Aria of Ruin PnP - Game Thread

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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.70

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

Spells: ♦♦
Restl.:
Lunge:

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

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

Spells:

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

Abilities: [ 345/350 AP spent ]

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

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

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

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

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

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


Attributes:

[list][*]-1 Str
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Getting to the Obelisk wasn't interrupted by the group taking their time to observe the ruins like the first day, so they reached their target on good time. This didn't make the aura of malice & unpleasantness the thing exuded any gentler on Nica's system, though.
After all of four Watchers emerged promptly, like they had been waiting, however, Nica would have been happy to keep having her stomach turned by just hanging around. She drew her rapier to add another arm's length of threat between her and them, if nothing else. Bravado, curiosity, teamwork or no, the odds in this fight were absolutely not in their favour. The piercing gaze of one of the things was itself a curious phenomenon, but Nica felt like she could near well be petrified by the feeling of four of them bearing down in unison. An errant stare or lashing to any of them could have very serious consequences... she wonders if she should have allowed Oz's berating to sway her from bringing Tudor's men.
Either way, for the lack of them, they would be soon making a retreat. However, they had a window to inflict some serious damage prior, and bringing whatever men they could would still not serve to reliably address all four of the monsters. Nica wanted to try and pick off the lone, unprotected Watcher first...
"...I don't imagine we're not running, but that one by itself... can we take it out?"

Nica prepares to retreat, but if at least two other party members commit to an attack this turn, Nica attacks Watcher D, maneuver: pierce eye.
- Linktree: linktr.ee/trilbs -
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Re: Aria of Ruin PnP - Game Thread

Post by octagon »

Ameia, Lv0.81 Weirded [Front]
17/18 HP // 97/100 // ■■■■
Reconstitute [x1] | Mind over Matter [x1] | dark energy [x0]
+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[/list]

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. An ally either regains 1 HP for each five points of stress consumed, or loses one point of stress from an ally for each two points of stress consumed.
[/list]
Attributes:
-5 Strength
-5 Dexterity
+5 Agility
+4 Vitality
+4 Intellect
+5 Willpower
-3 Perception
Ameia struggles to make out Nica's words as a ringing in her ears becomes overwhelming. The view of the watchers in front of the obelisk transfixed her gaze, expanded to fill her sight, lingers on her retinas in harsher, brighter colours.
"This is about what I was expecting.

I hate it. I really do."


One more capable operative...
Ameia feels embarrassed being unable to fulfill her usual role, but she's aware that if she lets the others count on her in this state, things would be much worse. Under the gaze of the Watchers, she feels so close to cracking.

She stumbles backwards, continuing to stare back at the watchers, then blinks as Nica's words got through to her.

"Let's run, let's absolutely run."
The thought calms her a little bit, and preparing to channel her magic calms her a little more.
Deep breath.
"If you're going in, I'll give you an edge. It may feel weird, but keep your calm."
If attacks are signaled:
Void Armory

A refractive haze washes over Nica's silhouette. Suddenly, her limbs seem to bend and snap, skittering and waving, becoming one with her blade. Their location and even quantity become uncertain. Her face is a smirking mask, she's all blades and stance and gumption.
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 1.88
HP: 16/16
MP: ★★★★★
SP: 041%
±0 Dmg | -8 Hit | -1 AC | +5 MR | +6 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (1 AC)
Skills:
  • ⚫ Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest of Fireguard [Acc: +01 DR-Fire]
[*] The Conduit [Acc: [00][III]]
[*] Tarot Deck [22]
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

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

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

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

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

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

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

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

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


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception
Oz' expression darkened at the very sight of these creatures. He already didn't like the idea of fighting one of them - but four?
"Why, you shouldn't have. I feel honored, but I really don't like big crowds."
Without a moment of hesitation, Oz turned to leave. It seemed Nica hadn't learned from the battle with the stags.
"I'm sure we could. However, I doubt its friends would just float by idly and watch. We're not prepared to take on this many.
I wanted to take a look. We did take a look, and I don't like what I'm seeing, so we're going to leave and come back with friends of our own."


