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) .. | 18/19 | IIIIIIIIII093 | Lv 1.15 | [Cover] | Focused | ▲ Max. DMG [1]
  • Image | Nica (AoD) ..__ | 14/14 | IIIIIIIIII005 | Lv 2.04 | [Front] | ▼ -2 MaxHP | ▲ +1 DMG, +1 CT | ▲ 2 AC | ▲ Max. DMG [1]
  • Image | Ginny (Cime) .. | 16/18 | IIIIIIIIII001 | Lv 2.07 | [Front] |
  • Image | Oz (Shade) ..__ | 17/17 | IIIIIIIIIII039 | Lv 2.22 | [Cover]
  • Image | Dweck | 25/25 | IIIIIIIIIII009 | [Front] | ᚸ ᚸ ᚸ | V̡o͜i͞d҉ ͠Ąr͜mo̷r̛
  • Image | Imperial Defender | 23/23 | IIIIIIIIIII003 | [Front] |
  • Image | Imperial Infantry A | 16/16 | IIIIIIIIIII003 | [Front] |
  • Image | Imperial Infantry B | 17/17 | IIIIIIIIIII003 | [Front] |
  • Image | Imperial Marksman A | 13/13 | IIIIIIIIIII003 | [Cover] |
  • Image | Imperial Marksman B | 15/15 | IIIIIIIIIII005 | [Cover] |
  • Image | Imperial Marksman C | 17/17 | IIIIIIIIIII003 | [Cover] |
  • Image | Imperial Marksman D | 14/14 | IIIIIIIIIII003 | [Cover] |
  • Image | Imperial Arbalest | 14/14 | IIIIIIIIIII003 | [Cover] | ▲ Max. DMG [1]
Gold: 159
Location: Korsgrad - 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]
Turn Order:
Oz[6], Dweck[5], Nica[4], Ameia[4], Watcher C[3], Marskmen[3], Ginny[2], Watcher A[2], Watcher B[2], Watcher D[2], Infantry[2], Defender[1] ,Arbalest[1]

==================================================
Oz Casts Sonic Clap:
VIT check, DC 06 + 05 = 11
Watcher A: 09 + 01 = 10 >>> Stunned.
Watcher B is unaffected.
Watcher C: 05 + 04 = 09 >>> Stunned.
Watcher D: 06 + 02 = 08 >>> Stunned.

Watcher C's stone shattered by sonic clap.
==================================================
Oz opens up with a powerful eruption of air pressure, catching the watchers completely off-guard. The rock manipulated by one of them shatters and scatters dust from the sudden shift in pressure.
==================================================
Oz uses Quickspell: Maximized Cyclone @ Watcher C:
01 + 01 = 2 Blades

10 + 05 = 15
vs 05 + 00 = 05
Critical Hit!
Maneuver check (Target Eye), DC 10
Oz: 04 + 05 = 09 >>> Failed
9x2=18 Damage.

01 + 05 = 06
vs 06 + 00 = 06
Reroll.
08 + 05 = 13
vs 02 + 00 = 02
Maneuver check (Target Eye), DC 10
Oz: 06 + 05 = 11 >>> Success!
13 Damage...

⚔ Watcher C is slain ⚔
Oz recovers 4 stress.
==================================================
Disoriented by the sonic blast, the most formidable of the watchers is bombarded with two cyclone blades - one lops off a chunk of the perimeter of its round body completely, exposing its disgusting innards, while the other strikes it directly in its eye, knocking the creature down into the earthen mound with an audible thud. Dust kicks up and fills the air, illuminated by your company's torches.
==================================================
Dweck uses Maximized Hook Combat: @ Watcher B:
01 + 05 = 06
vs 03 + 02 = 05
Hit! 8 Damage.
Maneuver check (Pull), DC 06
Dweck: 03 + 03 = 06 >>> Reroll.
Dweck: 10 + 03 = 13 >>> Success!
Watcher B is pulled forward towards Dweck.
==================================================
Dweck draws a dagger from his belt and throws it fast with all of his might. The dagger, bound by chain to Dweck's armor, lodges itself into the watcher. Dweck twists and yanks on the chain aggressively, pulling the watcher close to him.
==================================================
Dweck harnesses Combat Momentum

Dweck uses Combat Finisher: Bone Breaker @ Watcher B:
09 + 05 = 14
vs 07 + 02 = 09
Hit!
Maneuver check (Target Eye), DC 10
Dweck: 05 + 03 + 05 = 13 >>> Success!
12 X 1.5 X 1.25 = 22 Damage!

⚔ Watcher B is slain ⚔
Dweck recovers 3 stress.
Dweck gathers Combat Momentum
==================================================
As the watcher is pulled towards Dweck rapidly, he releases his hold of the chain, grip his warhammer and strikes it dead-center in the watcher's eye. The combined force of the collision and the swift attack cause the eye to explode into gory bits, and lodges the tip of the warhammer in the now destroyed eye socket of the dead watcher. Dweck grins as he pulls the hammer out of the slain abomination, stepping on it with his foot to assist in unlodging. He pulls it out with a flowing, well-versed motion and raises his shield, facing the remaining watchers.
==================================================
Nica casts Entropy Bolt at Watcher D
07 + 04 = 11
vs 09 + 00 = 09
Hit!
Watcher D's AC and HIT reduced by 2.
Watcher D is plagued by Entropy.
==================================================
Understanding that Oz has already dealt with her target watcher mid-cast, Nica redirects her bolt at the nearest watcher.
The bolt crashes into the disoriented watcher, its dark mass seeping deep into the creature's flesh.
==================================================
Ameia is Focused!
Ameia recovers 4 stress. Ameia's +HIT increases by 1.

