow Watcher casts Darkmatter Vortex
DC: 06 + 05 = 11

Ameia: 04 + 10 = 14 >>> Success
6 Damage. 5 Stress.

Ginny: 08 + 05 = 13 >>> Failed
1 Damage. Vortex [1d3x3T].

Nica: 05 - 01 = 04 >>> Failed
2 Damage. Vortex [1d3x3T].

Oz: 05 + 07 = 12 >>> Success
7 Damage. 5 Stress.

Dweck: 04 + 06 = 10 >>> Failed
3 Damage. Vortex [1d3x3T].

NPC simplified rolls (30%):
Infantry B: 02 + 05 = 07 >>> Failed
2 Damage. Vortex [1d3x3T].
Defender: 02 + 05 = 07 >>> Failed
2 Damage. Vortex [1d3x3T].
Marksman A: 02 + 05 = 07 >>> Success
7 Damage.
Marksman B: 02 + 05 = 07 >>> Failed
1 Damage. Vortex [1d3x3T].
Marksman C: 02 + 05 = 07 >>> Failed
3 Damage. Vortex [1d3x3T].
Marksman D: 02 + 05 = 07 >>> Success
3 Damage.
Arbalest: 02 + 05 = 07 >>> Failed
2 Damage. Vortex [1d3x3T].
==================================================
The Hollow Watcher casts the Darkmatter Vortex spell, summoning destruction within your ranks.
==================================================
Hollow Watcher uses Deranged Eye Blast
Imperial Marksman B is targeted.
09 + 04 = 13
vs 04 + 03 = 07
Hit! 10 Damage.

Hollow Watcher has Blast Fatigue [1].
==================================================
It then follows up by firing a blast of raw destructive energy from its eye. One of the soldiers screams in pain as the blast hits him.
==================================================
Hollow G uses Dark Brand @ Nica
Nica is branded [1].

Hollow G attacks Nica
Dweck Intercepts
07 + 04 = 11
vs 04 + 04 = 08
Hit! 2 Damage.
Hollow G's HP increases by 2.
==================================================


Turn Order:
Oz[7], Dweck[5], Nica[4], Ameia[4], Marskmen[3], Ginny[2], Infantry[2], Defender[1] ,Arbalest[1], Hollow C [-2], Hollowed Watcher [-2], Hollow G [-3]


  • Image | Hollowed Watcher | 35/34 + 12 | [Flank]| Blast Fatigue [1]
    ==================================================
  • Image | Hollow A | 00/11
  • Image | Hollow B | TKS |
  • Image | Hollow C | 23/11 | [Front]|
  • Image | Hollow D | -02/13
  • Image | Hollow E | -02/12
  • Image | Hollow F | 00/09
  • Image | Hollow G | 23/10 | [Front]|


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

Post by Shade »

Oz, Lv 2.23
HP: 10/17
MP: ★★★★★★
SP: 051% / ▲ Grace Under Pressure
±0 Dmg | -8 Hit | -1 AC | +6 MR | +7 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Imperial Breastplate (4 AC)
Skills:
  • 0 Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest of Fireguard [Acc: +01 DR-Fire]
[*] The Conduit [Acc: [00][III]]
[*] Tarot Deck [22]
[*] Healing Flask [1/5] (Restores 5 HP.)
[*] Padded Vest (1 AC)
[*] Watcher Eye
[*] Watcher Eye
[*] Watcher Brain Matter
[*] Watcher Brain Matter
[*] -[/list]

Spells:
[list][*]Cyclone
-> Creates 1d3 + INT/5 Wind blades dealing 1d4 + WIL damage. Blades have 3 + INT/3 HIT bonus.
[*]Sonic Clap
-> All enemies must make a VIT check vs the caster's WIL or be stunned for a turn and lose their AC dodge bonus.
[*]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 (395/400 AP spent):
[list][*]Quick Spell [ Active ] [ 70 AP / use ] ( 1 use )
-> Allows Oz to cast a spell as a minor action.
[*]Awareness [ Sustained ] [ 60 AP ]
-> Oz can give up his minor action each turn in order to apply his Perception stat as a bonus towards any of his attempts to dodge an attack. Increases Stress by 5 at the end of every turn while active.
[*]Wellspring of Magic [ Passive ] [ 100 AP ]
-> At any time during a battle, Oz can use a minor action to regain a spell point, at the cost of increasing his Stress by 20.
[*]Mad Scientist [ Passive ] [ 65 AP ]
-> To Oz, gaining new knowledge is strangely invigorating, to the point he can become a bit... obsessive about it.
Oz receives a +[Stress/25] bonus to all checks involving experimentation to gain new knowledge, as well as an additional +2 bonus if he's suffering from an Affliction.
For each piece of knowledge gained by means of experimentation, Oz recovers Stress equal to half its DC.
[*]Grace under Pressure [ Passive ] [ 60 AP ]
-> Grants Oz a +1 bonus to all rolls whenever his Stress is 50 or higher.
[*]Maelstrom of Magic [ Passive ] [ 40 AP ]
-> Allows Oz to make a maneuver (spells only) against enemies marked with A Trace by Nica. If successful, A Trace is consumed and the target is stunned for a turn.
[*]Intimidating Confidence [ Active ] [ 35 AP ] [ Not learned ]
-> This is a minor action. If Ginny uses War Banner this turn, Oz follows up with his own unique brand of "encouragement", crushing his enemies' will to fight.
Unless they pass a WIL check against 6+WIL, all enemies suffer 10 Stress and have the damage of their next attack minimized.

