Aria of Ruin PnP - Game Thread

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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 0.36

Health: 13/13
Stress: IIIIIIIIII

Spells:
Lunge:

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

[list][*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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: [ 300/300 AP spent ]

[list][*]Spell Scavenger [ Passive ] [ 200 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.
-> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point.
-> When an enemy casts a spell, Nica also marks them with A Trace.
-> A Trace can stack, up to 2 times.
[/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 ]
Nica's daring nature is unbounded by battle positions... sometimes.
-> Nica may make a melee attack on a Covered enemy.[/list]

[list][*]Restless [ Active - 0 uses ] [ 20 AP + 5 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.[/s][/color][/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][*]-2 Str
[*]+4 Dex
[*]+1 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
"Not a question of where it is, but where it will strike next, then... how thrilling."
Though not as nauseated as before, Nica's stomach still doesn't take the thought particularly well... but they've done all they can, for the time being.
Then, at Oz's behest, Ginny starts gathering up the watcher's eye & blood. Nica's first thought is of the look she imagines on the Baron's face were he to see her doing much the same, soiling her noble hands, since there's still the tendrils left to carry, and how for that alone she ought to contribute here... but then, she still doesn't much like the idea of touching the thing.
Though of course, there's no place for quibbling about such a thing here, so she bends down to bundle up the remaining appendages in much the same way after another moment.

"I suppose we're headed back to that shack they're operating out of, then?"
Last edited by Agent of Dread on Sat Jul 01, 2017 4:31 am, edited 1 time in total.
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.44
HP: 12/13
MP: ★★★★★
SP: 006%
±0 Dmg | -8 Hit | -2 AC | +5 MR | +5 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (+1 AC)
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 (290/300 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.
[*]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.

[*]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).

[*]Disquieting Serenity [ Passive ] [ 300 AP ] [ Not learned ]
-> Oz cannot receive afflictions or virtues from Stress.
Instead, whenever Oz' Stress is at 100 or above, everyone around him - friend or foe - suffers 50% increased Stress from all sources.
[/list]


Attributes:
-5 Strength
-3 Dexterity
-1 Agility
±0 Vitality
+5 Intellect
+5 Willpower
+4 Perception
"Thanks."
How pleasantly surprising! He hadn't excepted either of the girls to actually agree to carrying the rather grotesque parts of a corpse with them, so Ginny's willingness to do so was refreshing. Was she used to that kind of thing?
That aside, Nica aptly summed up their current situation.
"I guess so, yes. Those sorry fools would probably appreciate knowing that the scale of this incident is likely even bigger than any of them initially thought."

The group returns to the temporary barracks.
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII006 | Lv 0.36 | [Front] |
  • Image | Ginny (Cime) .. | 16/16 | IIIIIIIIII024 | Lv 0.36 | [Front] |
  • Image | Oz (Shade) ...._ | 12/13 | IIIIIIIIII006 | Lv 0.44 | [Cover] |
Gold: 200
Location: Korsgrad Ruins - Temporary Barracks
Day 01
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]


You return to the barracks and recount the details of your battle with the watcher to Briggs.
You hear the soldiers around whispering to themselves as you talk. Finally you show the remains of the Watcher to Briggs. The entire room is silent.

Briggs silently looks at the watcher's eye, laid out on the desk in front of him, for several long moments.
"So this... thing... you've fought, was buried in the rocks at the obelisk site..."
Briggs has a distant look on his face.
"Can cast spells, so it's intelligent and hostile... and we don't know if there are any more of them hiding there."
He places his elbow on the desk and his palm on his temple, lifting his graying brown hair and wearing a worried expression.

"We need to increase our guards in the direction of the obelisk, in case more of those things come this way.
We're supposed to get supplies and reinforcements coming in tomorrow, I'd advise you to rest here until then before approaching that thing again, just so we're all safer and better prepared."