Oz retreats from battle.
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv01 [73] Blue Knight [Front]
15/17 HP // 000/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +1 AC | +1 MR | +2 INIT
Longsword [1-8 Dmg] | Wooden Buckler [1 AC] Old Breastplate Armor [4 AC] |
Dagger [1-4 Dmg] |
Abilities: Image | Image Image | Image
Spoiler: Character Sheet
Inventory...[ 06/10 ]
[list][*] Healing Flask x02 [Restores 05 Hp]
[*] Food Ration x05[Q:05]
[*] Rope
[*] Torch x02
[*] Whetstone x02 [+1 DMG and CT for 1 fight]
[*] Tarot Deck [22][/list]
Special Gear:
[list][*] Thigh Holster [Extra weapon Slot, Dagger][/list]

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

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

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

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

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

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

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

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

Ability Points: 05
Attribute Points: 0
Approaching the obelisk proved more dangerous than expected... A group of four bloody watchers.

"I don't like to admit this, but this is too much for us to handle. We need backup to fight a pack of them this large."
Cold sweat accumulated on Ginny's brow. Where the hell are these things coming from? All the research they've done has told them nothing about the origin of these things yet. Her group had a sense of how the watchers fight and behave, but not why, and that was what was most unnerving to her about these creatures. Even the stags were less vexing to her.

On one hand, the thought of letting these things chase them back to the encampment was uneasy - these things are dangerous and her group will be putting the others at risk.
On the other hand, with enough force, these things can be dispatched quickly enough before they cause any serious harm...or.. Is that right?
Ginny realised that they've yet to witness how much destruction a watcher can bring (since they've never given the previous two they encountered a chance to do so), and that made it difficult to gauge how much of a threat they pose to an individual soldier in Brigg's or Tudor's teams. The way the most robust watcher of this pack controlled that rock with its mind punctuated this point in Ginny's view
Pulling back was still a better move than fighting a losing battle and dying here, though.

Ginny retreats.
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 17/18 | IIIIIIIIII105 | Lv 0.81 | [Front] | Focused
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII012 | Lv 1.70 | [Front] | ▼ -2 MaxHP |
  • Image | Ginny (Cime) .. | 15/17 | IIIIIIIIII012 | Lv 1.73 | [Cover] |
  • Image | Oz (Shade) ..__ | 16/16 | IIIIIIIIIII050 | Lv 1.87 | [Cover] | ▲ GUP
Gold: 179
Location: Near Korsgrad - Korsgrad Ruins
Day 03, Afternoon
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
Realizing you may be in over your head, you decide to retreat.
As you step away, the pack's eyes gaze at you carefully, their tendrils slithering and squirming about.
Putting more and more distance between yourselves and the abominations, you see that the watchers aren't actually following you, though they are staring back right at you.
A few moments pass. The gap between you and them is larger and larger. The biggest of the watchers does a barely perceptible movement with some of its tendrils. The floating rock encircling it falls back to the mound with a muffled sound, kicking up dust. For one reason or another, the watchers aren't following.

You've moved away from the mound and are in the skeleton of the burned village. The mound is in sight, but the watchers are not - perhaps retreated back to their hiding places.
You catch your breath in the charred frame of one of the ruined houses, amid debris, ashes, and splinters. The obelisk looms over in the corner of your vision.

Party: +9 Stress

Ameia's Resolve is tested...
Ameia Is Focused ✠
@Ameia: The voices in your head quiet down for a split second and something clicks into place. You can hear their chatter escalating, and it sings in unison, like a harmony. They speak of completing your task, of crushing the goal in front of you. This is just a momentary retreat - you'll come back better prepared and do this right. Now is the time to act and make it happen. Oz: Grace Under Pressure.

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

Post by Shade »

Oz, Lv 1.88
HP: 16/16
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]
[*] The Conduit [Acc: [00][III]]
[*] Tarot Deck [22]
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

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

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

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

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

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

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

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

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


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception
After a few tense moments of uncertainty, the group managed to get away without incident. Somewhat surprisingly, the watchers didn't even make any attempts to stop or follow them - once the group was out of range, the watchers were nowhere to be seen.
Oz grinned with excitement. The group might have had to delay their plans regarding the obelisk, but the encounter with the watchers had nonetheless proven fruitful in a way.
"...well, I suppose we learned one thing: these folks don't seem to like the idea of distancing themselves from the obelisk.
Considering they had a friend withhin the forest, it doesn't seem to be dependence, so I guess they must be guarding it for one reason or another."