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

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

[*]Mental Warfare [ Sustained ] [ 75 AP ] [ Not learned ]
-> Weaponizing a poor attitude!
While this ability is active, all enemies receive [10 + WIL - WIL[Target]] Stress at the end of every turn. This penalty is doubled if they spend their turn not targeting Oz with some kind of offensive action (even if they were physically incapable of doing so).
However, for the duration of the effect, all attacks aimed solely at Oz receive a +2 bonus to Hit and are guaranteed to deal maximum damage if they connect.
This ability is cancelled automatically if Oz is silenced or otherwise incapable of performing any actions.

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

[*]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
+6 Intellect
+6 Willpower
+4 Perception
"..."
Oz' expression turned grim. Too many things had gone wrong in too short a time. The advantage he thought he and his comrades had had disappeared in a matter of seconds when a new threat joined the fray and unleashed a spell on them he was painfully familiar with - all while he couldn't do anything but watch helplessly as one of Tudor's men succumbed to the monsters' assault, the influence of one of the Hollow seemingly preventing Oz' body from obeying him.
"Hey. You're not invited."
As he prepared to tap into his reserves to cast yet another spell, he added:
"Ginny, whatever it is you did the last time you made my Cyclone a thundering light show, now would be the time to do it again."

Oz uses Wellspring of Magic and attacks the Hollowed Watcher with Cyclone, targeting its "eye".
Last edited by Shade on Sun Feb 04, 2018 1:02 pm, edited 2 times in total.
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 2.04

Health: 12/14 (-2)
Stress: IIIIIIIIII

Spells: ♦♦
Restl.:
Lunge:

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

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

Spells:

[list][*] Arc Bolt
-> Strike a single enemy with a bolt of lightning. The bolt has 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: [ 345/400 AP spent ]

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

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

[list][*]Eldritch Acceleration [ Passive ] [ ?? AP ]
With experience fighting alongside Ameia comes a willingness to harness even her unusual mana.
-> If Nica is the target of Ameia's Void Armoury and Kleptokinesis is also active, Ameia's Dark Energy charges function as additional stacks of Kinesis.
-> The additional stacks can exceed Nica's stack limit, but stacks above the limit will only add 0.5x damage per stack.
-> Nica suffers an additional 2 Stress per turn for each stack gained from Ameia.
[/list]

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

[list][*]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
[*]+6 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Combat erupts all at once. The efforts of the group make to cut down the Hollows with some efficiency, dispatching five of the creatures -- though not before one seems to make a sacrificial ploy to aid in the destruction the newest arrival is wreaking. It seems to be one of the Watchers they cut down with ease, reanimated... this must be much the same process as made the Hollows the husks they are. Its aura has turned from otherworldly to outright macabre. The vortex it casts ripples through Nica's being, leaving an unpleasant resonation behind.
Alarm. Fear. But no panic... not as long as she keeps moving. Keeps fighting. Though the Hollows overwhelmed one of Tudor's men, they still have a fearsome force with which to contend. Nica clings to this as she frees the flask of mana from her pack and uncaps it.
No time to drink. Move, act. Act quicker.
Turning on her planted heel to face the monstrous Watcher, she empties the flask into the air in front of her with a decisive sweep, teasing the mana directly into her palm before the contents can splatter against the rubble. Without delay or hesitation she coalesces it into the chittering crackle of another bolt. As she hurls it forward, she is all of a sudden besides Ginny and Oz, possessed briefly of such a lightness of foot that she scarcely treads as she closes the gap to take on the abomination.
Don't stop, don't let us stop. Don't let them continue.
"...Suffer it not to animate any longer, nor to assault us any further."
Some distant part of her mind knows she's about to disregard Tudor's orders for his men, but each wasted swing here may well be another dead soldier. Her maudlin grimace doing little to hide her desperation, Nica continues.
"Fear not the retaliation! Just put the bloody thing back in the ground!"
Tossing the empty flask to the side, she draws her blade once more and prepares to do whatever must yet be done to see the Watcher's second execution through.