WWYDN?:
  • ========================================
    [1] Rest at the Barracks for the day
    [2] Explore the ruins some more
    [3] Approach the obelisk site again
    [4] Chat with Briggs
    [5] Chat with some of the soldiers
    [6] See if you can learn anything else from the watcher's remains
    [7] Image
    ========================================
As I mentioned in Dream Eater and Blackheart, this list does not represent all of your options, but is merely a suggestion of things your group could do. You are always free (and encouraged) to do something else that isn't listed here.
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.44
HP: 12/13
MP: ★★★★★
SP: 006%
±0 Dmg | -8 Hit | -2 AC | +5 MR | +5 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (+1 AC)
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 (290/300 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.
[*]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.

[*]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).

[*]Disquieting Serenity [ Passive ] [ 300 AP ] [ Not learned ]
-> Oz cannot receive afflictions or virtues from Stress.
Instead, whenever Oz' Stress is at 100 or above, everyone around him - friend or foe - suffers 50% increased Stress from all sources.
[/list]


Attributes:
-5 Strength
-3 Dexterity
-1 Agility
±0 Vitality
+5 Intellect
+5 Willpower
+4 Perception
"We might not have that kind of time. I'm pretty sure that particular creature wasn't responsible for what happened here - so whatever was is still up and about, and it could strike again at any time. We need more information, and idling about won't get us any.
With that said, let us know if you or any of your men notice anything out of the ordinary, no matter how trivial."

Having given his report, Oz turned to his companions.
"Well then, let's run some experiments on this stuff, shall we?"

Oz runs some experiments on the Watcher's remains in an attempt to figure out more of their properties. While he's at it, he also runs some experiments on the crest he picked up earlier.
I trust that an INT check will do the trick? As for the crest, I'm mainly interested in finding out whether there's some kind of enchantment on it. As far as I'm aware, most regular types of metal aren't completely immune to fire.
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 0.36

Health: 13/13
Stress: IIIIIIIIII

Spells:
Lunge:

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

[list][*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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: [ 300/300 AP spent ]

[list][*]Spell Scavenger [ Passive ] [ 200 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.
-> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point.
-> When an enemy casts a spell, Nica also marks them with A Trace.
-> A Trace can stack, up to 2 times.
[/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 ]
Nica's daring nature is unbounded by battle positions... sometimes.
-> Nica may make a melee attack on a Covered enemy.[/list]

[list][*]Restless [ Active - 0 uses ] [ 20 AP + 5 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.[/s][/color][/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][*]-2 Str
[*]+4 Dex
[*]+1 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
"Most likely, anything that could tell us where disaster may deign to strike next will be our priority. But all the same, everything helps."

Oz then declared his preoccupation -- making what he could of the 'evidence' they had amassed for their efforts. It seemed to Nica a little beyond her.
"I won't get in your way, then. I could certainly use some fresh air."

Taking the opportunity to avail herself of the heavy coat & garish nobleman's vest worn over her plain blouse, Nica loosens her shoulders and meanders around the camp, keen to unwind after the confrontation earlier, especially knowing it's probably but the beginning of things to come.

Nica wanders the temporary barracks, striking up conversation with any of the garrison members she comes across, intending to talk about anything they might know about Korsgrad & the incident, or just their thoughts on them, and failing that, more general chatter about work in the military branch.
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII006 | Lv 0.36 | [Front] |
  • Image | Ginny (Cime) .. | 16/16 | IIIIIIIIII024 | Lv 0.36 | [Front] |
  • Image | Oz (Shade) ...._ | 12/13 | IIIIIIIIII006 | Lv 0.46 | [Cover] |
Gold: 200
Location: Korsgrad Ruins - Temporary Barracks
Day 01
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]


@Oz
Oz takes the remains with him and one of the vials of blood from Ginny, and finds a small room where he will not be disturbed. He attempts to study their properties to see what can be learned about them, and of the creature as a whole.

Watcher Eye
INT check, DC 10:
Oz: 04 + 05 = 09 >>> Fail
Watcher Eye was used up during study.

