Aria of Ruin PnP - Game Thread

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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 1.77
HP: 12/16
MP: ★★★★
SP: 050% (Grace Under Pressure)
±0 Dmg | -8 Hit | -1 AC | +5 MR | +6 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (1 AC)
Skills:
  • ⚫ Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest
[*] Hollow's Ashes
[*] Hollow's Bone
[*] Hollow's Bone
[*] Watcher Blood
[*] Watcher Tendril
[*] -
[*] -
[*] -
[*] -[/list]

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

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

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

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

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

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

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

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


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception
Thankfully, the group made it back to Korsgrad without running into any more trouble - it looked like Nica and Ginny would get what they had wanted. Fine then.
Before beginning his research on the egg, however, he decided to take a cursory look through Ellen's supplies - he was beginning to feel that it might be prudent to consider wearing some actual armor for this assignment, although much to his disappointment, nothing Ellen currently had available seemed worthwhile in that regard.
"Well, I suppose I'll leave dealing with the supplies to you folks. I've got a mystery to crack... perhaps literally."

Oz looks for a quiet room as usual and begins his research on the egg (as well as the other materials he has on him while he's at it, including the crest).
Last edited by Shade on Sat Nov 11, 2017 7:15 pm, edited 5 times in total.
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.59

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

Spells: ♦♦
Restl.:
Lunge:

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

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

Spells:

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

Abilities: [ 345/350 AP spent ]

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

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

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

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

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

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


Attributes:

[list][*]-1 Str
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Nica surveys the equipment the reinforcements have been able to unload so far. A cuirass to go under her coat wouldn't restrict her movements, and there may be some wisdom in a backup stock of daggers... she's in no hurry, though, so she doesn't take anything for the time being.
Not a surprise, but Oz has already gone to see to his research, and while Nica is quite interested in what he'll have to say about the egg, she has a feeling that watching him work won't serve that end or Oz's own.
Oh, right... there was that ring, from the nest. Nica digs it out of her pocket and eyes it closely, wondering what sort of adornment ends up in such a place.
Speaking idly, she addresses Ginny and Ameia without taking her gaze off of her little could-be treasure.
"He'll probably be a good hour or two... what shall we do in the meantime?"

Nica attempts to identify the notched copper ring.
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv01 [66] Blue Knight [Front]
10/17 HP // 07/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +1 AC | +1 MR | +2 INIT
Longsword [1-8 Dmg] | Wooden Buckler [1 AC] Old Breastplate Armor [4 AC] |
Dagger [1-4 Dmg] |
Abilities: Image | Image Image | Image
Spoiler: Character Sheet
Inventory...[ 06/10 ]
[list][*] Healing Flask x02 [Restores 05 Hp]
[*] Food Ration x05[Q:05]
[*] Rope
[*] Torch x02
[*] Whetstone x02 [+1 DMG and CT for 1 fight]
[*] Tarot Deck [22][/list]
Special Gear:
[list][*] Thigh Holster [Extra weapon Slot, Dagger][/list]

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

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

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

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

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

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

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

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

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

Ability Points: 05
Attribute Points: 0
Ginny made a sound like a deflated balloon as Oz scampered off with the egg and the monster samples they've found.
She says to Nica:
"I know he's doing important work, but I can't help but worry that he'll go trigger happy on whatever is in the egg if he doesn't figure it out immediately. He's an impatient type..."

Looking through Ellen's stock, Ginny decided that supplying now would be the best course of action. The plan seemed to be to go back to the forest and check out the site of the Hollow encounter, so it would be a good idea to go there well prepared. She picks up a few healing flasks, some food rations, rope and torches, and buys one of the small wooden bucklers on stock, for a little added protection.

She also picks up a thigh holster and a single iron dagger, so she could have an easy backup weapon in case her sword wasn't immediately in reach, like it was earlier today.

Sorting through her gear, she rediscovers the tarot deck she found in the ruins yesterday, she pulls it out for Nica and Ameia to see. Maybe they can help her identify this deck.

"That reminds me, I found this deck of cards yesterday, and it seems to carry some magical properties. I still haven't figured out what it does. All I know is, I can't seem to draw a card out of the deck, no matter how hard I try. Any ideas?"

