Aria of Ruin PnP - Game Thread

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Cimeries
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 12/18 | IIIIIIIIII103 | Lv 0.37 | [Front] | Affliction: Hallucinating | Hollow Brand [01]
  • Image | Nica (AoD) ..__ | 12/12 | IIIIIIIIII002 | Lv 1.19 | [Front] | -3 MaxHP | Maximized Attack: 1
  • Image | Oz (Shade) ...._ | 12/16 | IIIIIIIIII028 | Lv 1.34 | [Cover] |
    =======================================================================================
  • Image | Ginny (Cime) .. | 10/17 | IIIIIIIIII000 | Lv 1.26 | [Front] | Maximized Attack: 1
Gold: 319
Location: A Strange Nest South of Korsgrad
Day 03
Spoiler: Quests
[list][*][!] Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]A Strange Nest: Something in the nest draws mana towards it.
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
Turn Order: - [Oz] - [Nica] - [Watcher] - [Ginny] - [Ameia] - [Hollow A] - [Hollow B] -


==================================================
Hollow A - Aura of Despair:

Oz' Stress increases by 1.
Nica's Stress increases by 1.
Ginny's Stress increases by 1.
Ameia's Stress increases by 1.
Watcher's Stress increases by 1.
Hollow A's HP increases by 1.
Hollow B's HP increases by 1.
==================================================
Hollow B - Aura of Despair:

Oz' Stress increases by 1.
Nica's Stress increases by 1.
Ginny's Stress increases by 1.
Ameia's Stress increases by 1.
Watcher's Stress increases by 1.
Hollow A's HP increases by 1.
Hollow B's HP increases by 1.
==================================================
Oz Casts Maximized Cyclone @ Watcher:
03 + 01 = 4 Blades

03 + 05 = 08
vs 02 + 02 = 04
Hit!
Maneuver check (Target Eye), DC 13
Oz: 09 + 05 = 14 >>> Success!
13 Damage. Watcher gains 6 stress.

07 + 05 = 12
vs 01 + 02 = 03
Hit!
Maneuver check (Target Eye), DC 14
Oz: 07 + 05 = 12 >>> Failed
9 Damage.

03 + 05 = 08
vs 08 + 02 = 10
Missed.

04 + 05 = 09
vs 10 + 02 = 12
Missed.
==================================================
Intercepting the watcher's approach, Oz's wind blades crash into its pale figure. The first leading blade lands directly in its eye, leaving a nasty cut and disorienting the creature. A second one hits hard and nearly finishes it off, but the last two blades miss. A good solid hit should be enough to fell the Watcher now.
==================================================
Oz uses Quickspell: Cyclone @ Watcher:
01 + 01 = 2 Blades

08 + 05 = 13
vs 03 + 02 = 05
Hit!
Maneuver check (Target Eye), DC 13
Oz: 04 + 05 = 09 >>> Failed.
6 Damage.

⚔ Watcher is slain ⚔

Oz recovers 3 stress.

Targeting @ Hollow A:
02 + 05 - 04 = 03
vs 10 + 00 = 10
Missed.
==================================================
Oz follows up with another pair of blades - taking down the watcher for good with the first of the pair.
The second, redirected at one of the Hollows, misses its mark by quite a lot... more than one would reasonably expect, as a matter of fact.
==================================================
Dex check, DC 05 03:
Nica: 09 + 04 = 13 >>> Critical Success!
No VIT/STR check required.

Egg is secure.
Nica rejoins Oz and Ameia.
==================================================
Nica leaps forward, catching the egg with its sling and rolling on the floor. Nica places the egg down on the ground practically mid-tumble and stands up, regaining her bearing quickly.
==================================================
STR check, DC 04:
Ginny: 07 + 02 = 09 >>> Success

STR check, DC 03:
Ginny: 01 + 02 = 03 >>> Reroll...