Ameia moves to Cover
Ameia casts Void Armory @ Dweck
Dweck is cloaked with Void Armor
Dweck sustains 9 stress
Ameia gains Dark Energy.
==================================================
Ameia casts a spell of her own on Dweck, seemingly transforming him into an engine of destruction. Dweck raises his hammer high and lets out a terrifying, animalistic roar.
==================================================
Imperial Marksman A attacks Watcher A
01 + 04 = 05
vs 06 + 00 = 06
Missed.

Imperial Marksman B attacks Watcher A
03 + 04 = 07
vs 10 + 00 = 10
Missed.

Imperial Marksman C attacks Watcher A
08 + 04 = 12
vs 06 + 00 = 06
Maneuver check (Target Eye), DC 10
Marksman: 03 + 04 = 07 >>> Failed.
Hit! 6 Damage.

Imperial Marksman D attacks Watcher A
10 + 04 = 14
vs 08 + 00 = 08
Hit! 6 Damage.
==================================================
The imperial archers fire in unison against one of the remaining watchers, destroying it magical armor and grazing its flesh with an arrow.
==================================================
Ginny uses Blue Lancer @ Watcher A
02 + 02 + 05 = 09
vs 09 + 00 = 09
Reroll.
07 + 02 + 05 = 14
vs 06 + 00 = 06

Maneuver check (Target Eye), DC 08
Ginny: 05 + 01 = 06 >>> Failed.
Hit! 20 Damage!

⚔ Watcher A is slain ⚔
Ginny recovers 4 stress.
Ginny Returns to the front row.
==================================================
With its armoring gone and body exposed, Ginny charges at the watcher and impales it with her blade with meteoric speed.
A small cluster of skin and innards, burning in blue flame, erupt from the backside of the watcher, is a straight line where Ginny sword is lodged into it. Ginny quickly leaps back into the formation and rejoins the front ranks.
==================================================
Watcher D is stunned...
Watcher D loses 1 HP to entropy.
Watcher D sustains 5 stress.
==================================================
Imperial Infantry A attacks Watcher D
09 + 03 = 12
vs 03 - 02 = 01
Hit! 9 Damage!

Imperial Infantry B attacks Watcher D
03 + 03 = 06
vs 03 - 02 = 01
Hit! 9 Damage!

Imperial Defender attacks Watcher D
07 + 01 = 08
vs 10 - 02 = 08
Reroll.
08 + 01 = 09
vs 02 - 02 = 00
Hit! 8 Damage!

⚔ Watcher D is slain ⚔
==================================================
The imperial warriors make short work of the last, entropy-smitten, stunned watcher. They circle it tactically and slice it with their blades, the abomination has no chance to react before it finds itself sprawled and flayed in the dirt.
==================================================
VIT check, DC 11
Ameia: 08 + 04 = 12 >>> Success.
Dark Energy is dissipated.
==================================================

  • Image | Watcher A | -04/18
  • Image | Watcher B | -08/22
  • Image | Watcher C | 00/31
  • Image | Watcher D | -04/23

  • Battle Resolved
    +32 Exp - Victory
    + Watcher Blood
    + Watcher Blood
    + Watcher Blood
    + Watcher Blood
    + Watcher Brain Matter
    + Watcher Brain Matter
    + Watcher Eye
    + Watcher Eye

    Ameia:
    +1 Exp - Tactics
    +1 Exp - Roleplay


    Ginny:
    +1 Exp - Tactics
    +1 Exp - Overkill
    Spoiler: B.K abilities
    + Synapse Strike [04] (Watcher)
    Melee attack, minor action. Does not affect HP, but deals x2 damage as stress.
    Gains 33% of inflicted stress damage as HP. HP may go over the max.
    + 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.
    Nica:
    +1 Exp - Tactics
    +1 Exp - Roleplay


    Oz:
    +2 Exp - Overkill
    +1 Exp - Tactics

Ameia Has Advanced to Level 1
+1 MaxHP, +2 Attribute Points, +50 Ability Points
Nica Has Advanced to Level 2
+1 MaxHP, +2 Attribute Points, +50 Ability Points
Ginny Has Advanced to Level 2
+1 MaxHP, +2 Attribute Points, +50 Ability Points
Oz Has Advanced to Level 2
+1 MaxHP, +2 Attribute Points, +50 Ability Points

The watchers lay slain and defeated on the rubble. With your overwhelming numbers and decisive action, you've managed to eradicate the creatures quickly and efficiently. The quick scene of carnage is juxtaposed with the sudden quiet at the realization that the fiends have been vanquished. The soldiers let out cries of joy and pride at the accomplished feat.
Dweck, still affected by Ameia's magic, lights up your surroundings like a torch. He looks terrifying in this new state, as if his mannerisms weren't unnerving enough beforehand.

Now, the stone obelisk looms over, as if awaiting your approach.
Will you dare step closer?

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

Post by Shade »