At any rate, she also helps Nica divine the properties of the ring she found in the nest.

Ginny helps Nica in identifying the ring, and attempts to learn more about the deck of cards she found yesterday.
Ginny buys 2 Healing flasks, 5 food rations, 2 torches, 1 rope, 1 Wooden Buckler, 1 Thigh Holster, 1 Dagger. (68 Gold)
She equips the buckler, holster and dagger.
[/quote]
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica additionally attempts to learn about the deck of cards when Ginny shows it to her.
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Nica (AoD) ..__ | 12/12 | IIIIIIIIII007 | Lv 1.61 | [Front] | ▼ -3 MaxHP |
  • Image | Ginny (Cime) .. | 10/17 | IIIIIIIIII007 | Lv 1.68 | [Cover] |
  • Image | Oz (Shade) ...._ | 12/16 | IIIIIIIIII050 | Lv 1.81 | [Cover] |
Gold: 251
Location: Korsgrad
Day 03, Morning
Spoiler: Quests
[list][*][!] Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
Spoiler: Party Reserve
[list][*]Image | Ameia (Octy) .. | 12/18 | IIIIIIIIII108 | Lv 0.76 | [Front] | Hallucinating [/list]
Ginny buys equipment for 68 gold.
Ameia retires to the Reserve.
Inactive party members will be automatically moved to the reserve when in a town or encampment. They'll recover as time goes on (sort of like "off duty" heroes in Darkest Dungeon), but will not gain Exp.

@Oz
Spoiler:
You find a quiet place where you will not be bothered.
You carefully unwrap the egg. The creature within stares back at you without blinking.

Egg
INT check, DC 12:
Oz: 05 + 05 + 01 = 11 >>> Failed...
A Spellpoint was used up during study.

You attempt to understand the creature's interaction with mana, and how mana affects it when it absorbs more.
You observe that its unwavering attention for you stops when there is mana to be absorbed. It draws the mana in the air towards it and returns its attention back to you when it is done. You fail to learn anything new at this time... Having expanded all of your energy for now, you decide to move on to less intensive subjects. This subject will be resource-intensive, maybe the help of your teammates is worth considering for this.

Hollow's Bone
INT check, DC 09:
Oz: 09 + 05 + 01 = 15 >>> Success!
Hollow's Bone was used up during study.

New information is available for: "Hollow - Aura of Despair". Check your Compendium for details.
You think there may be more that you can learn by studying another sample.

Hollow's Bone
INT check, DC 10:
Oz: 02 + 05 + 01 = 08 >>> Failed...
Hollow's Bone was used up during study.

Hollow's Ashes
INT check, DC 09:
Oz: 03 + 05 + 01 = 09 >>> Reroll...
Oz: 10 + 05 + 01 = 16 >>> Success!
Hollow's Ashes was used up during study.

New information is available for: "Hollow - Burn Out". Check your Compendium for details.
You think there may be more that you can learn by studying another sample.

Watcher's Blood
INT check, DC 09:
Oz: 07 + 05 + 01 = 14 >>> Success!
Watcher's Blood was used up during study.

New information is available for: "Watcher - Psychosomatic Mutation". Check your Compendium for details.
There is nothing left to research with <<Watcher's Blood>>.

Watcher's Tendril
INT check, DC 09:
Oz: 03 + 05 + 01 = 09 >>> Reroll...
Oz: 05 + 05 + 01 = 11 >>> Success!
Watcher's Tendril was used up during study.

New information is available for: "Watcher - Combat Feature:Tendril". Check your Compendium for details.
There is nothing left to research with <<Watcher's Tendril>>.

Having finished with the monster samples, you try your hand at the Crest again. Perhaps the clarity of a new day will help you understand its workings.

Rødlev Crest
INT check, DC 13:
Oz: 09 + 05 = 14 >>> Success!

You succeed in discerning its magical properties.

[list]+ Rødlev Crest of Fireguard [Acc: +01 DR-Fire][/list]
This Accessory item will reduce incoming fire damage by 1. You can equip up to 3 Acc items.

Who enchanted this crest for this purpose and why, is beyond the scope of your research.

Oz: +5 Exp
@Ginny, Nica
Spoiler:
You attempt to identify the items you've found.

