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]
Tudor addresses the situation with a seriousness that Nica supposes is appropriate for a man in his position. She feels that same sweat as she did on the first day -- fear and anticipation both. She is certain that they're now on the cusp of blowing this unearthly situation wide open... and, as a result, is itching to get to work. Her heartbeat still hasn't slowed. However...
"As eager as I am to get back there with our better odds secured,"
She nods in deference to Dweck, much more convinced of his ability to hack a Watcher to pieces than to hold a pleasant conversation.
"Even being in the vicinity of the Obelisk is taxing on the mind. With respect to Miss Ameia and Oz, who have had to exert theirs further, we should only move out tonight if they feel up to the task."

After the plan of action (or inaction, for now) is secured, Nica heads off to see Ellen again. Suddenly feeling the importance of taking as few chances as possible regarding their combat ability and protection, she'll see if there's anything for them that Ellen hadn't had ready earlier.
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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
"Don't be silly. I don't know about granny here, but I'm fine."
He gave Dweck a nod, his expression serious.
"I just hope you know what you're getting yourself into. There's a reason I requested heavy artillery.
On that note..."

Oz adressed Tudor with a stern expression.
"We'll do our best to honor your order, but I'll make no promises. Watchers are extremely deadly. We may not be able to engage in combat without suffering at least a few casualties, and we likely won't get close enough to the obelisk to learn anything new if we don't fight them."
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv01 [73] Blue Knight [Front]
15/17 HP // 012/100 [ 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
Tudor became cooperative under the new light of the situation.
Not just Tudor either, Dweck was apparently eager to join the assault personally. Ginny wasn't particularly thrilled with his presence - something about him bugged her, but she wouldn't say no to what she could only assume was a capable hand, with presumably good intentions.

"I think it's better to act now. Last time we were there, one watcher emerged, and now there are four.
I don't want to find out how many will be crawling out of that rubble tomorrow if we don't do something about it.
"
: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]
You check in with Ellen while Tudor assembles his crew.
When you tell her about your plans and describe the situation, she seems worried.
"Listen, I'm not supposed to do this... but here."
She quickly slides you a small bundle of healing flasks over her work desk.
"Use them well. And If anyone asks, you found these in the forest."
She gives a graceful wink, before opening her surplus ledger.

Items
  • + Healing Flask [1/5]
    + Healing Flask [1/5]
    + Healing Flask [1/5]
    + Healing Flask [1/5]
Spoiler: Korsgrad Quartermaster
Healing Flask [1/5] // 10 gold // [Restores 05 HP] // 15 In stock
Antivenom [1/5] // 10 gold // [Removes 10 stacked poison damage] // 6 In stock
Food Ration [1/5] // 2 Gold // [Food Q:05] // 25 In stock
Firewood // 10 Gold // [Camping] // 11 In stock

Armor Kit // 05 Gold // [+2 AC for 1 fight] // 12 In stock
Whetstone // 05 Gold // [+1 DMG and CT for 1 fight] // 9 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
Rapier // 15 Gold // [Sword: 1-6 DMG] // 1 In stock
Longsword // 25 Gold // [Sword: 1-8 DMG] // 9 In stock
Iron Spear // 15 Gold // [2H Polearm: 1-8 DMG] // 8 In stock
Steel Spear // 25 Gold // [2H Polearm: 2-8 DMG] // 2 In stock
Hatchet // 25 Gold // [Axe: 3-6 DMG] // 4 In stock
Throwing Hatchet // 25 Gold // [RAxe: 3-5 DMG] // 3 In stock
Shortbow // 20 Gold // [2H Ranged: 2-4 DMG] // 4 In stock
Longbow // 40 Gold // [2H Ranged: 3-6 DMG] // 1 In stock
Knuckleduster // 20 Gold // [Unarmed: 2-3 Dmg] // 1 In stock
Iron Mace // 25 Gold // [Mace: 3-4 DMG] // 2 In stock

Arrows [10/50] // 1 Gold
Serrated Arrows [1/20] // 1 Gold // [Bleed]

Wooden Buckler // 10 Gold // [Shield: +1 AC] // 2 In stock
Wooden Round Shield // 25 Gold // [Shield: +2 AC] // 4 In stock
Wooden Kite Shield // 40 Gold // [Shield: +3 AC] // 2 In stock
Wooden Tower Shield // 55 Gold // [Shield: +5 AC, -2 INIT, -1 MR] // 1 In stock