Oz, Lv 2.23
HP: 17/17
MP: ★★★★★★
SP: 039%
±0 Dmg | -8 Hit | -1 AC | +6 MR | +7 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Imperial Breastplate (4 AC)
Skills:
  • ⚪ 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 (395/400 AP spent):
[list][*]Quick Spell [ Active ] [ 70 AP / use ] ( 1 use )
-> Allows Oz to cast a spell as a minor action.
[*]Awareness [ Sustained ] [ 60 AP ]
-> Oz can give up his minor action each turn in order to apply his Perception stat as a bonus towards any of his attempts to dodge an attack. Increases Stress by 5 at the end of every turn while active.
[*]Wellspring of Magic [ Passive ] [ 100 AP ]
-> At any time during a battle, Oz can use a minor action to regain a spell point, at the cost of increasing his Stress by 20.
[*]Mad Scientist [ Passive ] [ 65 AP ]
-> To Oz, gaining new knowledge is strangely invigorating, to the point he can become a bit... obsessive about it.
Oz receives a +[Stress/25] bonus to all checks involving experimentation to gain new knowledge, as well as an additional +2 bonus if he's suffering from an Affliction.
For each piece of knowledge gained by means of experimentation, Oz recovers Stress equal to half its DC.
[*]Grace under Pressure [ Passive ] [ 60 AP ]
-> Grants Oz a +1 bonus to all rolls whenever his Stress is 50 or higher.
[*]Maelstrom of Magic [ Passive ] [ 40 AP ]
-> Allows Oz to make a maneuver (spells only) against enemies marked with A Trace by Nica. If successful, A Trace is consumed and the target is stunned for a turn.
[*]Intimidating Confidence [ Active ] [ 35 AP ] [ Not learned ]
-> This is a minor action. If Ginny uses War Banner this turn, Oz follows up with his own unique brand of "encouragement", crushing his enemies' will to fight.
Unless they pass a WIL check against 6+WIL, all enemies suffer 10 Stress and have the damage of their next attack minimized.

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

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

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

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

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


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+6 Intellect
+6 Willpower
+4 Perception
Level Up!
Mad Scientist "learned".
+1 Intellect
+1 Willpower


Oz found himself taken aback by just how well the battle had gone. He could still feel the adrenaline rushing through his body, yet all the watchers were already dead - and not one of Tudor's men had suffered even a scratch. Oz grinned with genuine relief as his body began to feel ever more powerful. A flawless victory!
"I guess I had no reason to be worried after all."
...or did he? As tempting as it was to finally get a closer look at the obelisk - as he began to calm down a little, he remembered that strange feeling he had had just a minute ago. No point in alarming everyone with what might just have been his imagination, but better safe than sorry - he had never been a fan of surprises.

Oz discreetly casts Life Sense.
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 2.04

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

Spells:
Restl.:
Lunge:

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

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

Spells:

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

Abilities: [ 345/400 AP spent ]

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

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

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

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

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

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


Attributes:

[list][*]-1 Str
[*]+6 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Level Up!
+2 Dexterity


"Impressive... truly impressive. Ser Tudor certainly knows how to pick them."
Nica has scarcely drawn her second breath before the ominous beacons of the Watchers' glowing eyes are extinguished. It pays to be prepared after all, she surmises, as Tudor's men celebrate their success. Decisively fought as it was, though, this was neither the first nor the last of them they'd be seeing, of that Nica was sure. Still on spring heels, she makes to step closer to the Obelisk. Once she walks up and raps her knuckles on the thing, she might be convinced that this is enough to have cleared their path... at least for today. That they could accomplish it with this ease, given this preparation. Preferring not to think about what it was that Ameia had imbued Dweck with, and having already made sure to replay what she'd observed of Ginny's signature charge in her mind's eye later, it's by process of elimination that she notices Oz, taking a knee to cast his probing magic. Only then does she get ahold of herself and let him ascertain the situation before moving forward. Whether he'd been overly worried about the Watchers or not, his deference to caution could only benefit them here. Though yet to truly come to a halt, Nica waits for Oz to complete his cast before advancing further.
- Linktree: linktr.ee/trilbs -
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Re: Aria of Ruin PnP - Game Thread

Post by octagon »

Ameia, Lv1.15 Weirded [Front]
20/21 HP // 93/100 // ■■■■
Reconstitute [x1] | Mind over Matter [x1] | dark energy [x0] | focused | max damage [x1]
+0 dmg | -10 hit | +3 ac | -2 mr | +4 init
Ceremonial Sword [1d6 dmg] | Wooden Buckler [1 ac] | Old Breastplate Armor [4 ac]
Spoiler: Character sheet
Inventory:
[list][*]Food Ration x1
[*]Antivenom x1
[*]Healing Flask x1[/list]

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

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

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

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

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

[list][*]Consider Your Perspective [ Active ]
--> Free action. All allies lose 20 stress and receive 50% less stress for the next 2 rounds.[/list][/color]
[*]Channel the Brink [ Camping ] [ 30 AP / use ] ( 0 uses )
-> Reduces own stress by 30% of the current value. One ally either regains 1 HP for each five points of stress consumed, or loses one point of stress for each two points of stress consumed.
[/list]
Attributes:
-5 Strength
-5 Dexterity
+5 Agility
+5 Vitality
+5 Intellect
+5 Willpower
-3 Perception
Level Up!
+1 Intellect
+1 Vitality


Ameia had wondered what it'd take to deal with this threat smoothly. Now she got her answer.
She steps closer and looks up and down the obelisk skeptically.
Given the way it'd reacted to trespassers, she assumes it has more defense mechanisms in store. Destroying it might prove a hassle, and she should make sure to find everything that might get in the way and report it to Tudor before the operation.

"We're clear for now - but stay sharp. We'll be stirring at the center of it now, who knows what we might dig up.
Let's stay together, watch the consequences of our actions, and communicate all unusual findings."
Cimeries
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv02 [07] Blue Knight [Front]
16/18 HP // 001/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +3 AC | +2 MR | +4 INIT
Longsword [1-8 Dmg] | Wooden Buckler [1 AC] | Old Breastplate Armor [4 AC] |
Dagger [1-4 Dmg] |
Abilities: Image | Image Image | Image
Spoiler: Character Sheet
Inventory...[ 06/10 ]
[list][*] Healing Flask x03 [Restores 05 Hp]
[*] Food Ration x05[Q:05]
[*] Rope
[*] Torch x02
[*] Whetstone [+1 DMG and CT for 1 fight]
[*] Tarot Deck [22][/list]
Special Gear:
[list][*] Thigh Holster [Extra weapon Slot, Dagger][/list]

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

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

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

Abilities [ 0345/0350 AP ]:
[list]
[*] Image Blue Lancer [1/1] [ Active ] [ 60 AP ]
This attack has +5 HIT, can only be used from the cover row, and targets a single enemy in the front row. This attack moves Ginny over to the front row, and deals x2 Maximized damage if it connects. Ginny gains 25 stress if the attack misses. This attack requires a major and a minor action to use.
[*] Image Metamagick [2/2] [ Active ] [ 60 AP ]
Whenever an ally casts an offensive spell, Ginny can consume one use of her B.K abilities to add its effects to the spell that was cast (the efficiency of this effect is circumstantial). This ability is considered a major action.
[*] Image War Banner [1/1] [ Active ] [ 30 AP ]
Reduce stress by 10 for all other party members and maximize the damage of their next attack. This is a major action.
This ability only recovers uses during rest.