Notched Copper Ring
INT check, DC 12:
Ginny: 07 + 03 = 10 >>> Failed...
Nica: 07 + 02 = 10 >>> Failed...

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

You are unable to grasp the function of the deck.

Tarot Deck
INT check, DC 09:
Ginny: 10 + 03 = 13 >>> Success!
Nica: 08 + 02 = 10 >>> Success!

You are able to tell, from tinkering with it and trying repeatedly to pull out a card (unsuccessfully), that the act of drawing a card appears to start the casting of some kind of unknown spell. The inner walls of the case are marked with a runic pattern that you can't quite see, but appears to interact with each card as it is drawn, resulting in (theoretically) a completed spell sequence.
It seems that at least one or possibly several conditions aren't fulfilled when you attempt to draw, and so the spell is aborted each time. Since you are unable to draw a card for now, you are unable to discern the exact nature of the pattern on either cards or the inner deck case.
You spend a good couple of hours deducing and speculating this information. Hopefully it can be put to good use.

Ginny, Nica: +2 Exp
The three of you meet up again, while Ameia retires to rest. It seems that despite good intentions, she isn't quite ready to fight yet, and hasn't shaken off the Hollow's influence. Perhaps she'll be ready to help you again tomorrow.

You share what you've found and try to decide what to do next.

WWYDN?:
  • ========================================
    [01] Talk with Briggs
    [02] Talk with the Garrison soldiers
    [03] Talk with Tudor
    [05] Talk with Tudor's second bodyguard, Dweck
    [06] Talk with Ellen, or purchase some gear.
    [07] Talk with Tudor's soldiers
    [08] Approach the obelisk site again
    [09] Rest until noon
    [10] Travel to a saved location ^
    [11] Explore the forest until noon/afternoon/evening
    [12] Try to identify the Egg, with the help of Ginny and Nica.
    [13] Try to identify the Tarot Deck, with the help of Oz.
    [14] Image
    ========================================
Spoiler: Korsgrad Quartermaster
Healing Flask [1/5] // 10 gold // [Restores 05 HP] // 10 In stock
Antivenom [1/5] // 10 gold // [Removes 10 stacked poison damage] // 3 In stock
Food Ration [1/5] // 2 Gold // [Food Q:05] // 6 In stock *You should carry food if you plan on resting outside of a town or an established encampment. Neglecting to eat carries stress penalties. You can consume food out of combat for minor stress and HP recovery if you wish. Food quality [Q] is a number from 1 to 10 that describes how nourishing the food item is.
Firewood // 10 Gold // [Camping] // 6 In stock *Firewood allows you to make a campfire anywhere you decide to rest, giving you better HP and stress recovery and offering other circumstantial bonuses.

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

Dagger // 05 Gold // [Dagger: 1-4 DMG] // 18 In stock // *Dagger-type weapons double as a ranged weapon.
Shortsword // 15 Gold // [Sword: 1-6 DMG] // 13 In stock
Longsword // 25 Gold // [Sword: 1-8 DMG] // 9 In stock
Iron Spear // 15 Gold // [2H Polearm: 1-8 DMG] // 8 In stock
Hatchet // 25 Gold // [Axe: 3-6 DMG] // 4 In stock
Shortbow // 20 Gold // [2H Ranged: 2-4 DMG] // 2 In stock
Knuckleduster // 20 Gold // [Unarmed: 2-3 Dmg] // 1 In stock

Arrows [10/50] // 1 Gold

Wooden Buckler // 10 Gold // [Shield: +1 AC] // 2 In stock

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

Rope // 01 Gold // 19 in stock
Torch // 01 Gold // 18 in stock
Image
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Re: Aria of Ruin PnP - Game Thread

Post by octagon »

Ameia, Lv0.76 Weirded [Front]
12/18 HP // 108/100 // ■■■
Reconstitute [x1] | Mind over Matter [x0] | dark energy [x0] | hallucinating
+0 dmg | -10 hit | +3 ac | -2 mr | +4 init
Ceremonial Sword [1d6 dmg] | Wooden Buckler [1 ac] Old Breastplate Armor [4 ac]
Spoiler: Spells and abilities
Spells:
[list][*]Void Armory
The caster cloaks the target in a hulking mass of impossible shapes. Combatants affected by Void Armory gain the ability to perform a special attack once. The attack has [WIL(cstr)] HIT and deals [WIL(cstr)] extra damage. The attack's critical threat and damage increase by 1 and 20% respectively for every 4 WIL, up to +5 and +100%.
If the caster casts this spell on himself, the attack may be performed as a minor action on the same turn.
The target of this spell sustains 10-[WIL(tgt)] stress.