You dissect the eye, but fail to gain any new knowledge from studying it.

Watcher Blood
INT check, DC 08:
Oz: 05 + 05 = 10 >>> Success!
Watcher Blood was used up during study.

By attempting small magical manipulations on the blood, you learn that this creature's blood contains an agent that reacts to high system stress. It seems to trigger some kind of regenerative response. Perhaps the blood could be used to synthesize a potion of some kind.

You learned how to make Psycho-Mutagen. Check your Compendium for details.
You think there may be more that you can learn by studying another vial of blood.
Oz: +1 Exp

Watcher Tendril
INT check, DC 08:
Oz: 10 + 05 = 15 >>> Success!
Watcher Tendril was used up during study.

Remembering the way in which the Watcher drained your magical energy earlier, you attempt to learn the mechanism by which this occurs. There are small glands of some strange manner on the "business" end of each tendril, and it seems that they react to magical energy. The Watcher must have had some kind of way to control them willingly.

New information is available for: "Watcher". Check your Compendium for details.
You think there may be more that you can learn by studying another watcher tendril.
Oz: +1 Exp

Rødlev Crest
INT check, DC 13:
Oz: 06 + 05 = 11 >>> Fail

Despite your best efforts, you fail to learn anything new about this crest.

@Nica
Nica decided to chat up some of the guards.
As Briggs mentioned when he first recounted the events, all of the younger, less experienced guards were at a training seminar during the appearance of the anomaly. Aside from Briggs himself, none of the veterans are anywhere to be found, so no one else among the guards would have witnessed anything.

All of the guards here seem heavily demoralized, many of them doubt the capitol's decision to rebuild the garrison rather than evacuating the area. Some have had their loved ones disappear during the event, leaving them without closure.

One of the guards mentions strange howls and cries that they have been hearing from the direction of the forest for the last few days. Another guard mentions that they can't sleep at night because of the howls, but orders from Briggs prevent anyone to go and investigate (the few of them that are willing to investigate in the first place).
They say that the sounds aren't anything like any animal they know of, and they fear that this may be related to the appearance of the obelisk. They implore you to investigate this if you get the chance.

Restless Nights: Investigate the unnatural howls in the forests near Korsgrad.

Do you accept this quest?

@Ginny
As her teammates went on to do other things, Ginny decided to stay behind with Briggs and ask him about a few things that were on her mind.

"Briggs, I've been meaning to ask you something."
"Go ahead lass, I'm listening"
"Have you lived here in Korsgrad for long? Do you know anything of the people that lived here before the empire established itself?"
"My family is originally from this town. I was born after the empire took this land, obviously, but both of my parents grew up as citizens of the Escal thanedom, before it was assimilated. Most of Korsgrad's residents have roots in the old thanedom much like myself, with a few families from the empire arriving later in search of a quiet place to settle away from the busy midland."
"Are there any older people alive from that time before the empire?"
"There were plenty of elders with their tales of glory. All of them are currently MIA, as you know, unfortunately."
Ginny's face fell.
"Oh, that's right..."
"Why are you so interested in the old rule? I'm bet you probably have roots there too."
"You... could say that, yes..."
"What area of the thanedom are your parents from?"
"Vileind."
"Vileind... wasn't that the seat of the Escals themselves?"
"I'm an Escal."
"Huh. And you're a knight-errant for the empire that conquered us? I guess what they say about your line is true."
"..."
"Listen, there's something else I wanted to know - you mentioned that Capitol is sending in supplies and reinforcements."
"Yes, I did. What of it?"
"Did you request this? I don't understand why my team wasn't informed about this from Capitol themselves."
"Well, the message I sent them didn't specifically ask for this, but it was implied that Korsgrad must be rebuilt eventually. I think they sent them in a bit too early. I'd like to say that I'm glad that they did, but I honestly don't think it makes us significantly safer. Considering the entire village burned down and none of the people are anywhere to be found, more men and supplies probably aren't going to save us if whatever happened then happens again."
"I guess, I just think it's strange that we weren't told about this ourselves. I know our mission statement focuses on investigation, but I don't see a good reason for Capitol not to tell us of anything else they plan on doing in the area. You know what I mean?"
"I suppose. Don't overthink this, it could just be poor communication or some kind of bureaucratic incompetence. You're an operative, I'm sure you're familiar with the phenomenon."
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 0.36