[*] Image Blue Knight [ Passive ] [ 200 AP ]
A Blue Knight learns attacks by defeating enemies. Ginny cannot learn spells, and has no SP. Instead, her spellbook will be filled up with abilities as Ginny's party defeats enemies, based on the enemies themselves. The attacks in a Blue Knight's spellbook have a limited number of uses before they are forgotten. The number of uses gained is random between 1 and INT. Once an ability in the spellbook has run out of uses, it is erased. Ginny can only manually clear entries from the spellbook by meditating at camp, otherwise she must expand attacks to clear entries. Ginny's B.K abilities cannot be taught as spells would be to others, as they are invoked, rather than studied. A spellbook ability can only have [INT]+[WIL] uses at any given time.
[*]Image Spiderwalk [ Passive ] [ 50 AP ]
Ginny can traverse vertical surfaces so long that she keeps running. If her surroundings allow it, she can use this ability to attack enemies in cover with a successful maneuver.
[*] Image Mana-Font [ Passive ] [ 55 AP ] [ Not learned ]
Whenever Oz uses Wellspring of Magic, Ginny gains 1 cost-free use of Metamagick as a free action.

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

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

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

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

Ability Points: 00
Attribute Points: 0
AGI +2
+ Spiderwalk
Picked up Synapse Strike [04] (Watcher).

I'm updating Blue Lancer's description to "This attack has +5 HIT, can only be used from 2 formation rows away from its target, and targets a single enemy in the front-most row. This attack moves Ginny to the front of the party formation."
This is to accommodate for formations other than the classic front/cover two-row formation.
I've increased the ability cost by 5 AP for that one probable instance in the future where the new wording might make a difference in my favor somehow.

I've also added a new limitation to Blue Knight:
"A spellbook ability can only have [INT]+[WIL] uses at any given time."
I'm not getting more AP for this new limitation, this is just so I don't end up collecting waaaay to much ability uses over time. I noticed this could happen if we fight a lot of the same enemy like we did lately with the Watchers.


The battle went well, and the watchers were slain before they could do anything harmful. Ginny was beginning to feel confident in their ability to deal with packs of watchers by themselves in the future, if push comes to shove. Even without the numerical advantage, the watchers were only living creatures...
They were strange, unknown life forms, but they were mortal like all other life, and if it bleeds, they can kill it.

The obelisk, however, doesn't bleed. Destroying it would take a little more than just overwhelming numbers. Ginny cleans her sword from the charred blood and eye fluid, and sheaths it.

Tudor's men didn't disappoint. Dweck turned out to be a reliable fighter, at least from what little she's seen so far. Turns out he's not all talk like she suspected initially. The soldiers were capable - she will probably sleep better at night in the future, knowing these are the sort of people on the watch.

The obelisk was calling, and it was time to advance towards it and fulfill the purpose of this war march - Ginny prepared herself mentally for another mental strain, took a deep breath, and began marching up the mound to reach the base of the obelisk, eager to find this thing's weaknesses.
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 18/19 | IIIIIIIIII093 | Lv 1.15 | [Cover] | Focused | ▲ Max. DMG [1]
  • Image | Nica (AoD) ..__ | 14/14 | IIIIIIIIII005 | Lv 2.04 | [Front] | ▼ -2 MaxHP | ▲ +1 DMG, +1 CT | ▲ 2 AC | ▲ Max. DMG [1]
  • Image | Ginny (Cime) .. | 16/18 | IIIIIIIIII011 | Lv 2.07 | [Front] |
  • Image | Oz (Shade) ..__ | 17/17 | IIIIIIIIIII039 | Lv 2.22 | [Cover]
  • Image | Dweck | 25/25 | IIIIIIIIIII009 | [Front] | ᚸ ᚸ ᚸ | V̡o͜i͞d҉ ͠Ąr͜mo̷r̛
  • Image | Imperial Defender | 23/23 | IIIIIIIIIII003 | [Front] |
  • Image | Imperial Infantry A | 16/16 | IIIIIIIIIII003 | [Front] |
  • Image | Imperial Infantry B | 17/17 | IIIIIIIIIII003 | [Front] |
  • Image | Imperial Marksman A | 13/13 | IIIIIIIIIII003 | [Cover] |
  • Image | Imperial Marksman B | 15/15 | IIIIIIIIIII005 | [Cover] |
  • Image | Imperial Marksman C | 17/17 | IIIIIIIIIII003 | [Cover] |
  • Image | Imperial Marksman D | 14/14 | IIIIIIIIIII003 | [Cover] |
  • Image | Imperial Arbalest | 14/14 | IIIIIIIIIII003 | [Cover] | ▲ Max. DMG [1]
Gold: 159
Location: Korsgrad Ruins - Obelisk Approach
Day 03, Evening
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
Oz casts Life Sense
12 Living Beings detected.
"Ameia" - H̸͍̙̮̅u̷͓̍m̴̨̧̞̆͋a̷̤͖͙͐̒̎n̸̝̞̩͙͌, Female
Escal Ginny - Human, Female
Ríkrhjarta Nikolaj - Human, Female
Dweck Armin - H̢͘u͜m̡̀͡a̛n͡, Male
Passero Genziano - Human, Male
Schiavoni Maurice - Human, Male
Graetz Loring - Human, Male
Gless Wilbur - Human, Male
Marietti Cetus - Human, Male
Armagan Okaner - Human, Male
Zietz Willow - Human, Female
Reische Orson - Human, Male
PER check, DC 10:
Ameia: 07 - 03 = 04 >>> Failed
Nica: 07 + 01 = 08 >>> Failed
Ginny: 09 + 00 = 09 >>> Failed
Oz: 08 + 04 = 12 >>> Success!