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

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

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

Abilities (300/350 AP spent):
[list][*]Unnatural Caster [ Passive ] [ 130 AP ]
-> Whenever Ameia casts a spell, she gains a charge of Dark Energy. Each charge grants 1 AC. Whenever she's hit by an attack or spell, if she hasn't used her minor action this turn, she will use that minor action to retaliate.
Ameia will retaliate with a bolt of dark energy that has [INT] HIT and deals 1d[WIL] damage, consuming one charge of Dark Energy.
At the end of combat, remaining Dark Energy dissipates into Ameia. For each charge, she suffers 5 stress unless she passes a WIL check DC: 10+[ΣDE].
[*]Rude Awakening [ Passive ] [ 50 AP ]
-> Once per fight, Ameia can cast an Invocation spell as a minor action. The first time she casts an Invocation spell each combat, each enemy must pass a WIL check DC 05+[WIL], or suffer [WIL+INT] stress.
[*]Reconstitute [ Active ] [ 100 AP/use ] (1 use)
Major+minor action. Touch range. A horrid alteration to the target's form. Effectiveness scales with their stress. Severe distortions may impair vital functions or dismember or transform the target.
Witnesses will be in denial about the target's state, but stress makes it harder to ignore the truth. When forced to acknowledge the situation, they suffer stress. If they survive, the target recovers to normal in the course of several days.
[*]Mind over Matter [ Active ] [ 20 AP / use ] ( 1 use )
-> Supplements lost strength with the void inside her. Uses WIL in place of STR or DEX during a check.
[*]Askew Third Eye [ Passive ] [ +50 AP ]
-> Exposure to otherworldly magic has warped Ameia's connection to the aether, currently rendering her unable to learn regular spells.
[*]Prepare for Anything [ Camping ] [ 40 AP / use ] ( 0 uses )
-> Have ones allies contemplate the fearsome. Increases party stress by 10; after this has been used, when the user reminds nearby allies of those lessons, it puts the present situation into perspective - removing 20 stress and reducing incoming stress by half for 2 rounds.

[*]Channel the Brink [ Camping ] [ 30 AP / use ] ( 0 uses )
-> Reduces own stress by 30% of the current value. The user may either remove one point of stress from an ally for each two points of stress consumed, or restore 1 HP on an ally for each five points consumed.
[/list]
Attributes:
-5 Strength
-5 Dexterity
+5 Agility
+4 Vitality
+4 Intellect
+5 Willpower
-3 Perception
"It's an egg. The rest is unclear, but I'm sure we'll know more soon, thanks to Oz. In the meantime, I should requisition some supplies."
Ameia buys a Buckler, some Antivenom and a Food Ration, and equips the buckler.
She waves at Ellen and approaches the others to see what they're up to.
"I think I'll excuse myself for now. I'd love to study what we found, but as long as every other observation I make is a figment, it won't do much good."
Spoiler:
Ameia slumped down and stared at the wall. Her encounters with the Hollows were still ringing out inside her. In times of rest, she'd commune with the eldritch aspect of herself, trying to let it make sense of her perception and vice versa, and usually, this was grounding.
But neither her senses nor its comprehension was really equipped to process what she'd seen and heard and felt today, and the thing was stirring and wearing itself out, trying its best to understand right now because it didn't know sleep, and flooded her mind with distorted impressions of the Hollows.
She'd felt more overwhelmed when she was still getting accustomed to it, when it was clumsily pricking at her mind and sharing its own bewilderment with her, while her surroundings wilted at random. And it didn't even come close to the time when she'd been tortured, her magic subdued, while it was screaming inside her, trying to claw its way out and snuff out her captors from existence.