Health: 13/13
Stress: IIIIIIIIII

Spells:
Lunge:

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

[list][*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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: [ 300/300 AP spent ]

[list][*]Spell Scavenger [ Passive ] [ 200 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.
-> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point.
-> When an enemy casts a spell, Nica also marks them with A Trace.
-> A Trace can stack, up to 2 times.
[/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 ]
Nica's daring nature is unbounded by battle positions... sometimes.
-> Nica may make a melee attack on a Covered enemy.[/list]

[list][*]Restless [ Active - 0 uses ] [ 20 AP + 5 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.[/s][/color][/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][*]-2 Str
[*]+4 Dex
[*]+1 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
"Bizarre howling from the forest..."
Although Nica's curiosity has already decided her own answer to this, she folds her arms and considers the scales more logically as well.
Assuming there is something inhuman at work out there, the chances are quite good that it could be another lead. And even if not, a better night's sleep is a valuable thing in itself.
Having seen them, and herself, in action, Nica feels fairly confident that the three of them will be up to the task... and at least able to return safely, if not.
"Seems more likely than not that it's a plenty worthy venture. I'll be sure to bring it up with the others this evening."

Quest accepted!
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.46
HP: 12/13
MP: ★★★★★
SP: 006%
±0 Dmg | -8 Hit | -2 AC | +5 MR | +5 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (+1 AC)
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 (290/300 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.
[*]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.

[*]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).

[*]Disquieting Serenity [ Passive ] [ 300 AP ] [ Not learned ]
-> Oz cannot receive afflictions or virtues from Stress.
Instead, whenever Oz' Stress is at 100 or above, everyone around him - friend or foe - suffers 50% increased Stress from all sources.
[/list]


Attributes:
-5 Strength
-3 Dexterity
-1 Agility
±0 Vitality
+5 Intellect
+5 Willpower
+4 Perception
While Oz' experiments weren't quite as fruitful as he had hoped, what he did manage to learn was nonetheless interesting. A concoction from the creature's blood in particular might turn out to be useful to him as long as he didn't think too hard about what it was made from. He was confident he could learn more given more materials to work with, but he'd have to fetch them from his companions first. Maybe a small break was in order.
"Well, I suppose it wouldn't hurt to clear my mind a little."
It actually didn't take him very long to find Ginny - as it turned out, she was still with Briggs, discussing something.
"Oh, you're still here? That's pretty convenient, actually.
Would you happen to know where Nica went off to? I underestimated how many materials I'd need for my experiments, so I came to pick up the rest."


If I were to obtain another Watcher Eye, could I attempt to study it again or does having failed once mean I missed my chance?
(Note to myself: there's two more tendrils available, as well as one vial of blood.)
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv0 [36] Blue Knight [Front]
16/16 HP // 24/100 [IIIIIIIIII]
+1 DMG | +2 HIT | +0 AC | +1 MR | +1 INIT
Longsword [1-8 Dmg] | Old Breastplate Armor [4 AC]
Spoiler: Character Sheet
Inventory...[ 01/10 ]
[list][*]Healing Flask [ +5 HP ][/list]


Spellbook...[ 02/02 ]
[list][*]Mug [01]
A standard attack that causes enemies to drop extra loot randomly.

[*]Shatter Guard [02]
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.
[/list]

Abilities [ 0285/0300 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 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 learned attacks cannot be taught as spells would be to others, as they are invoked, rather than studied.
[*] Image Metamagick [1/1] [ Active ] [ 30 AP ] [ Not learned ]
Whenever an ally casts an offensive spell, Ginny can consume one use of her spellbook 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 Shining Force [ Passive ] [ 50 AP ] [ Not learned ]
Ginny can eliminate a spellbook ability to reduce the stress of a single party member by 5x[Uses], and increase the stress of all enemy party members by the same amount. This is a minor action.