@Oz: You hear a clicking sound in the distance...

@Ginny: You step forward towards the obelisk. A few steps after passing the corpses of the watchers, you stop.
A sharp pain invades your mind. Images flash before your eyes - fire, destruction, corpses.
A single red pupil occupies your consciousness. In its reflection, you see what's left of Korsgrad and the surrounding forests from a bird's-eye view. You feel your balance tipping and shifting left and right as if you were floating on water.
The visions are too much to bear, you collapse.

Ginny accumulates 10 stress.
Ginny falls on her knees.


Will you press forward?
Image
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 2.04

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

Spells:
Restl.:
Lunge:

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

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

Spells:

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

Abilities: [ 345/400 AP spent ]

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

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

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

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

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

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


Attributes:

[list][*]-1 Str
[*]+6 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
The other boot drops; more admirably fearless than Nica, it's Ginny who first steps forward, thoughts of conquest written plain across her face. But just past the slaughtered monsters, she falls abruptly to her knees, as though a puppet with cut strings.
At such a sheer contrast with her temperament, the sudden change rattles Nica. Though she might not give pause for thought to fear for herself, she now fears without inhibition for her comrade.
"Ginny!"
Still clutching, white-knuckled, her blade, Nica bounds forward, left arm outstretched.

Nica attempts to aid Ginny.
- Linktree: linktr.ee/trilbs -
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 2.23
HP: 17/17
MP: ★★★★★★
SP: 039%
±0 Dmg | -8 Hit | -1 AC | +6 MR | +7 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Imperial Breastplate (4 AC)
Skills:
  • 1 Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest of Fireguard [Acc: +01 DR-Fire]
[*] The Conduit [Acc: [00][III]]
[*] Tarot Deck [22]
[*] Healing Flask [1/5] (Restores 5 HP.)
[*] Padded Vest (1 AC)
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

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

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

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

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

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

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

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


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+6 Intellect
+6 Willpower
+4 Perception
Perception! \o/

Hmmm... other than a slightly corrupted read on Dweck similar in nature to the one he had on Ameia, Life Sense hadn't picked up anything particularly unusual, but that was probably due to the spell the latter had cast on the former.
However, just as Oz was about to write off his feeling earlier as his mind playing tricks on him, he heard a distinct clicking sound in the distance. What kind of...? ...wait. Weren't these...?
...it looked like he had to warn the others after all.
Raising his voice, he adressed everyone:
"You fought well, but don't let your guard down just yet! I distinctly hear a clicking sound in the distance, and it's getting closer. We might be getting company - I've heard this sound before, it's probably those blasted Hollow.
We'll be getting to work on the obelisk in the meantime.
"

...with that said, it appeared Ginny had already tried to approach the obelisk on her own while he had been busy casting his spell.
"You're actually pretty reckless, aren't you?"
Then again, for once no better plan came to mind - he had far too little knowledge about the obelisk to work with.
"What happened?"

While talking to Ginny, Oz keeps an eye on his surroundings.
Not particularly keen on getting ambushed right now, especially after having gotten two warnings. :V
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv02 [07] Blue Knight [Front]
16/18 HP // 001/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +3 AC | +2 MR | +4 INIT
Longsword [1-8 Dmg] | Wooden Buckler [1 AC] | Old Breastplate Armor [4 AC] |
Dagger [1-4 Dmg] |
Abilities: Image | Image Image | Image
Spoiler: Character Sheet
Inventory...[ 06/10 ]
[list][*] Healing Flask x03 [Restores 05 Hp]
[*] Food Ration x05[Q:05]
[*] Rope
[*] Torch x02
[*] Whetstone [+1 DMG and CT for 1 fight]
[*] Tarot Deck [22][/list]
Special Gear:
[list][*] Thigh Holster [Extra weapon Slot, Dagger][/list]

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

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

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

Abilities [ 0345/0350 AP ]:
[list]
[*] Image Blue Lancer [1/1] [ Active ] [ 60 AP ]
This attack has +5 HIT, can only be used from the cover row, and targets a single enemy in the front row. This attack moves Ginny over to the front row, and deals x2 Maximized damage if it connects. Ginny gains 25 stress if the attack misses. This attack requires a major and a minor action to use.
[*] Image Metamagick [2/2] [ Active ] [ 60 AP ]
Whenever an ally casts an offensive spell, Ginny can consume one use of her B.K abilities to add its effects to the spell that was cast (the efficiency of this effect is circumstantial). This ability is considered a major action.
[*] Image War Banner [1/1] [ Active ] [ 30 AP ]
Reduce stress by 10 for all other party members and maximize the damage of their next attack. This is a major action.
This ability only recovers uses during rest.