Nica uses a Mana Flask. Nica casts Arc Bolt @ Hollowed Watcher. Nica moves to Cover (Restless).
Last edited by Agent of Dread on Mon Feb 05, 2018 9:16 pm, edited 1 time in total.
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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, Lv02 [07] Blue Knight [Front]
15/18 HP // 018/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +3 AC | +2 MR | +4 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 x03 [Restores 05 Hp]
[*] Food Ration x05[Q:05]
[*] Rope
[*] Torch x02
[*] Whetstone [+1 DMG and CT for 1 fight]
[*] Tarot Deck [22][/list]
Special Gear:
[list][*] Thigh Holster [Extra weapon Slot, Dagger][/list]

Spellbook...[ 03/03 ][04]
[list][*]Shatter Guard [04/04] (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 [01/04] (Hollow)
A melee attack that deals +1d4 damage per 10 accumulated stress, has +1 critical threat per 20 stress, and reduces Ginny's stress by 10 if it hits.

[*]Synapse Strike [04/04] (Watcher)
Melee attack, minor action. Does not affect HP, but deals x2 damage as stress.
Gains 33% of inflicted stress damage as HP. HP may go over the max.
[/list]

Abilities [ 0345/0350 AP ]:
[list]
[*] Image Blue Lancer [1/1] [ Active ] [ 60 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.
This ability only recovers uses during rest.

[*] 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. A spellbook ability can only have [INT]+[WIL] uses at any given time.
[*]Image Spiderwalk [ Passive ] [ 50 AP ]
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. Abilities forged by Soul Crucible are subject to all the limitations placed on regular B.K abilities.
[/list]

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

Ability Points: 00
Attribute Points: 0
The battle was intense, and all hell was slowly breaking loose. The undead watcher appearing from under the rubble to ambush them... was this a coincidence? This whole situation was making her paranoid.
They had already lost one ally, and the enemy was nowhere near defeated. These things have a way of gaining momentum fast - they must be destroyed quickly if her group was to have any chance of survival.
Ginny began contemplating escape again - they were flanked at the base of the mound, but to their front remained only a pair of slow Hollows. If they decided to make a retreat, the men could maneuver around them with ease - the only real issue is how the Hollowed Watcher will react, and what casualties this sort of retreat will result in if the Watcher is allowed free shots at their rear. Retreat is a no-go, then, at least for as long as it isn't their last resort.

Oz had the right idea for now.
"I'm on it."

Ginny casts Metamagick: Shatter Guard on Oz' Cyclone spell and moves to the front row.
:wink:
Cimeries
Lumberjack (Developer)
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Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 07/19 | IIIIIIIIII073 | Lv 1.15 | [Front] | Focused | ▲ D.E [2] | ▲ +1 HIT
  • Image | Monstrosity | [Front] | ✠✠✠
  • Image | Nica (AoD) ..__ | 10/14 | IIIIIIIIIII028 | Lv 2.04 | [Front] | ▼ -2 MaxHP | ▲ Melee: +1 DMG, +1 CT | ▲ 2 AC | Branded [1] | Vortex [1d3x2T]
  • Image | Ginny (Cime) .. | 05/18 | IIIIIIIIII042 | Lv 2.07 | [Cover] | Vortex [1d3x3T]
  • Image | Oz (Shade) ..__ | 12/17 | IIIIIIIIII090 | Lv 2.22 | [Cover] | Branded [1]
  • Image | Dweck | -03/25 | IIIIIIIIIII048 | [Front] | ᚸ ᚸ ᚸ | Vortex [1d3x2T] | Branded [4] | Death's Door
  • Image | Imperial Defender | 10/23 | IIIIIIIIIII029 | [Front] | Vortex [1d3x2T]
  • Image | Imperial Infantry A | 00/16
  • Image | Imperial Infantry B | -04/17 |
  • Image | Imperial Marksman A | 06/13 | IIIIIIIIIII018 | [Cover] | Branded [4]
  • Image | Imperial Marksman B | 12/15 | IIIIIIIIIII020 | [Cover] | Vortex [1d3x2T]
  • Image | Imperial Marksman C | 13/17 | IIIIIIIIIII018 | [Cover] | Vortex [1d3x2T]
  • Image | Imperial Marksman D | 11/14 | IIIIIIIIIII018 | [Cover] |
  • Image | Imperial Arbalest | 09/14 | IIIIIIIIIII022 | [Cover] | Vortex [1d3x2T]
Gold: 159
Location: Korsgrad Ruins - Obelisk Approach
Day 03, Evening
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
Turn Order:
Oz[7], Dweck[5], Nica[4], Ameia[4], Marskmen[3], Ginny[2], Infantry[2], Defender[1] ,Arbalest[1], Hollow C [-2], Hollowed Watcher [-2], Hollow G [-3]

==================================================
Hollow C,G - Aura of Despair:
Hollowed Watcher - Aura of Despair (2):

Oz' Stress increases by 8.
Nica's Stress increases by 8.
Ginny's Stress increases by 8.
Ameia's Stress increases by 8.
Dweck's Stress increases by 8.
Imperial Soldier's Stress increases by 8.
Hollow C's HP increases by 3.
Hollow G's HP increases by 3.
Hollowed Watcher's HP increases by 3.