DEX check, DC 03:
Ginny: 06 + 02 = 08 >>> Success
==================================================
With the egg safely secured on the ground, Ginny rapidly begins climbing down. She makes her way back to the base of the branch and grips it as she returns to clinging to the tree's rigid trunk.
On her way down, she nearly falls, but manages to rebound off of the trunk and perform a rolling landing on the ground. Her weapon and armor still wait for her to retrieve them.
==================================================
Ameia Casts Void Armory, Self
Ameia's Stress increases by 5.

Am̢̨ȩ̴i͜͠a ͡a͘̕͏ţ̀t͡a͡c̷k҉s̡ ̛͞͏Ḩ̷ol͜l̶͝͝o̶͟w ̛͢A
05 + 05 = 10
vs 04 + 00 = 04
Hit! 13 Damage!

⚔ Hollow A is slain ⚔

Ameia recovers 4 stress.
==================================================
Ameia surrounds herself with a cloak of impossible shapes. She draws her sword and, with uncanny vigor, crashes into the Hollow with a display of raw destructive force, seemingly fueled by things not quite within your understanding.
==================================================
Hollow B attacks Ameia
05 + 04 = 09
vs 02 + 07 = 09
Reroll.
10 + 04 = 14
vs 03 + 08 = 11
Hit! 6 Damage.

Hollow B's HP increases by 6.

Hollow B uses Dark Brand @Ameia
Ameia is branded by the Hollow [00] >> [01]
==================================================
The second Hollow shambles over as Ameia is striking down the first, and sends a sharp, brittle claw swinging against her exposed skin. As Ameia recoils from the attack, a strange, violet mist shoots out from within the Hollow's cavernous insides and engulfs Ameia. The mist disperses almost instantly, but something feels off about this situation.
==================================================
  • Image | Watcher | -04/23 |
  • Image | Hollow A | -02/09 |
  • Image | Hollow B | 19/11 +06 | [Front]|

Image
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.19

Health: 12/12
Stress: IIIIIIIIII

Spells: ♦♦
Restl.:
Lunge:

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

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

Spells:

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

Abilities: [ 345/350 AP spent ]

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

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

[list][*]Lunge [ Active - 1 use ] [ 50 AP per use ]
Nica's daring nature is unbounded by battle positions... sometimes.
-> Nica may make a melee attack on a Covered enemy.[/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 catches the egg with an effortless leap and safely tucks it within her arms as she lands, before placing it against the tree and signalling to Ginny that everything's fine.
She quickly rejoins the others and sees that she may as well not have; that the Watcher is so much a bloody heap and one of the Hollows isn't going anywhere either. She can only assume Oz wasn't very in the mood to take chances. Between breaths, she remarks:
"Well, don't I feel a fool for worrying. I suppose that's better than the opposite, though."
All the same, the remaining foe won't be felled by itself. Nica draws her blade and prepares to attack.

Nica attacks Hollow B, maneuver: pierce chest. If there's any Hollow left.
Last edited by Agent of Dread on Mon Oct 30, 2017 12:07 pm, edited 1 time in total.
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 1.38
HP: 12/16
MP: ★★★★★
SP: 028%
±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
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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.

[*]A Mind for Magic [ 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.

[*]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
Their combined assault quickly reduced the watcher and one of the Hollow to a fine red paste. Ameia's method of attack turned out to be quite... interesting.
"Fancy."
Nica looked quite bewildered when she finally caught up and saw their work, almost disappointed. Apparently she still wasn't used to Oz' efficiency!
"Turns out these folks weren't much for conversation, so we got straight to the point."
However, he still wasn't sure how to circumvent the distortion field surrounding the Hollow - hitting them with magical projectiles was remarkably difficult, so he didn't want to waste his energy trying if at all possible. The more direct attacks the others were using seemed unaffected, so it was probably fine to leave the rest to them.