Leather Armor // 40 Gold // [Armor: +2 AC] // 7 In stock
Leather Cuirass // 30 Gold // [Cuirass +1 AC] // 1 In stock
Imperial Breastplate // 60 Gold // [Armor: +4 AC] // 3 In stock

Rope // 01 Gold // 26 in stock
Torch // 01 Gold // 28 in stock

Scroll of Identify // 50 Gold // 4 in stock
I have to cut this post short since I need to get to sleep now if I want to function at work. Sorry guys. Will be resumed tomorrow. Please be encouraged to RP in the meantime.

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

Spells:

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

Abilities: [ 345/350 AP spent ]

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

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

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

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

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

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


Attributes:

[list][*]-1 Str
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Nica purchases two Armor Kits and two Whetstones (20 Gold). She gratefully takes one of the Healing Flasks Ellen 'makes available' for the group.

Nica feels like the kindly girl is quickly becoming a source of brief respite, what with how refreshing her temperament is in a place and time like this. That's not to say all the anticipation of what's to come is offset, though. Besides her restlessness, Nica wants to get back there as soon as possible just so she won't have to assuage the niggling dread any longer.
She decides to go over what they've learned about fighting the Watchers so far to distract herself. Fighting fire with fire, in a sense...
Sever the tentacles, pierce the eye, avoid its gaze. Magical barriers and armouring. A speed and precision of casting even Oz may struggle to match... then she remembers the way the largest one from earlier seemed to be manipulating that massive boulder with its mind. Aside from that it's likely a serious threat, Nica's not herself sure what to make of it.
She seeks out her companions to discuss it.
"We can't assume we won't be seeing that sort of telekinesis one of the Watchers from before was using in our next scrap... what do you think is our best hope for mitigating it? If not preventing it outright, that is."
She shifts uneasily, resting her sword hand on the pommel of her sheathed blade.
"Wishful thinking says that lopping off enough tentacles should disrupt it, but being wrong about that could be an invitation for a serious blow..."
- 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 »

Ginny, Lv01 [73] Blue Knight [Front]
15/17 HP // 012/100 [ 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 x03 [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 10 accumulated stress, has +1 critical threat per 20 stress, and reduces Ginny's stress by 10 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
Ginny takes one of the healing flasks offered by Ellen, and sits down to sharpen her sword with one of her whetstones as they discuss tactics and her teammates peruse Ellen's stock.

"I'm not sure what to make of it. That one watcher seemed more robust than the others, so it may be older and stronger, or perhaps some kind of alpha specimen."
She lifts her blade to the lantern light to check how the sharpening is progressing.
"Lopping off enough of its tendrils sounds like it might work - it appeared to be using them to move the stone, and we know they use them for spellcasting. I can't tell if it was using magic to do that, or if it has actual telekinetic control. For all we know that gesturing it did could be a quirk or a deception, or something else entirely."
She runs a slow, methodical grind on her blade with her whetstone, to punctuate her next point:
"But me, I'm going to nail that thing straight in the eye and splatter its bits all over that mound, first thing as soon as I see it. So I don't expect that to be an issue.".
:wink:
Cimeries
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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] | ▲ +1 DMG, +1 CT
  • Image | Oz (Shade) ..__ | 16/16 | IIIIIIIIIII050 | Lv 1.87 | [Cover] | ▲ GUP
Gold: 159
Location: Korsgrad - Quartermaster
Day 03, Evening
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
Nica purchases two Armor Kits and two Whetstones for 20 Gold.
Ginny uses a Whetstone on her weapon.