Oz activates Grace Under Pressure
==================================================
Oz uses Wellspring of Magic
Oz recovers 1 SP.
Oz' Stress increases by 20.


Oz is casting Cyclone
Ginny casts Metamagick: Shatter Guard

Oz casts Shattering Cyclone @ Hollowed Watcher
02 + 01 = 3 Blades

04 + 05 + 01 - 04 = 06
vs 01 + 04 = 05
Maneuver check (Target Eye), DC 12
Oz: 04 + 06 = 10 >>> Failed
Hit! Mage Armor Destroyed.
7 Damage.

06 + 05 + 01 - 04 = 08
vs 02 + 04 = 06
Maneuver check (Target Eye), DC 12
Oz: 03 + 06 = 09 >>> Failed
Hit! 12 Damage.

05 + 05 + 01 - 04 = 07
vs 06 + 04 = 10
Missed.
==================================================
Oz, with Ginny's support, unleashes a devastating cyclone storm that shatters the Hollowed Watcher's magic armor completely and slices and rends its dry, sickly flesh.
==================================================
Dweck loses 2 HP to Darkmatter Vortex.
Dweck is still Bodyguarding Nica

Dweck uses Shield Bash @ Hollow C
05 + 03 - 03 = 05
vs 07 + 00 = 07
Missed.

Dweck uses Hookblade @ Hollow C
07 + 03 - 03 = 07
vs 09 + 00 = 09
Missed.

ᚸ Battlefield Momentum ᚸ
Dweck uses Hookblade @ Hollow G
07 + 03 - 04 = 07
vs 04 + 00 = 04
Maneuver check (Trip), DC 08
Dweck: 05 + 04 = 09 >>> Success!
Hit! 6 Damage!

Hollow G falls to the ground.
==================================================
Dweck charges at the two Hollows, flailing shield and chained blade around. The Hollows manage to evade him initially, but in a burst of unexpected aggression, he lets loose another attack and trips one of the Hollows with a maneuver of his hookblade.
==================================================
Nica loses 2 HP to Darkmatter Vortex.
Nica uses Mana Flask
Nica recovers 1 SP


Nica Casts Arc Bolt @ Hollowed Watcher:
06 + 02 - 03 = 05
vs 02 + 04 = 06
Missed...

Arc Bolt chain failed - target too far.

Nica moves to the Cover row.
==================================================
Ameia is Focused!
Ameia recovers 4 stress.

Ameia waits... // Her +HIT is too low for default attacks to be useful.
==================================================
Monstrosity attacks Hollow G
4 Damage.
Hollow G is unfazed.
==================================================
Imperial Marksman A attacks Hollow G
05 + 04 - 02 = 07
vs 04 + 00 = 04
Hit! 5 Damage.

Imperial Marksman B loses 2 HP to Darkmatter Vortex.
Imperial Marksman B attacks Hollow G
03 + 04 - 02 = 05
vs 10 + 00 = 10
Missed.

Imperial Marksman C loses 1 HP to Darkmatter Vortex.
Imperial Marksman C attacks Hollow G
06 + 04 - 02 = 08
vs 06 + 00 = 06
Hit! 2 Damage.

Imperial Marksman D attacks Hollow G
02 + 04 - 02 = 04
vs 10 + 00 = 10
Missed.
==================================================
Ginny moves to the Front row.
==================================================
Imperial Infantry B loses 3 HP to Darkmatter Vortex.
Imperial Infantry B attacks Hollow G
05 + 03 - 02 = 06
vs 08 + 00 = 08
Missed.

Imperial Defender loses 1 HP to Darkmatter Vortex.
Imperial Defender attacks Hollow B
09 + 02 - 01 = 10
vs 04 + 00 = 04
Hit! 5 Damage.

Imperial Arbalest loses 3 HP to Darkmatter Vortex.
Imperial Arbalest attacks Hollow C
10 + 05 - 02 = 13
vs 04 + 00 = 04
Hit! 08 Damage.
==================================================
Hollow C uses Dark Brand @ Oz
Oz is branded [1].

Hollow C attacks Imperial Infantry B
03 + 04 = 07
vs 04 + 03 = 07
Reroll.

10 + 04 = 14
vs 09 + 03 = 12
Hit! 06 Damage.
Hollow C's HP increases by 06.

⚔ Imperial Infantry B Falls. ⚔
==================================================
Having become weakened significantly by the Hollowed Watcher's spell, the imperial soldier falls prey to the Hollow's claws, and draws his last breath as he collapses to the ground, blood staining the imperial insignia of his armor.
==================================================
Hollow Watcher uses Dark Brand (3) @ Dweck
Dweck is branded [4].