[*] Image Blue Knight [ Passive ] [ 200 AP ]
A Blue Knight learns attacks by defeating enemies. Ginny cannot learn spells, and has no SP. Instead, her spellbook will be filled up with abilities as Ginny's party defeats enemies, based on the enemies themselves. The attacks in a Blue Knight's spellbook have a limited number of uses before they are forgotten. The number of uses gained is random between 1 and INT. Once an ability in the spellbook has run out of uses, it is erased. Ginny can only manually clear entries from the spellbook by meditating at camp, otherwise she must expand attacks to clear entries. Ginny's B.K abilities cannot be taught as spells would be to others, as they are invoked, rather than studied. A spellbook ability can only have [INT]+[WIL] uses at any given time.
[*]Image Spiderwalk [ Passive ] [ 50 AP ]
Ginny can traverse vertical surfaces so long that she keeps running. If her surroundings allow it, she can use this ability to attack enemies in cover with a successful maneuver.
[*] Image Mana-Font [ Passive ] [ 55 AP ] [ Not learned ]
Whenever Oz uses Wellspring of Magic, Ginny gains 1 cost-free use of Metamagick as a free action.

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

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

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

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

Ability Points: 00
Attribute Points: 0
Ginny falls to her knees. What the hell was this? She felt something invading her mind, assaulting her with images and thoughts. The strain was too much to bear and remain standing.
As Nica ran towards her, Ginny answered Oz's inquiry.

"There's something here... more of this feeling we felt when we approached, only much more disorienting. I don't know if it gets stronger as we get closer, or if something targeted me with these... visions..."
Ginny attempts to get up.
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 18/19 | IIIIIIIIII093 | Lv 1.15 | [Cover] | Focused | ▲ Max. DMG [1]
  • Image | Nica (AoD) ..__ | 14/14 | IIIIIIIIIII015 | Lv 2.04 | [Front] | ▼ -2 MaxHP | ▲ +1 DMG, +1 CT | ▲ 2 AC | ▲ Max. DMG [1]
  • Image | Ginny (Cime) .. | 16/18 | IIIIIIIIII011 | Lv 2.07 | [Front] |
  • Image | Oz (Shade) ..__ | 17/17 | IIIIIIIIIII039 | Lv 2.22 | [Cover]
  • Image | Dweck | 25/25 | IIIIIIIIIII009 | [Front] | ᚸ ᚸ ᚸ | V̡o͜i͞d҉ ͠Ąr͜mo̷r̛
  • Image | Imperial Defender | 23/23 | IIIIIIIIIII003 | [Front] |
  • Image | Imperial Infantry A | 16/16 | IIIIIIIIIII003 | [Front] |
  • Image | Imperial Infantry B | 17/17 | IIIIIIIIIII003 | [Front] |
  • Image | Imperial Marksman A | 13/13 | IIIIIIIIIII003 | [Cover] |
  • Image | Imperial Marksman B | 15/15 | IIIIIIIIIII005 | [Cover] |
  • Image | Imperial Marksman C | 17/17 | IIIIIIIIIII003 | [Cover] |
  • Image | Imperial Marksman D | 14/14 | IIIIIIIIIII003 | [Cover] |
  • Image | Imperial Arbalest | 14/14 | IIIIIIIIIII003 | [Cover] | ▲ Max. DMG [1]
Gold: 159
Location: Korsgrad Ruins - Obelisk Approach
Day 03, Evening
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
@Oz, Ameia: You warn Tudor's men - they seem to cease their positive, celebratory demeanor and re-orient themselves quickly. Dweck, still "afflicted" by Ameia's spell, bangs his weapon on his grinning shield menacingly, as if taunting whatever may be out there to come and get him.

Now that you are paying attention, you can all hear a repetitive clicking sound getting gradually closer. There's a sort of barely perceptible, fluctuating rhythm to it.

@Nica: You run forward towards Ginny... Just as you pass the corpses and approach Ginny, a sharp sensation of pain invades your mind. Images flash before your eyes - fire, destruction, corpses.
A single red pupil occupies your consciousness. In its reflection, you see a great tower of black stone looming over you, its stature so high that you are unable to see its end. This must be what Ginny went through just now, and you understand why she lost her balance...
You throat dries up from the rush, you feel like you are unable to form words.

Nica accumulates 10 stress.
Nica is silenced for 2 turns.

VIT check, DC 03:
Ginny: 04 + 00 = 04 >>> Success
Ginny stands up.

PER check, DC 14:
Ameia: 04 - 03 = 01 >>> Failed
Nica: 07 + 01 = 08 >>> Failed
Ginny: 10 + 00 = 10 >>> Failed
Oz: 07 + 04 = 11 >>> Failed.

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

Post by Shade »

Oz, Lv 2.23
HP: 17/17
MP: ★★★★★★
SP: 039%
±0 Dmg | -8 Hit | -1 AC | +6 MR | +7 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Imperial Breastplate (4 AC)
Skills:
  • 1 Quick Spell
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest of Fireguard [Acc: +01 DR-Fire]
[*] The Conduit [Acc: [00][III]]
[*] Tarot Deck [22]
[*] Healing Flask [1/5] (Restores 5 HP.)
[*] Padded Vest (1 AC)
[*] Watcher Eye
[*] Watcher Eye
[*] Watcher Brain Matter
[*] Watcher Brain Matter
[*] -[/list]

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

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

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

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

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

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

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


Attributes:
-5 Strength
-3 Dexterity
±0 Agility
+1 Vitality
+6 Intellect
+6 Willpower
+4 Perception
Oh, I completely forgot, but someone should pick up the remaining watcher materials. I don't have enough room for all of them.

Oz raised an eyebrow. His spell hadn't picked up anything that would fit Ginny's description - was it just in her mind?
Nica, however, turned similarly pale when she approached Ginny. No, the effects of the obelisk were evidently real... but what caused them?
"I suppose I'll keep my distance for now. No point in all of us approaching if doing so places such an immense strain on the mind.
With that said, do you think you can keep going, or should we take this as a sign that we should just blow this thing up and be done with it?"