She tried its best to soothe it, but it was too distressed, and couldn't be convinced that calm was even appropriate in this situation. She got up with a sigh.
After a while, Ameia stumbles back from the quarters. She's looking somewhat refreshed, but still noticeably out of it.
"There you are... oof... These hallucinations don't feel too bad when I'm keeping myself busy, but trying to rest is a different matter... And, I must admit, I'm simply too curious. So, would you tell me what you found during my break?"
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.61

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

Spells: ♦♦
Restl.:
Lunge:

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

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

Spells:

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

Abilities: [ 345/350 AP spent ]

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

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

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

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

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

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


Attributes:

[list][*]-1 Str
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Nica becomes increasingly exasperated by how little fruit the amount of time she and Ginny spend fiddling with the ring and strange tarot deck bears. There's definitely something to it, but knowing exactly what being seemingly beyond her, or Ginny for that matter, rubs her the wrong way.
Laughing dryly at her defeated state, she offers the first contribution.
"We, for our part, found out little of anything. The tarot cards Ginny found are apparently some kind of advanced spell sequence, but neither of us could draw a card from the deck, let alone take a look at what's inscribed on them."
She turns to Oz.
"How about the egg? I hope you didn't break it."

When she has a moment later on, Nica also returns to the unloaded supplies to outfit herself with some of the more expansive offerings the reinforcements have brought with them.

Nica purchases a leather cuirass and 4 daggers (50 gold). She equips the cuirass.
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 1.82
HP: 12/16
MP: ★★★★★
SP: 050% (Grace Under Pressure)
±0 Dmg | -8 Hit | -1 AC | +5 MR | +6 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (1 AC)
Skills:
  • ⚫ Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest of Fireguard [Acc: +01 DR-Fire]
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

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

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

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

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

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

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

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

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


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception
"Not yet. Funnily enough, that egg is just about the only thing I didn't have much success with."
Oz shared the results of his research with his companions.
"...but regarding the egg, I'd actually appreciate some volunteers to feed it some mana in a controlled manner. I'd like to be able to fully concentrate on the egg's reaction to it."
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.61

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

Spells: ♦♦
Restl.:
Lunge:

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

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

Spells:

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

Abilities: [ 345/350 AP spent ]

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

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

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

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

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

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


Attributes:

[list][*]-1 Str
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Some of what Oz has to say about the Hollows concerns Nica somewhat -- the conspicuous mist in particular. They don't prove too much trouble alone or in pairs, but in a large enough group, they could fair well overwhelm... she's glad that it was this way that they were able to learn it, rather than in the field, though.
And then, how curious, Oz graciously asking for assistance with his efforts to explain the egg. Nica's own interest in the matter would have given rise to her answer anyway, but it's that little bit easier to acquiesce. Nica thinks to herself that a bit of humility is a good look on him when it hasn't been driven in by stag horns.
"I can certainly help with that. I've still got that mana flask in case we leave camp again later too, though I wouldn't mind talking to some of the soldiers from Capitol beforehand."
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 12/18 | IIIIIIIIII106 | Lv 0.80 | [Front] | Hallucinating
  • Image | Nica (AoD) ..__ | 12/12 | IIIIIIIIII007 | Lv 1.64 | [Front] | ▼ -3 MaxHP |
  • Image | Ginny (Cime) .. | 10/17 | IIIIIIIIII007 | Lv 1.71 | [Cover] |
  • Image | Oz (Shade) ...._ | 12/16 | IIIIIIIIII050 | Lv 1.84 | [Cover] |
Gold: 179
Location: Korsgrad
Day 03, Late Morning
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]
Ameia: +1 Exp, Roleplay
Ameia rejoins the party.
Ameia's stress reduced by 2.
Ameia buys equipment for 22 gold.
Nica buys equipment for 50 gold.


"Anything to do with "mana in a controlled manner" probably isn't my strong suite, but I'll give it a try."

Egg
INT check, DC 12:
Oz: 03 + 05 + 01 = 09 >>> Failed...
Nica: A Spellpoint was used up during study.

Egg
INT check, DC 12:
Oz: 06 + 05 + 01 = 12 >>> Reroll...
Oz: 09 + 05 + 01 = 15 >>> Success...
Ginny: Warcry ability lost during study.

Everyone: +3 Exp

With Nica's and Ginny's assistance at supplying mana, Oz is able to focus on the task at hand, yielding some new insight regarding the egg. You organize and write down your notes - there's quite a lot of information to remember here.