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

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

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

Ability Points: 15
Attribute Points: 0

Scripts:
- nil.
Oz emerged from one of the backrooms.
"I saw Nica wandering around the barracks earlier and talking to some of the guards, she must still be here somewhere."
Ginny passes the vial of watcher blood that she has over to Oz.
"This is what I have left, the rest is with Nica."
She turns over to Briggs.
"I guess we'll see about that, then. I get the feeling that we're barely scratching the surface here...
It was nice talking to you Briggs, I'll see you tomorrow.
"
Ginny addresses Oz again.
"Let's go find Nica."
As they search for Nica, Ginny tells Oz about what Briggs told her about the reinforcements from Capitol.
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.46
HP: 12/13
MP: ★★★★★
SP: 006%
±0 Dmg | -8 Hit | -2 AC | +5 MR | +5 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (+1 AC)
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest
[*] Vial of Watcher Blood
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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 (290/300 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.
[*]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.

[*]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).

[*]Disquieting Serenity [ Passive ] [ 300 AP ] [ Not learned ]
-> Oz cannot receive afflictions or virtues from Stress.
Instead, whenever Oz' Stress is at 100 or above, everyone around him - friend or foe - suffers 50% increased Stress from all sources.
[/list]


Attributes:
-5 Strength
-3 Dexterity
-1 Agility
±0 Vitality
+5 Intellect
+5 Willpower
+4 Perception
While the two searched for Nica, Ginny brought up something that seemed to be bothering her.
"Right, now that you mention it... I paid that remark no mind at first, but that is odd. It seems foolhardy to send in people and supplies without even having heard back from the team that's supposed to figure out whether doing so is safe, among other things.
Then again, what of it? That just means that the people responsible for this decision are incompetent. Not exactly news to me."

...or so he said, but in reality he did agree that it was a bit too strange a decision to ignore.
"That said, if you wanna call them out on it, by all means, you've got me backing you up. Having more people without an affinity for magic here will just make our task more difficult."
Last edited by Shade on Sat Jul 15, 2017 1:09 am, edited 1 time in total.
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 0.36

Health: 13/13
Stress: IIIIIIIIII

Spells:
Lunge:

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

[list][*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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: [ 300/300 AP spent ]

[list][*]Spell Scavenger [ Passive ] [ 200 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.
-> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point.
-> When an enemy casts a spell, Nica also marks them with A Trace.
-> A Trace can stack, up to 2 times.
[/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 ]
Nica's daring nature is unbounded by battle positions... sometimes.
-> Nica may make a melee attack on a Covered enemy.[/list]

[list][*]Restless [ Active - 0 uses ] [ 20 AP + 5 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.[/s][/color][/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][*]-2 Str
[*]+4 Dex
[*]+1 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
Beginning to have trouble finding fresh faces and having filled out a decent 'report' for her companions, Nica begins to make her way back to Briggs' post.
It's not too long before she runs into the other two, apparently heading out to regroup as well.
"Hello again. What's news?"
- (Assuming a straightforward response)
"I've got something for us, actually. A few of the garrison members and soldiers haven't been sleeping well, because of strange cries and howls heard at night from the surrounding forest. They said these howls sound like nothing they've ever heard before, not at all of this land."
She shifts her weight to the other leg, glancing towards the trees in the distance.
"...They also said they're under strict orders not to investigate, not that many of them are brazen enough to anyway. I assume this restriction doesn't apply to us."
"Oh,"
she exclaims, turning back to the two of them, "There were a few comments from soldiers who thought it odd that they're already preparing to rebuild. After all, the ruins are hardly secure yet, nor is there a particular reason to rebuild rather than resettle. According to them, anyway."
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.46
HP: 12/13
MP: ★★★★★
SP: 006%
±0 Dmg | -8 Hit | -2 AC | +5 MR | +5 Init
Equipment:
  • Trick Cane (1d4 Dmg | Restores 1 MP on an attack roll of 10.)
  • Padded Vest (+1 AC)
Spoiler: Inventory & Status
Items:
[list][*] Rødlev Crest
[*] Vial of Watcher Blood
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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 (290/300 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.
[*]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.