Not that this was particularly surprising, but it was nice to have confirmation.
"I guess this also means we don't have to worry about them causing trouble in Korsgrad for the time being, so we can probably take as much time as we need to properly prepare."
...even if this meant that there'd probably be even more of these abominations waiting for them the next time they came here.
"...and prepare we should. Taking on four or more of these things might get ugly even if we have a squad of Tudor's men with us. I'd honestly like to treat this like a proper assault and set up cannons or something around here - as much as I hate to admit it, I don't think magic alone will suffice. Not against this many, not if they keep coming."
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.70

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

Spells: ♦♦
Restl.:
Lunge:

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

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

Spells:

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

Abilities: [ 345/350 AP spent ]

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

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

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

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

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

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


Attributes:

[list][*]-1 Str
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
As much as Nica's baser instincts told her they were giving away a free shot at taking one of them out now, the ease with which the four of them created distance between the Watchers and themselves suggested that time was not the imperative here after all. Oz's prompt deduction rang soundly in Nica's mind as well: their purpose seemed to be to protect the Obelisk. Holding her tongue because she imagined anything she'd want to suggest would be of the variety more likely to get at least one of them killed, Nica allowed Oz to posit his machinations for addressing the problem as it now lay.
"Cannons, you say... well, if that's something we have thanks to the reinforcements,"
Nica glanced at Ginny, recalling their first conversation with Tudor.
"This thing might be put to rubble sooner rather than later after all."
The more she thought on it, the more Nica's inner daredevil wanted to see exactly what the creatures -- or whatever puppetmaster orchestrated their ascent from below -- would think about that. If the Obelisk itself was significant, rather than just a byproduct of razing Korsgrad and enacting the monstrosities they'd yet faced upon the surrounds, then taking it down may indeed be the next step in uncovering the truth of all of this.
"Well, either way, I should hope you're right that we can take as much time as we need in assembling the necessary firepower. Perhaps Briggs' men will have something to actually keep watch for, for the while..."
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv01 [73] Blue Knight [Front]
15/17 HP // 000/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +1 AC | +1 MR | +2 INIT
Longsword [1-8 Dmg] | Wooden Buckler [1 AC] Old Breastplate Armor [4 AC] |
Dagger [1-4 Dmg] |
Abilities: Image | Image Image | Image
Spoiler: Character Sheet
Inventory...[ 06/10 ]
[list][*] Healing Flask x02 [Restores 05 Hp]
[*] Food Ration x05[Q:05]
[*] Rope
[*] Torch x02
[*] Whetstone x02 [+1 DMG and CT for 1 fight]
[*] Tarot Deck [22][/list]
Special Gear:
[list][*] Thigh Holster [Extra weapon Slot, Dagger][/list]

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

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

Abilities [ 0345/0350 AP ]:
[list]
[*] Image Blue Lancer [1/1] [ Active ] [ 55 AP ]
This attack has +5 HIT, can only be used from the cover row, and targets a single enemy in the front row. This attack moves Ginny over to the front row, and deals x2 Maximized damage if it connects. Ginny gains 25 stress if the attack misses. This attack requires a major and a minor action to use.
[*] Image Metamagick [2/2] [ Active ] [ 60 AP ]
Whenever an ally casts an offensive spell, Ginny can consume one use of her B.K abilities to add its effects to the spell that was cast (the efficiency of this effect is circumstantial). This ability is considered a major action.
[*] Image War Banner [1/1] [ Active ] [ 30 AP ]
Reduce stress by 10 for all other party members and maximize the damage of their next attack. This is a major action.
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.
[*] 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
Oz was beginning to talk about assault on the obelisk - and Ginny was all for it.
She would love to have the opportunity to look into the obelisk further, but inaction now could be disastrous later.
With this new bit of information, they had a theory about what this thing was doing. Assuming Tudor brought with him the appropriate firepower, they may be able to test it.

"At any rate, looks like examining the obelisk is impossible until we clear the way somehow. We need to return to camp and get that backup we were offered."