Oz waits.
If the last Hollow is still alive after all of his allies have taken their actions (but before the Hollow gets to act), he casts Cyclone @ Hollow B. Otherwise he does nothing.
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv01 [26] Blue Knight [Front]
10/17 HP // 00/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +1 AC | +1 MR | +2 INIT
Longsword [1-8 Dmg] | Old Breastplate Armor [4 AC]
Spoiler: Character Sheet
Inventory...[ 02/10 ]
[list][*] Whetstone x02 [+1 DMG and CT for 1 fight]
[*] Tarot Deck [22][/list]


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

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

[*][/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

Scripts:
- nil.
Ginny and Nica manage to maneuver the egg and themselves to the ground safely, while Oz and Ameia make short work of the new company.

Ginny retrieves her gear, drawing her sword and donning her breastplate once more.
There isn't much she can do besides rejoining her allies for now, so she makes her way towards them.

Ginny rejoins the group. If any of her party members cast a spell, Ginny will stop approaching and support the spell using Metamagick: Shatter Guard.
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 12/18 | IIIIIIIIII105 | Lv 0.37 | [Front] | Affliction: Hallucinating | Hollow Brand [01]
  • Image | Nica (AoD) ..__ | 12/12 | IIIIIIIIII004 | Lv 1.19 | [Front] | -3 MaxHP | Hollow Brand [01]
  • Image | Ginny (Cime) .. | 10/17 | IIIIIIIIII004 | Lv 1.26 | [Cover] |
  • Image | Oz (Shade) ...._ | 12/16 | IIIIIIIIII030 | Lv 1.34 | [Cover] |
Gold: 319
Location: A Strange Nest South of Korsgrad
Day 03
Spoiler: Quests
[list][*][!] Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]A Strange Nest: Something in the nest draws mana towards it.
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
Turn Order: - [Oz] - [Nica] - [Ginny] - [Ameia] - [Hollow B] -


==================================================
Hollow B - Aura of Despair:

Oz' Stress increases by 2.
Nica's Stress increases by 2.
Ginny's Stress increases by 2.
Ameia's Stress increases by 2.
Hollow B's HP increases by 1.
==================================================
Oz Waits...:
==================================================
Nica Attacks Hollow B
04 + 03 - 03 = 04
vs 08 + 00 = 08
Miss...
==================================================
Nica steps forward and jabs her rapier at the Hollow with a flourish, just as it turns back from its earlier swing on Ameia, but the tip of her weapon misses its mark and deflects against the hardened shoulder joint of the Hollow.
==================================================
Ginny Equips Longsword
Ginny Equips Worn Breastplate
Ginny joins the cover row.
==================================================
Ameia Attacks ???
==================================================
Ameia swings her sword at thin air, attempting to strike at something that isn't there.
==================================================
Oz Casts Cyclone @ Hollow B:
01 + 01 = 2 Blades

01 + 05 - 04 = 02
vs 06 + 00 = 06
Missed.

09 + 05 - 04 = 10
vs 08 + 00 = 08
Hit! 6 damage, 1 damage.
==================================================
Realizing the Hollow won't go down easily, Oz conjures another pair of cyclone blades. Only one blade manages to hit the Hollow, breaking through its mage armor and making a minor cut at its sickly dry flesh.
==================================================
Hollow B attacks Nica
02 + 04 = 06
vs 06 + 06 = 12
Missed.

Hollow B uses Dark Brand @Nica
Nica is branded by the Hollow [00] >> [01]
==================================================
The Hollow attempts a retaliative attack against Nica, but she quickly breaks angle and moves out of the way of the attack. A violet mist once more emerges from the Hollow's core and absorbs itself into Nica just as she steps away.
==================================================
  • Image | Watcher | -04/23 |
  • Image | Hollow A | -02/09 |
  • Image | Hollow B | 19/11 | [Front]|

Image
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv01 [26] Blue Knight [Front]
10/17 HP // 04/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +1 AC | +1 MR | +2 INIT
Longsword [1-8 Dmg] | Old Breastplate Armor [4 AC]
Spoiler: Character Sheet
Inventory...[ 02/10 ]
[list][*] Whetstone x02 [+1 DMG and CT for 1 fight]
[*] Tarot Deck [22][/list]


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

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

[*][/list]

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

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

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

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

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

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

Ability Points: 05
Attribute Points: 0
Ginny will use the Blue Lancer attack on the remaining Hollow, unless one of her party members casts an offensive spell - in which case she will augment it with Metamagick: Shatter Guard and use her remaining action to invoke the Warcry ability.
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 1.38
HP: 12/16
MP: ★★★★
SP: 030%
±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
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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.