Oz picks up the watchers' eyes and brain matter.
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 2.04

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

Spells:
Restl.:
Lunge:

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

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

Spells:

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

Abilities: [ 345/400 AP spent ]

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

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

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

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

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

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


Attributes:

[list][*]-1 Str
[*]+6 Dex
[*]+2 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Have some of the lackeys do it, too busy advancing the plot. :P

Nica staggers forward, suddenly holding her head with the hand she meant to lend to her comrade. In that single moment she understood what caused Ginny to falter so quickly, though the girl has made it back to her feet now. Good. Good enough, Nica thinks, her skull pounding.
Those images... the razing of Korsgrad. There's no second guessing that. It's as though she's seeing it through the eyes -- or eye -- of the one responsible for erecting this damned thing. The feeling that seeing that, actualising it, if only slightly, is a great step closer to understanding everything... is the dangerous excitement that saves Nica from being shaken to her core.
She's able to focus long enough to process Oz's words. She can't blame him for not wanting to try this particular experience out for himself, but she wonders how exactly he expects the demolition plan to be carried out when she couldn't will herself to take another step towards the Obelisk if she wanted to.
"...!"
A sardonic retort forms in her mouth, but before her voice can project it she finds it stopped short by a strange gasp, her throat suddenly unbearably dry. She sighs with a grimace, not the sort to save such things for later.
For now, they ought to step away. Nica offers her free hand to Ginny and makes to return to the group.
- Linktree: linktr.ee/trilbs -
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Re: Aria of Ruin PnP - Game Thread

Post by octagon »

Ameia, Lv1.15 Weirded [Front]
20/21 HP // 93/100 // ■■■■■
Reconstitute [x1] | Mind over Matter [x1] | dark energy [x1] | focused | max damage [x1]
+0 dmg | -10 hit | +3 ac | -2 mr | +4 init
Ceremonial Sword [1d6 dmg] | Wooden Buckler [1 ac] | Old Breastplate Armor [4 ac]
Spoiler: Character sheet
Inventory:
[list][*]Food Ration x1
[*]Antivenom x1
[*]Healing Flask x1[/list]

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

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

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

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

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

[list][*]Consider Your Perspective [ Active ]
--> Free action. All allies lose 20 stress and receive 50% less stress for the next 2 rounds.[/list][/color]
[*]Channel the Brink [ Camping ] [ 30 AP / use ] ( 0 uses )
-> Reduces own stress by 30% of the current value. One ally either regains 1 HP for each five points of stress consumed, or loses one point of stress for each two points of stress consumed.
[/list]
Attributes:
-5 Strength
-5 Dexterity
+5 Agility
+5 Vitality
+5 Intellect
+5 Willpower
-3 Perception
They're not letting it go to their heads. Good soldiers.
Ameia and the entity inside her snapped in frustration as
She watches one of her squadmates drop to her knees, then another stagger.
Wish I could do something. But no point in being the next one...
She wonders what the two had seen,
Seems like she'd had a reason to not act as the vanguard, destabilized as she was. As she'd thought, the obelisk semeed all the more unpleasant up close.
She felt a slight urge to run in and rescue her allies, but the presence within her compelled her to stay away, and even otherwise, it was easy to see the futility in it.

"Sounds like a fight! Be sure to keep your distance from this thing."
Better safe than sorry, even if she expected the soldiers to know well enough for themselves.

Her concern alleviates a little as Ginny stands up. Seems like they could endure the aura of the obelisk more easily than she thought.

She shrugs at Oz.
"I'm not sure that'd take care of it. We should study it more, and then make very sure to do the job right.
For now, we have other worries - let's not leave this to Tudor's men."


Ameia contents herself with getting ready. She lifts her sword into the air, and her eyes go wide as she makes an eerie whimpering sound.
The hue of the air around her changes subtly, and when she's done, she seems to make a patting motion at the empty space in front of her.
Ameia moves to the front row.
That Which Wasn't
-> Unnatural Caster
If the max damage buff would be consumed by to the summoned horror, Ameia casts Void Armory on herself instead.
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv02 [07] Blue Knight [Front]
16/18 HP // 011/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +3 AC | +2 MR | +4 INIT
Longsword [1-8 Dmg] | Wooden Buckler [1 AC] | Old Breastplate Armor [4 AC] |
Dagger [1-4 Dmg] |
Abilities: Image | Image Image | Image
Spoiler: Character Sheet
Inventory...[ 06/10 ]
[list][*] Healing Flask x03 [Restores 05 Hp]
[*] Food Ration x05[Q:05]
[*] Rope
[*] Torch x02
[*] Whetstone [+1 DMG and CT for 1 fight]
[*] Tarot Deck [22][/list]
Special Gear:
[list][*] Thigh Holster [Extra weapon Slot, Dagger][/list]

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

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

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

Abilities [ 0345/0350 AP ]:
[list]
[*] Image Blue Lancer [1/1] [ Active ] [ 60 AP ]
This attack has +5 HIT, can only be used from the cover row, and targets a single enemy in the front row. This attack moves Ginny over to the front row, and deals x2 Maximized damage if it connects. Ginny gains 25 stress if the attack misses. This attack requires a major and a minor action to use.
[*] Image Metamagick [2/2] [ Active ] [ 60 AP ]
Whenever an ally casts an offensive spell, Ginny can consume one use of her B.K abilities to add its effects to the spell that was cast (the efficiency of this effect is circumstantial). This ability is considered a major action.
[*] Image War Banner [1/1] [ Active ] [ 30 AP ]
Reduce stress by 10 for all other party members and maximize the damage of their next attack. This is a major action.
This ability only recovers uses during rest.