Items
  • + Healing Flask [1/5]
    + Healing Flask [1/5]
Spoiler: Korsgrad Quartermaster
Healing Flask [1/5] // 10 gold // [Restores 05 HP] // 15 In stock
Antivenom [1/5] // 10 gold // [Removes 10 stacked poison damage] // 6 In stock
Food Ration [1/5] // 2 Gold // [Food Q:05] // 25 In stock
Firewood // 10 Gold // [Camping] // 11 In stock

Armor Kit // 05 Gold // [+2 AC for 1 fight] // 10 In stock
Whetstone // 05 Gold // [+1 DMG and CT for 1 fight] // 7 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
Rapier // 15 Gold // [Sword: 1-6 DMG] // 1 In stock
Longsword // 25 Gold // [Sword: 1-8 DMG] // 9 In stock
Iron Spear // 15 Gold // [2H Polearm: 1-8 DMG] // 8 In stock
Steel Spear // 25 Gold // [2H Polearm: 2-8 DMG] // 2 In stock
Hatchet // 25 Gold // [Axe: 3-6 DMG] // 4 In stock
Throwing Hatchet // 25 Gold // [RAxe: 3-5 DMG] // 3 In stock
Shortbow // 20 Gold // [2H Ranged: 2-4 DMG] // 4 In stock
Longbow // 40 Gold // [2H Ranged: 3-6 DMG] // 1 In stock
Knuckleduster // 20 Gold // [Unarmed: 2-3 Dmg] // 1 In stock
Iron Mace // 25 Gold // [Mace: 3-4 DMG] // 2 In stock

Arrows [10/50] // 1 Gold
Serrated Arrows [1/20] // 1 Gold // [Bleed]

Wooden Buckler // 10 Gold // [Shield: +1 AC] // 2 In stock
Wooden Round Shield // 25 Gold // [Shield: +2 AC] // 4 In stock
Wooden Kite Shield // 40 Gold // [Shield: +3 AC] // 2 In stock
Wooden Tower Shield // 55 Gold // [Shield: +5 AC, -2 INIT, -1 MR] // 1 In stock

Leather Armor // 40 Gold // [Armor: +2 AC] // 7 In stock
Leather Cuirass // 30 Gold // [Cuirass +1 AC] // 1 In stock
Imperial Breastplate // 60 Gold // [Armor: +4 AC] // 3 In stock

Rope // 01 Gold // 26 in stock
Torch // 01 Gold // 28 in stock

Scroll of Identify // 50 Gold // 4 in stock
You continue discussing your plans for the next few minutes as Tudor's group assembles.

You can buy more gear and talk. When you're done, continue from the line ahead.

=========================================================

When you finish your business with Ellen, you meet Tudor and his group outside. He has brought a group of his best people, Dweck among them. The soldiers stand at attention when you approach. Dweck is busy wrapping his arms with what you assume are protective bandages, and checking their fit, but he does give you a courtesy nod, and the most unsettling grin you've seen in recent memory.
The sun has nearly set. This large gathering of people stands silently under the evening sky, illuminated by the last few orange rays of sunlight, and half a dozen torches, held by several of the men or placed in fixtures to illuminate the newly christened "town square". "Square", for lack of a better descriptor to this area that sits at the intersection of the imperial camp, the Garrison barracks, and all assorted makeshift shacks and posts constructed around it to serve as the growing camp's perimeter. You take a moment to appreciate just how rapidly this place is changing, but before you have time to speculate on how it will be expanded next, Tudor speaks up, introducing you to his people.
"Listen up soldiers. These are the agents from Capitol Ops - arcane specialists tasked with uncovering the secrets of the obelisk."
He turns to the obelisk looming in the distance, to punctuate his point. He turns back and continues his address:
"The next skirmish will have you facing against some of the abominations protecting the anomaly, in order to allow us to approach it and gain the required intelligence to destroy it. This task is vital to the success of our mission, and the safety of the empire and its people. You will be under the command of operatives Nica, Ginny, Ameia and Oz for this skirmish, assist and protect them to the best of your ability. Your life will be at risk, so do not take this assignment lightly. I chose this group specifically as you are some of this crew's most cool-headed, efficient and reliable fighters and marksmen..."
He pauses for what you assume is dramatic effect, or maybe it is to let that compliment sink in and spur their morale.
"... and I trust you will return triumphant." He salutes.
The soldiers return the salute and stand at attention. Dweck cracks his knuckles, neck and spine slowly and menacingly, clicking loud enough that the sound echoes in the night and is heard through the rocking of the soldiers' boots as they shift around in unison.
Tudor turns to you.
"Anything you'd like to add? It would do well to brief them on the creatures as much as time permits."
These units will join your roster for the next encounter:
[quote]Party
[list][*]Image | Dweck | 25/25 | IIIIIIIIIII001 | [Front] | ᚸ ᚸ ᚸ
[*]Image | Imperial Defender | 23/23 | IIIIIIIIIII010 | [Front] |
[*]Image | Imperial Infantry A | 16/16 | IIIIIIIIIII08 | [Front] |
[*]Image | Imperial Infantry B | 17/17 | IIIIIIIIIII09 | [Front] |
[*]Image | Imperial Arbalest | 14/14 | IIIIIIIIIII010 | [Cover] |
[*]Image | Imperial Marksman A | 13/13 | IIIIIIIIIII007 | [Cover] |
[*]Image | Imperial Marksman B | 15/15 | IIIIIIIIIII012 | [Cover] |
[*]Image | Imperial Marksman C | 17/17 | IIIIIIIIIII009 | [Cover] |
[*]Image | Imperial Marksman D | 14/14 | IIIIIIIIIII010 | [Cover] |[/list][/quote]