[*]A Mind for Magic [ 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.

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


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception
But contrary to his expectations, the last remaining Hollow proved to be much more of an annoyance than he had given it credit for - Nica simply missed her swing while Ameia apparently deemed it funny to just outright take a swing at thin air... It looked like in the end, the only one he could really rely on to get things done was himself. Oz lost his patience.
"You're being a bit of a bother, mister. Would you mind excusing yourself already?"

Oz uses Wellspring of Magic, then casts Cyclone @ Hollow B.
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.19

Health: 12/12
Stress: IIIIIIIIII

Spells: ♦♦
Restl.:
Lunge:

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

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

Spells:

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

Abilities: [ 345/350 AP spent ]

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

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

[list][*]Lunge [ Active - 1 use ] [ 50 AP per use ]
Nica's daring nature is unbounded by battle positions... sometimes.
-> Nica may make a melee attack on a Covered enemy.[/list]

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

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

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


Attributes:

[list][*]-1 Str
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Nica's thrust isn't as true as she'd have liked... though for what reason she can't say for sure. Was it because she misread its movements, following clawing at Ameia, or because something about it turned the tip of her blade away? Then there was that mist, which it used on Ameia as well. Nica hadn't noticed any direct effects of it yet, so she shrugged it off, but she wondered whether it served some ulterior means...
Apparently disappointed with this outcome, Oz followed Nica's attack, and what appeared to be a momentary lapse in Ameia's presence of mind, with two of his wind blasts. Though he complained earlier that he felt his spells being pushed off their course by this unseen force as well. Somehow, this Hollow had become quite the pest. Not willing to expend her mana with worse odds than usual either way, Nica prepared for another thrust in case Oz's impatient assault proved still not enough.

Nica attacks Hollow B, maneuver: pierce chest.
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 12/18 | IIIIIIIIII108 | Lv 0.76 | [Front] | Hallucinating
  • Image | Nica (AoD) ..__ | 12/12 | IIIIIIIIII007 | Lv 1.59 | [Front] | ▼ -3 MaxHP |
  • Image | Ginny (Cime) .. | 10/17 | IIIIIIIIII007 | Lv 1.66 | [Cover] |
  • Image | Oz (Shade) ...._ | 12/16 | IIIIIIIIII050 | Lv 1.76 | [Cover] |
Gold: 319
Location: A Strange Nest South of Korsgrad
Day 03
Spoiler: Quests
[list][*][!] Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]A Strange Nest: Something in the nest draws mana towards it.
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
Turn Order: - [Oz] - [Nica] - [Ginny] - [Ameia] - [Hollow B] -


==================================================
Hollow B - Aura of Despair:

Oz' Stress increases by 3.
Nica's Stress increases by 3.
Ginny's Stress increases by 3.
Ameia's Stress increases by 3.
Hollow B's HP increases by 1.
==================================================
Oz uses Wellspring of Magic
Oz gains 1 spellpoint.
Oz' Stress increases by 20.

Oz is Casting Cyclone @ Hollow B...
Ginny Casts Metamagick: Shatter Guard:

Oz Casts Shield Shattering Cyclone @ Hollow B:
03 + 01 = 4 Blades

07 + 05 + 01 - 04 = 09
vs 06 + 00 = 06
Hit! 9 Damage!
Hollow B will receive x1.5 damage until their turn begins.

01 + 05 + 01 - 04 = 03
vs 06 + 00 = 06
Missed.

06 + 05 + 01 - 04 = 08
vs 04 + 00 = 04
Hit! 13 Damage!