Hollow Watcher casts Harm @ Dweck
VIT check DC: 09 + 04; 08; 12; 16 = 13; 17; 21; 25
Dweck: 02 + 07 = 09 >>> Damage Halved.
10 Damage.
==================================================
The Hollow Watcher casts a spell of some kind - once complete, it has no visible manifestation at first, but then it becomes clear - Dweck screams in pain as his body is bruised and rended by the spell, seemingly out of thin air.
==================================================
Hollow Watcher uses Assault Mind @ Oz
WIL check DC: 06 + 06; 12; 18; 24 = 12; 18; 24; 30
Oz: 05 + 06 = 11 >>> Full Damage.

Oz sustains 13 stress.
Oz loses 1 HP.
Hollowed Watcher recovers 4 HP.
Hollowed Watcher recovers 1 HP.
Hollowed Watcher no longer has Blast Fatigue

==================================================
Hollow G stands up
Hollow G uses Burn Out

⚔ Hollow G erupts into a fiery demise. ⚔

Ginny's sustains 10 damage from the eruption.
Ginny's Stress increases by 16.

Ameia's sustains 04 damage from the eruption.
Ameia's Stress increases by 07.

Dweck's sustains 11 damage from the eruption.
Dweck's Stress increases by 15.

Imperial Defender sustains 10 damage from the eruption.
Imperial Defender's Stress increases by 04.

⚔ Dweck is on Death's Door... ⚔
Dweck's Stress increases by 13.
Imperial Defender Stress increases by 7.
Nica's Stress increases by 8.
Imperial Arbalest's Stress increases by 4.

Hollowed Watcher recovers 7 HP.
==================================================
The tripped Hollow stands up and does the unimaginable, it runs straight into your formation and erupts in a shower of flames, twisting itself inside out and wreaking havoc on your frontline facing the Hollows.
Dweck gasps as he is knocked back by the blast. Another blow could be fatal.
==================================================

Turn Order:
Oz[7], Nica[4], Ameia[4], Marskmen[3], Ginny[2], Dweck[2], Defender[1] ,Arbalest[1], Hollow C [-2], Hollowed Watcher [-2]


  • Image | Hollowed Watcher | 31/34 | [Flank]|
    ==================================================
  • Image | Hollow A | 00/11
  • Image | Hollow B | TKS |
  • Image | Hollow C | 32/11 | [Front]|
  • Image | Hollow D | -02/13
  • Image | Hollow E | -02/12
  • Image | Hollow F | 00/09
  • Image | Hollow G | Burnout |


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

Post by Agent of Dread »

Nica, Lv 2.04

███████

██████████

██ ██

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

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

Spells:

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

Abilities: [ 345/400 AP spent ]

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

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

[list][*]Eldritch Acceleration [ Passive ] [ ?? AP ]
With experience fighting alongside Ameia comes a willingness to harness even her unusual mana.
-> If Nica is the target of Ameia's Void Armoury and Kleptokinesis is also active, Ameia's Dark Energy charges function as additional stacks of Kinesis.
-> The additional stacks can exceed Nica's stack limit, but stacks above the limit will only add 0.5x damage per stack.
-> Nica suffers an additional 2 Stress per turn for each stack gained from Ameia.
[/list]

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

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

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

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

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


Attributes:

[list][*]-1 Str
[*]+6 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
The moments that followed seemed rather... hopeless, especially in comparison to the effortless slaughter of the initial Watchers. As the trace from Nica's misdirected bolt faded into the distance, she allowed herself a moment to turn back and see that Tudor's men continued to engage the Hollows that remained. Did they not hear her? ...Were they afraid? While she wouldn't think anyone above it, considering their opposition, in the moment, Nica felt frustrated that their tactics hadn't adapted in light of the development that was the Hollow Watcher, especially as another of them succumbed.
The rush in Nica's head begins to die down, as it's drowned out by the pulsing headache that simply emanates from the hollowed. Scared by that it's already reached this point, even with yet so much to do to see the fight through, Nica's teeth clench and sweat begins to drip from her chin. It seems a desperate assault won't be the way of this battle...
No, Nica thinks, as she sees Dweck continuing to cover her flank, despite the dreadful scorch wounds and scratches that leave him struggling to stand. It will have to be a more measured approach, now that it's come to this.
"After all that bravado, you ought not to let yourself go down here..."
A mutter more to herself than its subject, but it's punctuated by Nica tossing the flask she received from Ellen to him.
Then, what's left to her is simply to fight. Tooth and nail, as it were.

Nica gives Dweck a Healing Flask. Nica attacks Hollowed Watcher, maneuver: target eye. If the party consensus is retreat, Nica retreats after giving Dweck the flask instead.