[*]Maelstrom of Magic [ Passive ] [ 40 AP ] [ Not learned ]
-> 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.

[*]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.

[*]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
-1 Agility
±0 Vitality
+5 Intellect
+5 Willpower
+4 Perception
Oz gave a shrug of his shoulders.
"...and so you're itching to go investigate, huh? You do realize we're kinda busy, right? Or, well, I am, anyway.
...I just hope it doesn't turn out to be a simple pack of wolves howling at the moon. That would be awfully disappointing."

With a smirk, he added:
"...oh, yeah, about that. Ginny here shares the sentiment. Wanna give those morons from headquarters some hell? Little point in sending us here to investigate if they don't actually wait for our report.
...ah, and while I'm at it, could you pass me the remaining parts of the creature we fought? I ran out of materials."
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv0 [36] Blue Knight [Front]
16/16 HP // 24/100 [IIIIIIIIII]
+1 DMG | +2 HIT | +0 AC | +1 MR | +1 INIT
Longsword [1-8 Dmg] | Old Breastplate Armor [4 AC]
Spoiler: Character Sheet
Inventory...[ 01/10 ]
[list][*]Healing Flask [ +5 HP ][/list]


Spellbook...[ 02/02 ]
[list][*]Mug [01]
A standard attack that causes enemies to drop extra loot randomly.

[*]Shatter Guard [02]
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.
[/list]

Abilities [ 0285/0300 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 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 learned attacks cannot be taught as spells would be to others, as they are invoked, rather than studied.
[*] Image Metamagick [1/1] [ Active ] [ 30 AP ] [ Not learned ]
Whenever an ally casts an offensive spell, Ginny can consume one use of her spellbook 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 Shining Force [ Passive ] [ 50 AP ] [ Not learned ]
Ginny can eliminate a spellbook ability to reduce the stress of a single party member by 5x[Uses], and increase the stress of all enemy party members by the same amount. This is a minor action.

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

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

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

Ability Points: 15
Attribute Points: 0

Scripts:
- nil.
Ginny scratched the back of her head. Looks like Nica was gathering some intel of her own while Ginny was busy with Briggs.
Oz doesn't seem too excited about the prospect of investigating the howls, he looked like he was far more occupied with researching the creature they had just fought.
Ginny had a glimpse in his notes and it appears that he'd managed to learn some useful information about the Watcher. Perhaps this form of research is the best course of action if they want to figure out what this obelisk is all about.
"We should probably do that tomorrow. Even if it's just some wolves and nothing special, I wouldn't want to deal with them in this state. I'm sure Oz needs some shuteye as well."
She looked over to Oz.
"Besides, considering what we've just witnessed, I believe there's a good chance that wolves aren't involved. It may very well be another creature of that sort."
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII000 | Lv 0.36 | [Front] |
  • Image | Ginny (Cime) .. | 16/16 | IIIIIIIIIII012 | Lv 0.36 | [Front] |
  • Image | Oz (Shade) ...._ | 13/13 | IIIIIIIIII000 | Lv 0.48 | [Cover] |
Gold: 200
Location: Korsgrad Ruins - Temporary Barracks
Day 02
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.
[*]Restless Nights: Investigate the unnatural howls in the forests near Korsgrad.[/list]


@Oz
You collect the watcher blood from Ginny and the remaining severed tendrils from Nica, and resume your experimentation.

Watcher Blood
INT check, DC 09:
Oz: 04 + 05 = 09 >>> Success!
Watcher Blood was used up during study.