[*] Image Blue Knight [ Passive ] [ 200 AP ]
A Blue Knight learns attacks by defeating enemies. Ginny cannot learn spells, and has no SP. Instead, her spellbook will be filled up with abilities as Ginny's party defeats enemies, based on the enemies themselves. The attacks in a Blue Knight's spellbook have a limited number of uses before they are forgotten. The number of uses gained is random between 1 and INT. Once an ability in the spellbook has run out of uses, it is erased. Ginny can only manually clear entries from the spellbook by meditating at camp, otherwise she must expand attacks to clear entries. Ginny's B.K abilities cannot be taught as spells would be to others, as they are invoked, rather than studied. A spellbook ability can only have [INT]+[WIL] uses at any given time.
[*]Image Spiderwalk [ Passive ] [ 50 AP ]
Ginny can traverse vertical surfaces so long that she keeps running. If her surroundings allow it, she can use this ability to attack enemies in cover with a successful maneuver.
[*] Image Mana-Font [ Passive ] [ 55 AP ] [ Not learned ]
Whenever Oz uses Wellspring of Magic, Ginny gains 1 cost-free use of Metamagick as a free action.

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

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

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

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

Ability Points: 00
Attribute Points: 0
Seeing Nica gesturing for a retreat, Ginny reluctantly accepts Nica's hand and the two stagger back to the group.
Nica's awfully silent. Looks like the visions did a number on her as well...

When they regroup, Ginny responds to Oz's statement.
"I don't think we should retreat just yet. We came here with a purpose and we haven't fulfilled it.
I'm not ready to buckle under a little mental assault like that, especially since I know we can take a harsher beating.

If we run now, there will be more watchers next time, I bet, and the obelisk will still be here in the same state we left it. We should approach it now while we still have leverage.
"
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Ameia (Octy) .. | 18/19 | IIIIIIIIII043 | Lv 1.15 | [Front] | Focused | ▲ D.E [1] | ▲ Max. DMG [1]
  • Image | Monstrosity | [Front] | ✠✠✠✠✠
  • Image | Nica (AoD) ..__ | 14/14 | IIIIIIIIIII015 | Lv 2.04 | [Front] | ▼ -2 MaxHP | ▲ +1 DMG, +1 CT | ▲ 2 AC | ▲ Max. DMG [1] | ▼ Silenced [1] |
  • Image | Ginny (Cime) .. | 16/18 | IIIIIIIIII011 | Lv 2.07 | [Front] |
  • Image | Oz (Shade) ..__ | 17/17 | IIIIIIIIIIII044 | Lv 2.22 | [Cover]
  • Image | Dweck | 25/25 | IIIIIIIIIII009 | [Front] | ᚸ ᚸ ᚸ | V̡o͜i͞d҉ ͠Ąr͜mo̷r̛
  • Image | Imperial Defender | 23/23 | IIIIIIIIIII003 | [Front] |
  • Image | Imperial Infantry A | 16/16 | IIIIIIIIIII003 | [Front] |
  • Image | Imperial Infantry B | 17/17 | IIIIIIIIIII003 | [Front] |
  • Image | Imperial Marksman A | 13/13 | IIIIIIIIIII003 | [Cover] |
  • Image | Imperial Marksman B | 15/15 | IIIIIIIIIII005 | [Cover] |
  • Image | Imperial Marksman C | 17/17 | IIIIIIIIIII003 | [Cover] |
  • Image | Imperial Marksman D | 14/14 | IIIIIIIIIII003 | [Cover] |
  • Image | Imperial Arbalest | 14/14 | IIIIIIIIIII003 | [Cover] | ▲ Max. DMG [1]
Gold: 159
Location: Korsgrad Ruins - Obelisk Approach
Day 03, Evening
Spoiler: Quests
[list][*]Icon of Ruin: Discover the origin of the Obelisk in Korsgrad, learn the fate of the villagers and find the source of the fire that razed the city to the ground.
========================================
[*]Quoth the Raven: Bring the crow creature to hatch from its egg.[/list]
Spoiler: Saved Locations
[list][*]Ancient Shrine: "Sacrifice -Death Ward"
[*]Site of the Hollow Encounter: The spot where Tudor's group fought a band of Hollows on their way to Korsgrad.[/list]
Btw, I forgot to reduce Ameia's stress by 50 when she triggered the Virtue effect, so I'll do it now.
  • Remaining Loot
    + Watcher Blood
    + Watcher Blood
    + Watcher Blood
    + Watcher Blood
Ameia moves to the front row.
Ameia Casts That Which Wasn't.
Ameia accumulates Dark Energy.


@Oz: Your life sense spell, still in effect, picks up a brand new presence. It's right next to Ameia.
You look at it but you can see nothing there.
в̂̓̃͆̐̚͏̺̫̠̹̙̩͕ר̱̺̳̀цͩͬ҉ש͎̠̹̩̳͈͌̂̉͛͞у̱̺̯̳̽ͯ̊͑̊͗́̕י̨͉̘̰͖̺ͮͫͭ̄̈м̱͚͎̭ͤן̢͕̙͖̞͓͍оͥ̓ͫ̉҉̘͇נ̴̥ͤ̓̚ש̖̯̹̣̜̺ͨ͆ͅ - Unknown, Unknown.
Oz suffers 5 stress.


PER check, DC 08:
Ameia: 02 - 03 = 00 >>> Failed
Nica: 08 + 01 = 09 >>> Success
Ginny: 02 + 00 = 02 >>> Failed
Oz: 10 + 04 = 14 >>> Success

You hear several erratic clicking sounds, and what sounds like slow, forced footsteps dragging against the dirt.
The sound is coming from behind you, in the direction of the ruins.

PER check, DC 12:
Ameia: 03 - 03 = 00 >>> Failed
Nica: 08 + 01 = 09 >>> Failed
Ginny: 07 + 00 = 07 >>> Failed
Oz: 02 + 04 = 06 >>> Failed

Image
:wink:
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