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.)
  • Imperial Breastplate (4 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]
[*] Healing Flask [1/5] (Restores 5 HP.)
[*] Padded Vest (1 AC)
[*] -
[*] -
[*] -
[*] -
[*] -[/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 accepted Ellen's gift with a grin.
"Well, thanks. Let's hope we won't have to use them. The taste of these things is... memorable.
...to that end, I guess I'll invest in some proper armor. I don't like having metal on my body, but it beats having a bunch of scars instead."


Oz buys an Imperial Breastplate for 60 gold pieces and equips it.

Meanwhile, his companions were discussing the upcoming battle.
"I'm with Ginny on this one. What's dead can't kill us - and if she doesn't manage to kill it, I will. I'm much more worried about the rest of 'em. Even with the help of Tudor's men we probably won't be able to finish all of them off before they get a chance to attack, especially considering they're evidently prepared.
...to be quite honest, I have a bad feeling about all of this - I still think we're not properly prepared to launch an assault on the obelisk without siege weaponry. I'm of half a mind to just abandon ship, but I don't think I'm going to be changing Tudor's mind on this, and I'd probably have a hard time sleeping tonight if I left this many people to die."


=========================================================

After Tudor had finished his adress, Oz nodded. Explaining their enemy to them wasn't going to compare to actual experience earned fighting it, but it was better than going in completely unprepared.
"Yeah, I guess I should.
Listen up, folks. The creatures you're about to face are extremely proficient at using magic - yet unlike your average magician, they're still a very real threat in close combat. Cutting off their tentacles will weaken them severely, but do not let your guard down under any circumstances - they can regenerate to an extent, and I'm certain there's still more to these creatures than I've been able to figure out through my research so far.
With that in mind, don't try to be a hero. If you're injured, retreat. If your mind can't take it anymore, retreat. These things do not seem to be willing to leave the obelisk's perimeter, so should we find ourselves outmatched, we can always retreat and try again at a later date when we're better prepared."

With a grin, he added:
"That said, however, I don't plan on getting shown up by these things when it comes to magic. Let's show 'em who's boss."
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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][*] 04 Daggers [ 1-4 Dmg ]
[*] 02 Healing Flasks [ +05 HP ]
[*] 02 Bandages [ Cancels up to 10 stacked bleeding damage. ]
[*] 01 Mana Flask [ +01 SP ]
[*] 01 Armor Kit [ +2 AC for 1 fight. ]
[*] 01 Whetstone [ +1 DMG and CT for 1 fight. ]
[*] 01 Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
[*] -
[*] -
[*] -
[*] -[/list]

Spells:

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

Abilities: [ 345/350 AP spent ]

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

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

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

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

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

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


Attributes:

[list][*]-1 Str
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Nica uses an Armor Kit and a Whetstone. Are these worth representing on the character sheet?