You discover that the blood contains a form of carrier that amplifies the creature's aggressiveness when it senses weakness.
It's almost as if this creature was made for assaulting other living beings.

New information is available for: "Watcher - Nightmare Fuel". Check your Compendium for details.
You think there may be more that you can learn by studying another sample of the watcher's blood.
Oz: +1 Exp

Watcher Tendril
INT check, DC 09:
Oz: 04 + 05 = 09 >>> Success!
Watcher Tendril was used up during study.

You understand now that the tendrils must serve as the watcher's primary means of physical combat. Their level of articulation and the watcher's ability to manipulate them must make them quite dangerous up close.

New information is available for: "Watcher - Tendril Strike". Check your Compendium for details.
You think there may be more that you can learn by studying another watcher tendril.
Oz: +1 Exp

Watcher Tendril
INT check, DC 10:
Oz: 03 + 05 = 08 >>> Failed
Watcher Tendril was used up during study.

You fail to learn anything new this time.

Having done all you can for now, you decide to do join your team and rest for the night.

@ Everyone

You decide to retire for the night. At Briggs' request, you are supplied with relatively comfortable beds and a meal.
The Party Rests...

Your sleep isn't sound, however. You keep hearing strange, unearthly howls in the distance and wake up several times in the middle of the night. You feel that your rest was incomplete because of this...

+3 HP
-12 Stress
3 spell points restored


You wake up in the morning and check in with Briggs again.
"No word from reinforcements just yet. It's too early in the morning for that. I expect to hear from them towards the evening."

WWYDN?:
  • ========================================
    [1] Continue Resting
    [2] Explore the ruins some more
    [3] Approach the obelisk site again
    [4] Ask Briggs about the howls
    [5] Ask some of the soldiers about the howls
    [6] See what the garrison is up to
    [7] Head out into the forest in search of the source of the howls
    [8] Image
    ========================================
:wink:
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Agent of Dread
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 0.36

Health: 13/13
Stress: IIIIIIIIII

Spells: ♦♦
Lunge:

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

[list][*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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: [ 300/300 AP spent ]

[list][*]Spell Scavenger [ Passive ] [ 200 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.
-> Nica can make a maneuver against marked enemies to consume A Trace and gain 1 Spell Point.
-> When an enemy casts a spell, Nica also marks them with A Trace.
-> A Trace can stack, up to 2 times.
[/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 ]
Nica's daring nature is unbounded by battle positions... sometimes.
-> Nica may make a melee attack on a Covered enemy.[/list]

[list][*]Restless [ Active - 0 uses ] [ 20 AP + 5 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.[/s][/color][/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][*]-2 Str
[*]+4 Dex
[*]+1 Agi
[*]-1 Vit
[*]+2 Int
[*]+0 Wil
[*]+1 Per[/list]
"You're that keen on stirring up trouble? Well, not that I don't agree something's amiss. At best, they might interfere with our work, and at worst, Korsgrad might not be fit for rebuilding at all."
Nica folds her arms and considers briefly whether to allow her own taste for mischief to condone Oz here, but decides that if she's going to aid in a little telling off, or whatever it is Oz imagines, it ought to be over something more worthwhile. More severe...
"Either way, we should wait for the reinforcements before raising anything. Like as not they've news from Capitol."
--
Nica awakens... again. Though it seems this will be the last time, as the sun casts its early rays across her blanket-draped form. Might as well get moving. Might as well see what she can do about making this the only rest she gets in such a fragmented state while in Korsgrad, now that she's experienced it first-hand.
After the group are up and have checked in with Briggs, Nica turns to them to inquire about their thoughts on their course of action for the day.
"Evidently the howling in the forest wasn't just a ghost story... but I don't know how much about that we can learn until later in the day."
"In the meantime, I wonder if it wouldn't be a good idea to check up on the obelisk again? That Watcher seemed to be all there was yesterday, but I'm not fully convinced it'll stay that way."
- Linktree: linktr.ee/trilbs -
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