EDIT: Updated spells to match the changes and new sheet formatting, now with health bar.
Last edited by Agent of Dread on Mon Feb 12, 2018 5:41 am, edited 5 times in total.
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Shade
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 2.23
HP: 09/17
MP: ★★★★★★
SP: 092% / ▲ Grace Under Pressure
±0 Dmg | -8 Hit | -1 AC | +6 MR | +7 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Imperial Breastplate (4 AC)
Skills:
  • 0 Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest of Fireguard [Acc: +01 DR-Fire]
[*] The Conduit [Acc: [00][III]]
[*] Tarot Deck [22]
[*] Healing Flask [1/5] (Restores 5 HP.)
[*] Padded Vest (1 AC)
[*] Watcher Eye
[*] Watcher Eye
[*] Watcher Brain Matter
[*] Watcher Brain Matter
[*] -[/list]

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

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

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

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

[*]Mental Warfare [ Sustained ] [ 75 AP ] [ Not learned ]
-> Weaponizing a poor attitude!
While this ability is active, all enemies receive [10 + WIL - WIL[Target]] Stress at the end of every turn. This penalty is doubled if they spend their turn not targeting Oz with some kind of offensive action (even if they were physically incapable of doing so).
However, for the duration of the effect, all attacks aimed solely at Oz receive a +2 bonus to Hit and are guaranteed to deal maximum damage if they connect.
This ability is cancelled automatically if Oz is silenced or otherwise incapable of performing any actions.

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

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

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


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+6 Intellect
+6 Willpower
+4 Perception
Death.
It had become increasingly clear that this undead Watcher was far too powerful to defeat even with the support of a squad of Tudor's finest men - and even the regular old Hollow had become much more of a menace than Oz had ever thought possible. ...so if they continued to fight this battle against his better judgement, the only thing waiting for them was death.
"...this is gonna be a bloodbath. We should bail while we still can."
...and yet escaping without risking further casualties would prove equally difficult due to the fact the group was surrounded. Considering Tudor's men had proven they had their own ideas regarding who to focus on taking down, he deemed it unlikely they would actually listen to him if he ordered them to retreat.
"...ah, freaking hell. Not like anyone's going to listen to me. I guess promises are made to be broken."
If escape was not an option, that only left him with one thing to do - end this as quickly as possible.

Oz uses Wellspring of Magic and attacks the Hollowed Watcher with Cyclone, targeting the eye.
Ameia will cast Void Armory on Ginny unless specified otherwise.


EDIT1: Updated my sheet with the Spell Rebalance.
EDIT2: Changed my post. I guess we're not bailing.
EDIT3: Updated Last Word.
Cimeries
Lumberjack (Developer)
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Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv02 [07] Blue Knight [Front]
05/18 HP // 042/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +3 AC | +2 MR | +4 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 x03 [Restores 05 Hp]
[*] Food Ration x05[Q:05]
[*] Rope
[*] Torch x02
[*] Whetstone [+1 DMG and CT for 1 fight]
[*] Tarot Deck [22][/list]
Special Gear:
[list][*] Thigh Holster [Extra weapon Slot, Dagger][/list]

Spellbook...[ 03/03 ][04]
[list][*]Shatter Guard [04/04] (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 [01/04] (Hollow)
A melee attack that deals +1d4 damage per 10 accumulated stress, has +1 critical threat per 20 stress, and reduces Ginny's stress by 10 if it hits.

[*]Synapse Strike [04/04] (Watcher)
Melee attack, minor action. Does not affect HP, but deals x2 damage as stress.
Gains 33% of inflicted stress damage as HP. HP may go over the max.
[/list]

Abilities [ 0345/0350 AP ]:
[list]
[*] Image Blue Lancer [1/1] [ Active ] [ 60 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.
This ability only recovers uses during rest.

[*] 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. A spellbook ability can only have [INT]+[WIL] uses at any given time.
[*]Image Spiderwalk [ Passive ] [ 50 AP ]
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. Abilities forged by Soul Crucible are subject to all the limitations placed on regular B.K abilities.
[/list]

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

Ability Points: 00
Attribute Points: 0
The battle was a chaotic mess. The Hollowed Watcher had relentless destructive capabilities, and showed no sign of slowing down, despite serious harm coming its way. On top of that, the Hollows attacking from the other side of the formation carried more than one nasty surprise in their empty cores.

Wounds were mounting for everyone. They lost another soldier and Dweck, who had turned out to be their most capable warrior, looked to be on the brink of death. It seemed rather hopeless.

It was almost pathetic how little they knew of their enemy - and it had already cost two men their lives.
At this rate, more casualties were expected, in a manner of seconds....
Since escape at this point could provoke the Watcher at the flank to fire volleys of spells at them, and the Hollow to sacrifice itself to wipe her group out - escape was a dangerous tactic. A gambit that remains would be to try and destroy the Watcher and circle the Hollow from the base of the mound, the remaining Hollow was slow and had no area denial capabilities (as far as she knew... she could only hope at this point that there were no more nasty surprises coming from those things), so it would be relatively safe to retreat then, lick their wounds, mourn the dead, see how they move on in their task after such a farce.
But it was too early to think about the next steps while the threat of destruction was still very real. The Watcher had to die. Again.

"Soldiers, listen up! Aim your fire at the Watcher! It's our only hope to get out alive! Take your distance from the Hollow!"