⚔ Hollow A is slain ⚔

Oz recovers 3 stress.

Ameia is no longer Branded by the Hollows.
Nica is no longer Branded by the Hollows.
==================================================
As Oz casts his spell this time, Ginny intervenes, casting some kind of spell aimed at... Oz' own spell?
The resulting barrage of wind blades roars and cackles with blue lightning. One of the cyclone blades strikes the Hollow, causing an energetic ripple at the point of impact. A second strike from a cyclone blade spells doom for the Hollow, as its frail body breaks into pieces by the impact.
==================================================

ImageImageImage
  • Battle Resolved
    +36 Exp - Victory
    + Hollow's Ashes
    + Hollow's Bone
    + Hollow's Bone
    + Watcher Blood
    + Watcher Tendril

    Ameia:
    +1 Exp - Overkill


    Ginny:
    +1 Exp - Roleplay
    +1 Exp - Tactics
    Spoiler: B.K abilities
    + 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.
    + Aura of Vigilance [01] (Hollow)
    Bestows Ginny with an aura of Vigilance, reducing all party member stress by n+1 per turn. Party members with 0 stress recover HP equal to 25% (min 1) of the stress reduction value. This ability ends and resets once combat has ended, and cannot stack with itself. Free action.
    + Shatter Guard [03] (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.
    Nica:
    +2 Exp - Roleplay


    Oz:
    +2 Exp - Overkill
    +1 Exp - Tactics
==================================================
Having dispatched of the Watcher and the Hollows, you turn your attention back to the egg.

The egg has, apparently somehow wriggled itself out of its coverings, sitting on top of the cloths, and once again looking at your direction from the spot where Nica left it.
Residual mana from the brief battle actively flows towards it from the air around you.
The swirling crimson patterns on its shell glow slightly for a few brief moments. Once the flow of mana diminishes, so does the glow of the patterns.
A single red eye once again stares at you attentively from the little opening in the shell.

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

Post by Agent of Dread »

Nica, Lv 1.59

Health: 12/12
Stress: IIIIIIIIII

Spells: ♦♦
Restl.:
Lunge:

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

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

Spells:

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

Abilities: [ 345/350 AP spent ]

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

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

[list][*]Lunge [ Active - 1 use ] [ 50 AP per use ]
Nica's daring nature is unbounded by battle positions... sometimes.
-> Nica may make a melee attack on a Covered enemy.[/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 exhales, allowing herself to relax. That should do it. She addresses the others.
"Well, all's well that ends well, is it not?"
Though, that final blast from Oz was... well, not his blast alone; Nica watched Ginny add some of her power to the assault with a distinct curiosity. Considering their efforts pilfering the egg from the tree earlier as well, she was clearly a very dependable sort of girl. A good teammate.
"Anyway, I think you'll want to take a look at the --"
Turning back to what should have been a carefully-wrapped bundle, Nica was startled to see that the creature inside had apparently squirmed itself free of the rags... from within its shell.
"Egg..."
And furthermore, though as less of a surprise rationally, it seemed to be snacking on the residual mana. A monstrosity Nica could empathise with, in most likely only this fashion.
It seemed to be quite comfortable inside its egg, one way or another. Nica hoped they wouldn't have to worry too much about it hatching or causing a ruckus for the time being.
"It's pretty heavy, so we probably shouldn't carry it out to the site of the reinforcements' battle, but all the same, we don't want to carelessly raise the alarm back at the barracks... what do you think?"
Additionally, now that Nica thought about it, they didn't know where that Watcher had emerged from. It was highly unlikely that it was the obelisk, which was a significant development in its own right...
Last edited by Agent of Dread on Fri Nov 03, 2017 9:44 pm, edited 1 time in total.
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

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

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

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

[*]A Mind for Magic [ 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.