Firstly, as suspected, the creature feeds on mana to grow and develop. Judging by the difference in the creature's state when mana is fed, you are able to estimate how much mana may be needed for it to finish developing. It's not a perfectly accurate estimate by far, but it may be enough to prepare you for that moment. It seems to be possible to accelerate its growth by feeding it mana directly, at any rate. What, exactly will happen when the crow creature within has had its fill of mana... too early to tell. You assume it will hatch and leave the shell, but, since it's already cognizant and able to move to some degree, you're not sure what's preventing it from doing so right now, and if there's some detail here that you may be missing.

Secondly, it doesn't seem to be interfering with your own spellcasting - unless intentionally fed to it, it will not interrupt your own spells, choosing instead to absorb residual background mana from the resulting flux of your spells.
Whether it's incapable of interrupting you, or simply chooses not to, you can't tell at this point. It could be that the creature has some cognitive function at this point already, and understands that interrupting a source of mana for a short term reward is less useful that working symbiotically with its handler. If that is truly the case, then its intelligence may already be noticeably better than that of a six or seven year old child, which ties in to the next point:

Thirdly and finally, a speculation. You've noticed that the creature is very attentive to whomever is nearest to it.
Earlier when Nica was nervously shifting her weight from one leg to the other, the four of you witnessed the egg rocking back and forth in the same rhythm. Before that Ameia says she caught glimpse of its crimson eye briefly shifting to a topaz hue when Oz' back was turned to it and it was looking directly at him - but it's impossible to tell if this was a real event or another hallucination, so you're not sure how to regard this anecdotal evidence.
This morning when you found the egg, it appeared as if its piercing attention was for the purpose of anticipating further mana to feed it, but it's possible that it's actually empathizing or perhaps even learning from whoever it's able to see through its little window into the world outside of the shell.
  • + Crow? Egg [08/36]
⚔ New Quest Available ⚔
Quoth the Raven: Bring the crow creature to hatch from its egg.


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

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

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

Arrows [10/50] // 1 Gold

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

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

Rope // 01 Gold // 19 in stock
Torch // 01 Gold // 18 in stock
Image
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

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

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

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

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

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

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

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

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

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


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception
With the assistance of his companions, Oz was finally able to learn more about the egg and the creature inside of it. The results were equally re-assuring and unsettling - he felt like he was missing something important. For the time being, the creature seemed harmless - although there was no guarantee that this would still be the case once it hatched.
"I'm not sure what to think of this... while it doesn't seem to pose any danger for the time being, keeping it here in Korsgrad still seems like more trouble than it's worth in the long run. In particular, while I'm curious to see what creature will emerge from the egg, I don't really see any benefit to keeping it around."
Oz scratched his head in thought.
"...although the way it reacts to our presence implies that it might consider us its... uh... parents.
...we sure have one ugly child here."
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.64

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

Spells:
Restl.:
Lunge:

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

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

Spells:

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

Abilities: [ 345/350 AP spent ]

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

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

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

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

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

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


Attributes:

[list][*]-1 Str
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Nica's face is something of a perplexed frown. While she was able to expend the mana, she seemed to take to the task less when she was giving the stuff away, so she wasn't able to be of as much help studying the egg's inhabitant.
More importantly, though, as they continue to examine it, a somewhat unsettling air of patience is about the creature. It was perfectly content to watch and wait for its mana... cognizant enough not to take prematurely. Nica suspects that the reason most animals don't develop such an intelligence before leaving the egg is because they might prefer to remain within like this one. She finds herself oddly taken with the thing, yet concerns herself for thinking so because she knows full well to be wary of exactly what they're aiding the growth of. Oz's last comment perturbs Nica particularly. All she can really manage is a dispassionate joke.
"We'd better pick a name soon, then, huh?"
Though, having said that, whether it proves to pose threat or not, if Oz is correct, it will likely not pose a threat to their group specifically. And the desire to know... Nica can't let it go, though she's going to need more than that to make her case.
"...I don't think it should be disposed of. Not that I'm looking to domesticate the sort of aberration our apparent foes are, but... I sense there may be some benefit in having one on our side."
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv01 [66] Blue Knight [Front]
10/17 HP // 07/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +1 AC | +1 MR | +2 INIT
Longsword [1-8 Dmg] | Wooden Buckler [1 AC] Old Breastplate Armor [4 AC] |
Dagger [1-4 Dmg] |
Abilities: Image | Image Image | Image
Spoiler: Character Sheet
Inventory...[ 06/10 ]
[list][*] Healing Flask x02 [Restores 05 Hp]
[*] Food Ration x05[Q:05]
[*] Rope
[*] Torch x02
[*] Whetstone x02 [+1 DMG and CT for 1 fight]
[*] Tarot Deck [22][/list]
Special Gear:
[list][*] Thigh Holster [Extra weapon Slot, Dagger][/list]