She proceeds to charge at the Hollowed Watcher with everything she's got.
Ginny uses Blue Lancer @ Hollowed Watcher
: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) .. | 07/19 | IIIIIIIIII084 | Lv 1.15 | [Front] | Focused | ▲ D.E [3] | ▲ +2 HIT
  • Image | Monstrosity | [Front] | ✠✠
  • Image | Nica (AoD) ..__ | 10/14 | IIIIIIIIIII031 | Lv 2.04 | [Cover] | ▼ -2 MaxHP | ▲ Melee: +1 DMG, +1 CT | ▲ 2 AC | Branded [1] | Vortex [1d3x1T]
  • Image | Ginny (Cime) .. | 06/18 | IIIIIIIIII060 | Lv 2.07 | [Cover] | Vortex [1d3x1T]
  • Image | Oz (Shade) ..__ | 09/17 | IIIIIIIIII125 | Lv 2.22 | [Cover] | Hopeless |▲ G.U.P | Branded [1] | ▼ -1 WIL |
  • Image | Dweck | 01/25 | IIIIIIIIIII055 | [Front] | ᚸ ᚸ | Vortex [1d3x1T] | Branded [4]
  • Image | Imperial Defender | 01/35 | IIIIIIIIIII026 | [Front] | Vortex [1d3x1T] | Branded [1] |
  • Image | Imperial Infantry A | 00/16
  • Image | Imperial Infantry B | -04/17 |
  • Image | Imperial Marksman A | 06/13 | IIIIIIIIIII023 | [Cover] | Branded [4]
  • Image | Imperial Marksman B | 09/15 | IIIIIIIIIII029 | [Cover] | Vortex [1d3x1T]
  • Image | Imperial Marksman C | 10/17 | IIIIIIIIIII027 | [Cover] | Vortex [1d3x1T]
  • Image | Imperial Marksman D | 11/14 | IIIIIIIIIII027 | [Cover] |
  • Image | Imperial Arbalest | 07/14 | IIIIIIIIIII031 | [Cover] | Vortex [1d3x1T]
Gold: 159
Location: Korsgrad Ruins - Obelisk Approach
Day 03, Evening
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
Turn Order:
Oz[7], Nica[4], Ameia[4], Marskmen[3], Ginny[2], Dweck[2], Defender[1] ,Arbalest[1], Hollow C [-2], Hollowed Watcher [-2]

==================================================
Hollow C - Aura of Despair:
Hollowed Watcher - Aura of Despair (2):

Oz' Stress increases by 9.
Nica's Stress increases by 9.
Ginny's Stress increases by 9.
Ameia's Stress increases by 9.
Dweck's Stress increases by 9.
Imperial Soldier's Stress increases by 9.
Hollow C's HP increases by 2.
Hollowed Watcher's HP increases by 2.
==================================================
Oz uses Wellspring of Magic
Oz recovers 1 SP.
Oz' Stress increases by 20.



Oz' Resolve is tested...
  • Image
Oz is Hopeless.
Spoiler: @Oz:
[spoiler]What is even the point of this struggle? It is clear now that whatever you do, this battle won't turn out favorably. The most you can come out with is your own life, and your odds are getting worse every second you spend fighting this pointless skirmish...
[/spoiler]

Oz' WIL lowered by 1.
Oz' Stress increases by 6.

Oz casts Cyclone @ Hollowed Watcher
03 + 01 = 4 Blades

04 + 05 + 01 - 04 = 06
vs 10 + 04 = 14
Missed.

03 + 05 + 01 - 04 = 05
vs 04 + 04 = 08
Missed.

07 + 05 + 01 - 04 = 09
vs 05 + 04 = 09
Reroll
08 + 05 + 01 - 04 = 10
vs 05 + 04 = 09
Maneuver check (Target Eye), DC 12
Oz: 09 + 06 = 15 >>> Success!
Hit! 6 Damage.

08 + 05 + 01 - 04 = 08
vs 02 + 04 = 06
Maneuver check (Target Eye), DC 12
Oz: 05 + 06 = 11 >>> Success!
Hit! 9 Damage. Hollow Watcher is Stunned!
==================================================
In straining effort, Oz conjures a storm of blades - two of the blades miss, but a second pair strikes the Hollow Watcher dead in the center of its eye...
The thing seems to disregard the first blow, but once the second lands, it is thrown back, spiraling to the ground beneath it.
==================================================
Nica loses 1 HP to Darkmatter Vortex.
Nica uses Healing Flask @ Dweck
Dweck recovers 5 HP
Dweck recovers 2 Stress.
Dweck is no longer at Death's Door


Nica attacks Hollowed Watcher:
09 + 05 - 03 = 11
vs 10 = 10
Maneuver check (Target Eye), DC 10
Nica: 01 + 06 = 07 >>> Failed.
Hit! 7 Damage.
==================================================
Nica quickly passes Dweck one of her own healing flasks. She charges at the watcher, aiming for its eye. Her blade misses the eye socked as the Watcher falls back from Oz' previous blow, but still jams itself squarely into the creature's body, leaving a large perforation in its sickly flesh.
==================================================
Dweck loses 1 HP to Darkmatter Vortex.
Dweck is no longer Bodyguarding Nica
Dweck uses Healing Flask
Dweck recovers 5 HP