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


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+5 Intellect
+5 Willpower
+4 Perception
With the last Hollow finally dispatched, Oz proceeded to collect their scattered remains without a moment's hesitation. At least this would serve to further his research.
When he was done, he directed his attention towards the egg, eyeing it warily. Right, it feeded on magic. Using spells in its presence was probably ill-advised... making lugging it around even worse of an idea than he had initially thought.
"You're not wrong - I do want to know what it is. However, this thing evidently feeds on magic, and, well, I'm a mage. I'm not much good in a fight if I can't cast spells without having to worry about this thing."
He shrugged dismissively.
"I mean, if we were to get into another fight I'd be happy to sit back and relax for a change, but then who's going to deal with our enemies?"
...but he had to give credit where credit was due. Adressing Ginny, he added:
"Although I have to admit: I'm not quite sure what you did to my spell just now, Ginny, but I suppose it helped.
Is this your brand of magic? I've been wondering for quite a while now when you'd start using it and what it looked like, but I'm beginning to think I might simply not have noticed you using it. I take it it's not always that flashy."
Last edited by Shade on Fri Nov 03, 2017 7:55 pm, edited 1 time in total.
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv01 [66] Blue Knight [Front]
10/17 HP // 07/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +1 AC | +1 MR | +2 INIT
Longsword [1-8 Dmg] | Old Breastplate Armor [4 AC]
Abilities: Image | Image Image | Image
Spoiler: Character Sheet
Inventory...[ 02/10 ]
[list][*] Whetstone x02 [+1 DMG and CT for 1 fight]
[*] Tarot Deck [22][/list]


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

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

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

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

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

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

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

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

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

Ability Points: 05
Attribute Points: 0
Ginny nodded at Oz' question.
"You could say my magical talent is... of the more subtle and more intuitive variety. It's only as flashy as the circumstance demands it be. I'd explain in more detail, but my expertise covers using it far more than it does understanding how it works."

Then there was the matter of the egg...
"It's a bit unwieldy to carry, but I think we should keep a close eye on it ourselves for now.
It doesn't appear hostile to us, but, like you said Nica, it might end up hatching at the wrong time back at the encampment and cause a ruckus. It definitely feeds on our residual mana, but it doesn't appear to be interfering with our own spells... for now. We just have to be wary in case it gets bold and decides to try something - we may have to terminate it or ditch it if it puts us in a bad situation.
"
She walked over to the egg, retrieving her belts from the egg's wraps and covering it back up, before lifting the egg carefully.
"I get the sense there's something to be learned from this guy. I'm also curious to see what's hiding in there, and why it needs so much mana."
She paces back to the group and places the egg in the center, unwrapping it for all to look at. She addresses Oz and Ameia
"You weren't up on the tree with us, so you didn't get to see this - but the entire egg us covered in some kind of pattern. It glowed earlier as it was absorbing mana - and the other eggs in the nest were just regular broken crow's eggs. It got me thinking that the Obelisk may have somehow done to this thing what I believe it had done to the Stags we fought yesterday. You know... changed them, somehow."

Ginny learns Catharsis Drive and receives 3 charges of Shatter Guard.
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

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

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

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

[*]A Mind for Magic [ 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.

[*]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
Intriguing... magic took a lot of forms, but while a lot of them were flashy and impressive-looking, perhaps the deadliest ones were the types that weren't. Too subtle to even notice, yet just effective enough to transcend what a normal human can accomplish... Quite the gift to have!

The egg, however, continued to pose a problem.
"I'm not very happy with a 'for now'. If our battle with the stags was any indication, carelessness will find no clemency in this place. If we allow this thing to put us into a bad situation in the first place, we might not live to regret it.
So here's what we're going to do: considering I got a couple of samples for my research here, we ditch our original plans and return to Korsgrad immediately, before we run into any more trouble. If we make it back to Korsgrad without interruption, I'll do my best to figure out what exactly the deal with this egg is while you folks explain to Briggs and Tudor why you thought it was a good idea to take this thing with us.
If, on the other hand, we encounter more of these hooligans on our way there, we're going to be reasonable and smash the egg so that it can't interfere with what we're doing. I never did like surprises, especially if they can kill me.
Any objections?"
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 1.59