...Well, it's true that they should have no problems focus firing any singular threats. Besides Oz's own blistering casting, Nica remembers that fierce charge Ginny performed against the stags quite well thanks to the destruction it wrought. She hopes that Tudor's company can make up for when their aces are played, though.
--
Nica finds Tudor's address surprisingly invigorating. She certainly has no doubt that he didn't need to stay retired now. She's also quite glad that Dweck's rather primal personal preparation should draw the eye more than her inability to quite stand still. The contrast between being so energised and the anxious feeling over what's to be uncovered clash relentlessly inside her, but it should finally be time to get moving now.
Oz's explanation is quite detailed, though only particularly in-depth on what aspects he himself has reason to be concerned with. Nica chimes in to bridge the gap.
"Besides regeneration, they're quite wont to protect themselves and their allies with a sort of magical armour. However, a well-placed shot through the eye from our archers ought to shatter it completely. As a general principle, foot solders should aim to sever the tentacles and the back line to pierce the eyes."
She feels like it would be appropriate to follow with a patriotic boast, but can't manage to make words like that form in her mouth without her expression twisting from thoughts of home. Nica wonders if it's naive to prefer fighting with stakes like these to being stuck in the House or in the palace. Pausing for slightly too long, she adds:
"...We'll bring the fight to them. Payback for Korsgrad has been a long time coming."
- Linktree: linktr.ee/trilbs -
Cimeries
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv01 [73] Blue Knight [Front]
15/17 HP // 012/100 [ 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 x03 [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 10 accumulated stress, has +1 critical threat per 20 stress, and reduces Ginny's stress by 10 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
Ginny expands on what her companions have said:
"Remember to pay attention and adapt to the situation as it develops. We don't understand this enemy fully yet, and it shouldn't be under-estimated."
She makes it a point to lock eyes with as many of the soldiers as she can. Without noticing, she begins pacing around.
She reflects for a moment on the history of this place, and of its relation to her. She doesn't seem to feel any particular kinship to this place, despite her bloodline's history here, but she wishes that she did - so maybe it's time to forge such a kinship.
Ginny feels mana in the air around her swirling and flowing erratically as she utters the next words:
"Whatever these things are, whatever their purpose is, ours is clear - avenge the deaths and destruction of Korsgrad, and strike a blow for the Empire against this new enemy!"
She draws and raises her sword overhead. It lets off a subtle, barely perceptible cyan glint on the background of the star-covered night sky.

Ginny activates War Banner.
Ginny will take the remaining healing flask if Ameia doesn't.
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 17/18 | IIIIIIIIII097 | Lv 0.81 | [Front] | Focused | ▲ Max. DMG [1]
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII005 | Lv 1.70 | [Front] | ▼ -2 MaxHP | ▲ +1 DMG, +1 CT | ▲ 2 AC | ▲ Max. DMG [1]
  • Image | Ginny (Cime) .. | 15/17 | IIIIIIIIII005 | Lv 1.73 | [Cover] | ▲ +1 DMG, +1 CT
  • Image | Oz (Shade) ..__ | 16/16 | IIIIIIIIIII043 | Lv 1.87 | [Cover] | ▲ Max. DMG [1]
  • Image | Dweck | 25/25 | IIIIIIIIIII003 | [Front] | ᚸ ᚸ ᚸ | ▲ Max. DMG [1]
  • Image | Imperial Defender | 23/23 | IIIIIIIIIII003 | [Front] | ▲ Max. DMG [1]
  • Image | Imperial Infantry A | 16/16 | IIIIIIIIIII003 | [Front] | ▲ Max. DMG [1]
  • Image | Imperial Infantry B | 17/17 | IIIIIIIIIII003 | [Front] | ▲ Max. DMG [1]
  • Image | Imperial Marksman A | 13/13 | IIIIIIIIIII003 | [Cover] | ▲ Max. DMG [1]
  • Image | Imperial Marksman B | 15/15 | IIIIIIIIIII005 | [Cover] | ▲ Max. DMG [1]
  • Image | Imperial Marksman C | 17/17 | IIIIIIIIIII003 | [Cover] | ▲ Max. DMG [1]
  • Image | Imperial Marksman D | 14/14 | IIIIIIIIIII003 | [Cover] | ▲ Max. DMG [1]
  • Image | Imperial Arbalest | 14/14 | IIIIIIIIIII003 | [Cover] | ▲ Max. DMG [1]
Gold: 159
Location: Korsgrad - Quartermaster
Day 03, Evening
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
Nica uses a whetstone on her weapon.
Nica applies the armor kit to her armor.
Ginny activates War Banner. Party recovers 10 stress. Party damage is maximized for 1 attack.


The war party has been briefed and ready to move out, and so you set out once more towards the obelisk.