ᚸ Battlefield Momentum ᚸ
Dweck moves to [Cover]


Dweck uses Combat Finisher: Armor Denter @ Hollow Watcher:
04 + 05 + 05 - 03 = 11
vs 08
Hit! 9 Damage.
Hollow Watcher's AC is lowered by 02.
==================================================
Dweck downs another healing flask, this time his own, and rushes at the stunned undead watcher.
He strikes his hammer into its side with insane rage - the blow leaves a soft, tender spot in its bone structure, ready to be exploited.
==================================================
Ameia is Focused!
Ameia recovers 4 stress.
Ameia's HIT increases by 1.

Ameia casts Void Armory @ Ginny
Ginny is cloaked with Void Armor
Ginny sustains 9 stress
Ameia gains Dark Energy.
==================================================
Ameia reinforces Ginny with her Void armory spell, its magnificent shapes covering her weapon and armor and forming extensions - her blade becomes longer and acquires a lance-like visual style, and her armor becomes more robust, edged and jagged at the front.
==================================================
Monstrosity attacks Hollow C
2 Damage.
Hollow C is unfazed.
==================================================
Imperial Marksman A attacks Hollow Watcher
07 + 04 - 02 = 09
vs 08 - 02 = 06
Hit! 3 Damage.

⚔ Hollow Watcher is slain ⚔
Imperial Marksman A recovers 4 stress.

Imperial Marksman B loses 3 HP to Darkmatter Vortex.
Imperial Marksman B attacks Hollow C
09 + 04 - 02 = 11
vs 03 + 00 = 03
Hit! 2 Damage.

Imperial Marksman C loses 3 HP to Darkmatter Vortex.
Imperial Marksman C attacks Hollow C
02 + 04 - 02 = 04
vs 04 + 00 = 04
Reroll
01 + 04 - 02 = 03
vs 09 + 00 = 09
Missed.

Imperial Marksman D attacks Hollow C
07 + 04 - 02 = 09
vs 09 + 00 = 09
Reroll
10 + 04 - 02 = 12
vs 08 + 00 = 08
Hit! 6 Damage.
==================================================
With a final strike of one of the imperial soldiers' arrows, the red glow of the Hollow Watcher dims at last, and the creature lay slumped on the earthen mound, unmoving. With the rest of the marksmen turning their attention to the remaining Hollow threatening your ranks, you do too.
==================================================
Ginny loses 3 HP to Darkmatter Vortex
Ginny uses S͝y̷̵n̨͘͢a̕͜͡pşe̵ ̷̶͢S͏̴͜t̀͢r̴íke͘͜͟ @ Hollow C
07 + 05 - 02 = 10
vs 02 + 00 = 02
Hit! Hollow C suffers no stress.
Hollow C suffers 5 damage.
Ginny gains 3 HP.

Ginny uses Synapse Strike @ Hollow C
08 + 02 - 02 = 08
vs 06 + 00 = 06
Hit! Hollow C suffers no stress.
Ginny gains 1 HP.
==================================================
Ginny performs a pair of quick strikes against the Hollow. For a moment after connecting, as Ameia's Void Armory dissipates, you think you can see all of the nerves and blood vessels in Ginny's body glowing incandescently. The apparition fades quickly, however, as she steps back into formation.
==================================================
Imperial Defender loses 2 HP to Darkmatter Vortex.
Imperial Defender attacks Hollow C
09 + 02 - 01 = 10
vs 07 + 00 = 07
Hit! 6 Damage.

Imperial Arbalest loses 2 HP to Darkmatter Vortex.
Imperial Arbalest uses attacks Hollow C
08 + 05 - 02 = 11
vs 07 + 00 = 07
Hit! 7 Damage.
==================================================
Hollow C uses Dark Brand @ Imperial Defender
Imperial Defender is branded [1].

Hollow C attacks Imperial Defender
06 + 04 = 10
vs 02 + 04 = 06
Hit! 7 Damage.
Hollow C's HP increases by 7.
==================================================
A strike of the Hollow's claws knocks the imperial soldier back, leaving nasty cuts in his midsection. The soldier's breaths become heavy and his entire body shakes as it is brought close to its limits...
==================================================

Turn Order:
Oz[7], Dweck[5], Nica[4], Ameia[4], Marskmen[3], Ginny[2], Defender[1] ,Arbalest[1], Hollow C [-2]


  • Image | Hollowed Watcher | -01/34
    ==================================================
  • Image | Hollow A | 00/11
  • Image | Hollow B | TKS |
  • Image | Hollow C | 15/11 | [Front]|
  • Image | Hollow D | -02/13
  • Image | Hollow E | -02/12
  • Image | Hollow F | 00/09
  • Image | Hollow G | Burnout |


Image
:wink:
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