They head back to the encampment to speak with Tudor again.
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 17/18 | IIIIIIIIII105 | Lv 0.81 | [Front] | Focused
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII012 | Lv 1.70 | [Front] | ▼ -2 MaxHP |
  • Image | Ginny (Cime) .. | 15/17 | IIIIIIIIII012 | Lv 1.73 | [Cover] |
  • Image | Oz (Shade) ..__ | 16/16 | IIIIIIIIIII050 | Lv 1.87 | [Cover] | ▲ GUP
Gold: 179
Location: Near Korsgrad - Korsgrad Ruins
Day 03, Late Afternoon
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
Leaving the ruins, you make your way back to the encampment, carefully making sure you aren't followed.
You return without incident to camp proper. The sun is gradually shifting its hue to orange. It will be evening in an hour or two.

You spot Tudor and Dweck again. This time, you observe them from a distance walking around and arguing rather loudly about something - they haven't noticed your return, and appear to be too distracted with whatever it is they're talking about. Following them to try listening in on their conversation may be possible.

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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.70

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

Spells: ♦♦
Restl.:
Lunge:

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

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

Spells:

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

Abilities: [ 345/350 AP spent ]

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

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

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

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

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

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


Attributes:

[list][*]-1 Str
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
They made it back to the encampment without incident, though the fact that it was so simple is almost a concern of its own.
The daylight hours are running out, so if they're going back there, it had better be soon.
Finding Tudor and Dweck is made easier by that they're having a rather noisy conversation -- and one that Nica thinks is a little heated. For their argument, Nica and the others have gone unnoticed, and she spots the possibility of listening in on them. With hush, Nica comments.
"Seems they're quite preoccupied... while I'm a mite curious as to what exactly it is they're going on about, whether we should take however much more time eavesdropping on them would require to do so is another question."
She gives voice to her voice of reason, watching the sky's hue shift ever rosier.
"We probably ought not to give those Watchers any longer than we have to... especially not overnight."
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 1.88
HP: 16/16
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]
[*] The Conduit [Acc: [00][III]]
[*] Tarot Deck [22]
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

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

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

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

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

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

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

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

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


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception
Oz shrugged.
"If you're curious, why not just ask them about it? It's not like we're spies or anything. I see no reason to stalk them and be all sneaky about it like some kind of creep."
Smirking as usual, he added:
"Though I have to admit I'm curious as well, so if you're not going to ask them about it, I will. I think that's the first time I've seen Tudor's personal jester so worked up."
True to his words, he didn't hesitate to approach Tudor and Dweck.
"Did something happen? You two can be heard pretty much throughout the entirety of the camp."
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 17/18 | IIIIIIIIII105 | Lv 0.81 | [Front] | Focused
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII012 | Lv 1.70 | [Front] | ▼ -2 MaxHP |
  • Image | Ginny (Cime) .. | 15/17 | IIIIIIIIII012 | Lv 1.73 | [Cover] |
  • Image | Oz (Shade) ..__ | 16/16 | IIIIIIIIIII050 | Lv 1.87 | [Cover] | ▲ GUP
Gold: 179
Location: Near Korsgrad - Korsgrad Ruins
Day 03, Late Afternoon
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
You approach the two men.
Following your question, Tudor answers: "It's nothing that concerns you right now. Dweck was just voicing some disagreement with me on some internal matters."
Dweck interrupts him.
"I was just explaining to him, that he has no reason to leave Briggs and his people autonomous. Tudor's in charge of this operation on orders from Internal, and he has the rank to command the garrison and use them as needed. Letting Briggs run his little side-show on his own and keep his people strictly on guard duty, where they are least useful and out of harm's way is a recipe for trouble and low morale for everyone else later down the line."
Tudor makes a face like he's about to throw a comeback, but doesn't actually say anything. He hums loudly instead. Dweck crosses his arms and taps his foot impatiently.
"Anyway," Tudor says, trying to change the subject, "you've been to the site and came back, didn't you? Did you find anything?"

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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 1.88
HP: 16/16
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]
[*] The Conduit [Acc: [00][III]]
[*] Tarot Deck [22]
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

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

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

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

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

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

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

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

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


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception
Oz was surprised to find himself actually agreeing with Dweck. Perhaps he actually was more reasonable than his usual carefree demeanor seemed to suggest.
Regardless, it was obvious Tudor didn't want to talk about it, so Oz just gave Dweck a subtle nod, making a mental note to talk to him in private later.
"Ah, yes, that's actually the reason we came back so soon. There was significantly more resistance than there was the first time we approached the obelisk - too much. We found four watchers waiting for us, and I deem it likely there may have been even more hidden nearby. If we engage this many at once in direct combat, casualties on our side are pretty much guaranteed, no matter how many men we bring - so I'd like to avoid direct combat. You wouldn't happen to have brought cannons, ballistae or anything of similar caliber with you, would you?"
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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 1.70