The empire hasn't seen war in recent years, so it's very possible some of these men have seen little combat. They carry themselves well, and appear disciplined and confident nonetheless. This is somewhat reassuring, as it means that at least their training and mindset are proper. It's possible that they expect something of the sort of encounter they had with the Hollows the other day, and you overhear some of them talking about that same encounter as you cross the ruins towards the earthen mound.

The sun has already set. The last remnants of daylight are gone and night covers the land fully - you now rely solely on torch and moonlight, and what little light is offered by the stars.
You walk with your party at the head for now, and Tudor's men following behind you. Dweck walks slightly away from everyone else, and seems to be eying his surroundings carefully. He spins his hammer around casually as he does this, but his face is visibly red under the torchlight and gives away his heightened anticipation.

As you approach the mound, the combatants begin taking their positions. The archers stay in the back with Oz and ready their weapons for the approach, while Dweck and the infantry join Ameia and Nica as the vanguard. Ginny holds a position between the marksmen and the vanguard, draws her weapon and grips it tightly. You can hear her breathing slow, heavy breaths and her paces are very firm into the ground.

Silence. The approach is nerve-wrecking for all people involved. You feel that same wretched-gut turning feeling.
You don't know how many more times you'd have to endure it before you're used to it. It feels like a sharp rise in mental pressure, much like a sharp change in physical ambient pressure would feel to the body, it just doesn't feel like something one could even get used to.
Everyone: +3 stress.

You hear the rustling of armor. Swords are drawn as the group prepares, bows are aimed and ready, shields are raised. Rubble shifts and shakes as the watchers reveal themselves once more, silently rising in to the air without making any sounds of their own, barely visible under the cover of darkness, and with only their glowing red eyes piercing the darkness and illuminating their shifting tendrils as those snake about in the darkness, almost too numerous to keep track of.
You count four red pupils. The same four watchers from earlier.

PER check, DC 14:
Ameia: 07 - 03 = 04 >>> Failed
Nica: 10 + 01 = 11 >>> Failed
Ginny: 04 + 00 = 04 >>> Failed
Oz: 09 + 04 = 13 >>> Failed

A single stone from the rubble suddenly shines and lifts itself up towards one of the watchers.

  • Image | Watcher A | 18/18 +10 | [IIIIIIIIII] | [Front]|| Tendrils: 7
  • Image | Watcher B | 22/22 | [IIIIIIIIII] | [Front] | Tendrils: 6 | ☗,☗
  • Image | Watcher C | 31/31 | [IIIIIIIIII] | [Front]| | Tendrils: 12 | Telekinesis: Rock
  • Image | Watcher D | 23/23 | [IIIIIIIIII] | [Front]| | Tendrils: 9


Image
:wink:
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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][*] 04 Daggers [ 1-4 Dmg ]
[*] 02 Healing Flasks [ +05 HP ]
[*] 02 Bandages [ Cancels up to 10 stacked bleeding damage. ]
[*] 01 Mana Flask [ +01 SP ]
[*] 01 Armor Kit [ +2 AC for 1 fight. ]
[*] 01 Whetstone [ +1 DMG and CT for 1 fight. ]
[*] 01 Scroll of Locking [ "This spell manipulates locks and similar mechanisms to close and lock them as one would with a matching key." ]
[*] -
[*] -
[*] -
[*] -[/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 so they set off, at last. By the time they arrive the cover of night has draped the surrounds so deeply that the torch light is all they can really rely on to not trip over the rubble. Though, as that same tensing feeling comes over her mind yet again, Nica wishes such a trivial matter was the worst of their problems. She's appreciative of the fact that once they're actually taking on their quarry, her mind doesn't have to linger on the feeling.
Then, as though she'd jinxed it, the Watchers are upon them again. Nica was almost expecting them to summon reinforcements, so seeing the same four of them is something of a relief.
She isn't going to get much time to linger on this thought, though. Better that they not get a chance to bolster their defenses further, especially with the largest one manipulating the boulder once more... She calls to Tudor's men, hoping they're up to the task.
"Focus on the one with the rock -- sever its limbs!"
Nica, however, had a different approach in mind... though, as an Ops member, she could probably be expected to. Not drawing her rapier just yet, she jostles her left arm out of its sleeve, willing forth the mana within her and unleashing it in a burst of that same peculiar energy she first flung at the original Watcher.