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

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

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

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

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

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

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

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

Ability Points: 05
Attribute Points: 0
So, it turns out the creature was far less sinister than Oz had suspected (or so it seemed for now, nothing was conclusive, unfortunately).
Ginny didn't quite see eye to eye on Oz' initial assumption that the egg should be disposed of, but she wasn't quite for keeping it as a pet either. Nica had her reservations as well, it seemed, but all in all... finding it now with this timing, could be a godsend.

"It could be an asset. The crow absorbs mana, after all. It's a fair assumption that it may be able to cast spells with some capacity as well, once it's developed enough. I'm not thrilled about possibly having an abomination growing in our wake, but the risk seems low enough to consider on the off chance that it turns out to be helpful to us.
It seems to understand the kind of relationship it should strive for with us, I say we play this through and see how it goes.
"
Ginny ponders for a moment.
"We can also try to time its hatching to a point in time when we're in Korsgrad, backed up by our allies and well prepared for it in case it tries anything... unfriendly. Just to be on the safest side possible."

Her natural curiosity kept her interested in hatching the creature, would that it could prove an asset, or at the very least, help them better understand the other things they may encounter, created by the obelisk's influence.
Then she realized something.

"You know, It's the third day we're here and we've only attempted an approach to the obelisk once so far.
The hollow encounter site is a good lead, but I think we should keep our sights back on our main objective soon. The way that Watcher appeared from the rubble on the day we arrived... makes me wonder if something bigger isn't lurking there.
"
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.64

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

Spells:
Restl.:
Lunge:

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

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

Spells:

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

Abilities: [ 345/350 AP spent ]

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

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

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

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

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

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


Attributes:

[list][*]-1 Str
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Yes, Nica thinks to herself, Ginny understands. And her suggestion of preparing some of the garrison for its hatching is very robust.
Ginny's mention of the Obelisk finally moves Nica to take her eyes off the egg.
"I was starting to wonder if I was the only person thinking about that. I agree that it's a factor we need to examine more closely."
Nica folds her arms and thinks for a moment. After all...
"With Miss Ameia accompanying us, there's no better time to test the waters, no matter what sort of creature does or doesn't emerge.
However, with her apparent hallucinations, and remembering how even going near the thing made me feel sick, I think we need to take some extra time to rest before attempting it. With any luck, it should make a world of difference."


If the party rests, Nica feeds the egg her remaining spellpoint beforehand.
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

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

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

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

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

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

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

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

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

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


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception
Oz started scratching his head even harder.
"I said nothing of disposing of it, it's just that... I don't really want to keep it around, either. To be perfectly honest, I'm at a loss what to do with it.
At the very least, though, I don't want to have it with us while we're wandering around outside Korsgrad. Let's keep it here in Korsgrad, supervised at all times."

...but enough of this egg. They were focusing on it too much - in the end that particular creature wasn't what they were here for.
"With that said, I did my part. You two wanted to bring this thing with us, so I suppose it's your job to ensure it doesn't end up killing us all. No pressure or anything.

As for the obelisk, it's not like we haven't been meaning to take another look at it, it's just that other things kept coming up. Don't pin the blame on us - blame the residents of the forest for causing one problem after another."

Oz shrugged.
"I'm pretty sure we're still missing some crucial information about the Hollow, but so far they really haven't been much of a problem, so by all means - I'd be happy to drop the idea of visiting the battle site and instead focus on the task at hand. I just don't know if all these muscleheads here would agree."

Unless something unexpected comes up, Oz rests until he has fully recovered his spellpoints.
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