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

Spells: ♦♦
Restl.:
Lunge:

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

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

Spells:

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

Abilities: [ 345/350 AP spent ]

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

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

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

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

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

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


Attributes:

[list][*]-1 Str
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
And just like that, after voicing a rather down-to-earth and reasonable take on the whole thing, Oz walks right up and asks them. Once Dweck opts to blab indiscretely about the whole thing, Nica has to concede that Oz had the right take. If subterfuge isn't Oz's style, it's definitely not Dweck's.
Appropriately, Oz gets straight to business and gives the short version of the group's decisions and outlook so far. If Tudor did see fit to bring any artillery or siege weapons, Nica hopes that they're among what has so far been unpacked. She also reminds herself to visit Ellen and peruse the rest of the personal supplies they have to offer.
Chiming in where Oz's explanation leaves off, Nica continues.
"It's also quite worth mentioning that the creatures made no attempt to pursue us or follow us back to camp as we made our retreat. It's quite likely that the Obelisk is of some functional significance to whatever their cause is -- that the Watchers' purpose in confronting us was to protect it, rather than simply to prey on us."
She shifts her weight from one foot to the other, unable to be at ease with this matter still quite unresolved.
"...So we're seeing the beginning of a basis for trying to demolish it."
- Linktree: linktr.ee/trilbs -
Cimeries
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Joined: Wed Jul 23, 2008 6:56 am

Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 17/18 | IIIIIIIIII105 | Lv 0.81 | [Front] | Focused
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII012 | Lv 1.70 | [Front] | ▼ -2 MaxHP |
  • Image | Ginny (Cime) .. | 15/17 | IIIIIIIIII012 | Lv 1.73 | [Cover] |
  • Image | Oz (Shade) ..__ | 16/16 | IIIIIIIIIII050 | Lv 1.87 | [Cover] | ▲ GUP
Gold: 179
Location: Near Korsgrad - Korsgrad Ruins
Day 03, Late Afternoon
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
The two of them seem to forget all about their disagreement when you mention the watchers. They listen to your words carefully.
"We haven't brought any siege machinery, no. Imperial Garrison companies employ Scorpion-model ballistae, but I doubt the ones that were assigned to Korsgrad survived the fire. If they did, Briggs would know about it, and would probably have his people operating them." Tudor explains to you, when you mention cannons and ballistae.
"... If this is the case, they're going to need more backup from us to hit these creatures." Dweck interjects.
"Right..." Tudor says. "But mounting an assault this quickly seems haphazard - especially since this is an enemy we're not trained to fight, and we don't know their numbers."
He looks to the distance, at the sable stone formation. Dweck looks like he's about to say something, but he doesn't when Tudor suddenly continues:
"I'll give you a troop of archers and a few infantrymen to accompany you. I want you to approach the obelisk and find out as much as you can.", He says without looking away from the obelisk.

"We brought demolition explosives with us for a contingency where the obelisk may need to be destroyed, but the explosives need to be placed directly at the obelisk base as far as I know. If you can actually feasibly clear a path to it, then we can start planning an operation like that." He concludes.

"I'll speak to my Quartermaster and my Engineer about getting those explosives ready and what's required of us to pull this off. As for you, listen carefully to what I'm saying now: Don't put my men in unnecessary risk - if too many monsters appear and you see that casualties are likely, I want you to retreat. I need you to gather information and learn more, not fight to the death right now."

Dweck interjects again, when Tudor is done.
"I'll want to accompany them too this time. You are absolutely right about us not knowing this enemy. I intend to see this enemy for myself so that I can be ready to fight it."

Tudor gives hims a very mundane look. He doesn't seem surprised by Dweck's request, you get the sense this isn't the first of its kind.
"I don't object, as long as our friends here don't." Tudor says, and lets out a short laugh, but the laugh feels insincere.
"I already gave them one of my bodyguards, may as well give them another. At any rate, I'll have my people ready to follow you in about twenty minutes. We can do this now, or we can leave an increased night watch and do this tomorrow with the break of dawn. Up to you."

Image
:wink:
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