Nica casts Entropy Bolt @ Watcher C.
- Linktree: linktr.ee/trilbs -
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 1.88
HP: 16/16
MP: ★★★★★
SP: 043%
±0 Dmg | -8 Hit | -1 AC | +5 MR | +6 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Imperial Breastplate (4 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]
[*] Healing Flask [1/5] (Restores 5 HP.)
[*] Padded Vest (1 AC)
[*] -
[*] -
[*] -
[*] -
[*] -[/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
Even with Tudor's men as backup, Oz got a bad feeling when the group approached the obelisk. It wasn't just that feeling he got the previous two times he came here - he couldn't shake the feeling that he was missing something. Something felt... off. Were there really still just four of these creatures?
He resisted the temptation to use his Life Sense spell - it seemed inadvisable to waste time on what could just have been his imagination now that they were here and the battle was about to begin.
"Well then, time to get serious.
Get a load of this!"


Oz casts Sonic Clap, then quick-casts Cyclone @ Watcher C (-> D, A, B, if applicable, in that order), aiming for the eye.
If using Sonic Clap would squander the War Banner bonus, Oz will instead simply cast Cyclone twice, with the same order of targets.
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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 [x1] | focused | max damage [x1]
+0 dmg | -10 hit | +3+1 ac | -2 mr | +4 init
Ceremonial Sword [1d6 dmg] | Wooden Buckler [1 ac] | Old Breastplate Armor [4 ac]
Spoiler: Character sheet
Inventory:
[list][*]Food Ration x1
[*]Antivenom x1
[*]Healing Flask x1[/list]

Spells:
[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 felt incredibly relieved as the anxious cacophony inside her gave way to an unfamiliar clarity.
Ellen's clandestine support and Tudor's faith in them did more to lift her spirits.
Oz's tactical briefing made her recognize that they really had strength in numbers, now.
And she wasn't one to care for rallying cries, but Ginny's and Nica's resolve was catching nonetheless.

Even entering the Watchers' territory, the presence in her head showed no sign of its usual rashness, instead offering collected tactical assessments and some alien, blunt sentiments of reassurance.

Confidence or not, Ameia had to put some distance between herself and all those waving tendrils.
She took a few steps back as she prepared a spell.
Front → Cover

"Hey Dweck, I leave this one to you."
Void Armory
Ameia moves her mangled left arm as though she's tossing something towards Dweck.
And at the twitch of his biceps, the studded leather texture of his armor expands and melds with his skin. Dweck is a mass of bulging muscles, black leather, metal rings and flowing mane, a symbol of momentum and swagger, featureless in its complexity. His shield is grinning, just like he did preparing for battle.

Unnatural Caster

I forgot to make Ameia explicitly retreat to the back row in my last (not recent) post. Fun times?!
We've not established Ameia's specific history as Tudor's bodyguard, but I'm guessing Dweck has experienced fighting alongside her before.
Last edited by octagon on Wed Jan 17, 2018 5:17 pm, edited 2 times in total.
Cimeries
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv01 [73] Blue Knight [Front]
15/17 HP // 012/100 [ 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 x03 [Restores 05 Hp]
[*] Food Ration x05[Q:05]
[*] Rope
[*] Torch x02
[*] Whetstone [+1 DMG and CT for 1 fight]
[*] Tarot Deck [22][/list]
Special Gear:
[list][*] Thigh Holster [Extra weapon Slot, Dagger][/list]

Spellbook...[ 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 10 accumulated stress, has +1 critical threat per 20 stress, and reduces Ginny's stress by 10 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
The watchers remain at the mound, ready to defend their obelisk once more.
This time, however, Ginny's team came with reinforcements.

Ginny points her weapon at her target, one of the watchers floating menacingly over the dug up earth. She recalls their weaknesses - the red and black pupil appearing to her like an archery target. A sword jab into the center of the target, and the creature stands no chance. That's what must be done.
She holds the sword back into her side, tip facing forward like a jousting lance, and emerges forward with a sudden, silent charge from between the infantry, leaving behind her a trail of blue, smoldering, searing particles, driving her sword to its mark as if pulled by it.

Ginny uses Blue Lancer [Cover → Front] against Watcher C, unless there is another with 20 HP or less remaining, in which case that will become her priority target.
Ginny will attempt a Maneuver: Attack Eye.
:wink:
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