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

Spells: ♦♦
Restl.:
Lunge:

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

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

Spells:

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

Abilities: [ 345/350 AP spent ]

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

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

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

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

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

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


Attributes:

[list][*]-1 Str
[*]+4 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
"That sounds fine to me. Not like we have to wait until we're walking corpses to return to Korsgrad."
Nica still didn't like Oz's willingness to abandon the prospect of the egg if push came to shove, but in this instance she was quite sure that he was right to, even so.
Though this would now raise the question of what else they should do today, Oz's research may answer that given time.
- Linktree: linktr.ee/trilbs -
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 12/18 | IIIIIIIIII108 | Lv 0.76 | [Front] | Hallucinating
  • Image | Nica (AoD) ..__ | 12/12 | IIIIIIIIII007 | Lv 1.59 | [Front] | ▼ -3 MaxHP |
  • Image | Ginny (Cime) .. | 10/17 | IIIIIIIIII007 | Lv 1.66 | [Cover] |
  • Image | Oz (Shade) ...._ | 12/16 | IIIIIIIIII050 | Lv 1.76 | [Cover] |
Gold: 319
Location: Korsgrad
Day 03
Spoiler: Quests
[list][*][!] Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
You decide to carry the egg back to Korsgrad for now. Nica and Ginny take turns carrying the hefty egg during the short, uneventful Trip. The egg continues to lay dormant in its bundle, without movement.

Upon returning to Korsgrad, you decide to stop by Ellen first, to see if she's ready to supply you yet.
She eyes the bundled egg for a second, but doesn't recognize what's in it.
"You came back quickly! Looks like you found something big too. What's that?"

Changing the subject for now, you ask her about the supplies she mentioned earlier. She replies:
"Like I said, we'll be ready this evening. We're not done setting up and organizing everything yet... If you really need more gear, we have a few crates we're almost done sorting, so see if there's anything you need there."
Spoiler: Korsgrad Quartermaster
Healing Flask [1/5] // 10 gold // [Restores 05 HP] // 12 In stock
Antivenom [1/5] // 10 gold // [Removes 10 stacked poison damage] // 3 In stock
Food Ration [1/5] // 2 Gold // [Food Q:05] // 11 In stock *You should carry food if you plan on resting outside of a town or an established encampment. Neglecting to eat carries stress penalties. You can consume food out of combat for minor stress and HP recovery if you wish. Food quality [Q] is a number from 1 to 10 that describes how nourishing the food item is.
Firewood // 10 Gold // [Camping] // 6 In stock *Firewood allows you to make a campfire anywhere you decide to rest, giving you better HP and stress recovery and offering other circumstantial bonuses.

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

Iron Dagger // 05 Gold // [Dagger: 1-4 DMG] // 19 In stock // *Dagger-type weapons double as a ranged weapon.
Shortsword // 15 Gold // [Sword: 1-6 DMG] // 13 In stock
Longsword // 25 Gold // [Sword: 1-8 DMG] // 9 In stock
Iron Spear // 15 Gold // [2H Polearm: 1-8 DMG] // 8 In stock
Hatchet // 25 Gold // [Axe: 3-6 DMG] // 4 In stock
Shortbow // 20 Gold // [2H Ranged: 2-4 DMG] // 2 In stock
Knuckleduster // 20 Gold // [Unarmed: 2-3 Dmg] // 1 In stock

Arrows [10/50] // 1 Gold

Wooden Buckler // 10 Gold // [Shield: +1 AC] // 3 In stock

Leather Armor // 40 Gold // [Armor: +2 AC] // 7 In stock
Leather Cuirass // 30 Gold // [Cuirass +1 AC] // 2 In stock // *Cuirass-type armor can be worn under clothes
Thigh Holster // 20 Gold // [Extra weapon Slot, Dagger] // 1 In stock

Rope // 01 Gold // 20 in stock
Torch // 01 Gold // 20 in stock
Image
:wink:
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