Aria of Ruin PnP - Game Thread

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Cimeries
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Aria of Ruin PnP - Game Thread

Post by Cimeries »

  • Aria of Ruin
The Rødlev Dynasty. After centuries of bloody conquest, the empire has claimed the entire continent and brought together the largest sovereignty in known history. For the past 50 years, peace and prosperity have enveloped the land.

You are a member of the Rødlev military operative branch, a force tasked with using your talents and skills to solve problems across the vast reaches of the empire. Years of training and several well-performed missions have solidified your position within the branch as a valuable operative.

Your duties take you to the far north-eastern reaches of the continent, to the town of Korsgrad, where rumors say a mysterious giant stone obelisk emerged from the ground one day. Rumors of this obelisk have reached the ears of the palace and caused them to assemble your group to investigate.



  • Image
    Prologue - Embers

Briggs approaches the base of the hill overlooking Korsgrad, and rapidly begins his ascent.
He was the only garrison member out on patrol tonight - the garrison is understaffed at the moment as most of its members were summoned to a training seminar in the capital, leaving only a handful of veterans to protect the city. This forced them to do their patrol rounds alone until the rest of the men return.

A massive quake had knocked Briggs off of his horse a few hours ago. Briggs thought that the horse seemed on edge from the very first moment they set out to ride, but either way, the steed fled far away as soon as the quake began, leaving Briggs alone to make the journey back on foot.
Something was definitely wrong...
A strange stone pillar was visible from a distance and a warm glow seemed to radiate from the direction of the village... The sun had nearly set and it was almost night now. Whatever happened a couple of hours ago, and whatever this stone pillar is... Briggs had to hurry and do his best to guarantee the safety of the people of Korsgrad.

Briggs removes the sword from his belt, holds it to increase his mobility, and picks up the pace. The stone pillar looms over him at the upper edge of his field of vision. Rattling and clanking as he runs up the hill, he is sweating heavily under his tunic and his muscles ache from hours of jogging in full armor, but he's almost there... one more heavy footstep, and another... one last step, and he is at the top.
Finally, the village is visible... but...

No...

Standing there, almost entirely out of breath, Briggs clutches his sword and stares in disbelief at the scene in front of him.
In all his years in the military, he's seen some intense things, but this... what on earth is going on?!

Spoiler: (Scroll Down Slowly)
Image
Korsgrad burns!

He can't hear any screams or spot any people in the village. Could it be that they all evacuated? But what is the source of the fire? And what is this massive stone obelisk protruding from the ground?!
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Nica (AoD) ..__ | 13/13 | IIIIIIIIII | Lv 0 // 00 | [Front] |
  • Oz (Shade) ...._ | 13/13 | IIIIIIIIII | Lv 0 // 00 | [Front] |
  • Ginny (Cime) .. | 16/16 | IIIIIIIIII | Lv 0 // 00 | [Front] |
Gold: 200
Location: Korsgrad Ruins - Temporary barracks shack
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]


Briggs takes a sip from his flask.
"And that's all I got for you... I wasn't there to see it happen, and none of the villagers are anywhere to be found, no living people, no corpses either. We've tried combing the forests and plains for refugees, but it's as if the ground swallowed all of them... And we still don't know why the village was on fire in the first place... we assumed it was a coincidence of some kind, maybe an oil lamp fell over from the tremors, but we couldn't pinpoint an origin or source for the fire... heck... it looks like the fire had started uniformly across the entire village, which doesn't even make sense, logically."

It's been one week since the obelisk appeared. Ever since that night, Korsgrad has been in ruins.
The garrison returned to an empty village - empty of people, empty of buildings - only ashes and charred foundations.
No one dared to approach the obelisk still. The garrison has been busy setting itself up within the ruins of the village, and arranging for your arrival - a task force dispatched from the capital, dedicated to investigating the obelisk.

The three of you were chosen specifically for your affinity for the arcane, uncanny and the supernatural, rather than for your raw combat prowess - the empire has enough men and women who can raise hell, but not nearly enough those who can stare into its depths and understand it. The palace expects the combined expertise of your group to be able to shed some light on what may be going on here.

The garrison has been preparing to rebuild the village, but with the obelisk looming over Korsgrad, they have not begun their work. There's no telling if they are in danger or not from that thing, and least not yet, until you can discover more.
Perhaps it is time that someone approached the obelisk.

Briggs is done talking.
"Anything else you wanted to ask me? I should probably check on my men."
Oh, that's right - Briggs is the senior-most garrison member who isn't currently MIA. Looks like he'll be overseeing what's left of the garrison for now.
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.00
HP: 13/13
MP: ★★★★★
SP: 000%
±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][*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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
Spoiler: Character Sheet
Basic Info
Age: 24
Gender: Male

Appearance
Hair color: White/Silver
Hairstyle: Short-ish and messy
Eye color: Topaz
Skin tone: Caucasian
Physique: Somewhat scrawny
Height: 1.74m
Weight: 63kg
Clothing:
- Purple shoulder pads
- Purple padded vest
- Simple white shirt with a high collar
- Simple leather gloves
- Simple black pants with a leather belt
- Simple leather boots

Personality
Likes: Magic, books, experiments, new discoveries
Dislikes: Brute force, rashness, dense people
Hobbies: Studying, experimenting with magic
General behaviour: Curious, but nonetheless thoughtful. Slightly conceited, but dependable. Tends to be snarky and cynical, especially if someone gets on his bad side.

Background:
Oz is a bit of an odd case.
He's a commoner.
He has a rebellious personality and likes challenging his superiors.
He doesn't have any skill with a blade.
Yet he is nonetheless a valued, if not particularly well-liked, member of the Rødlev military operative branch, owing to his abilities as a mage.

It just so happens that Oz was born with a tremendous gift for magic, something few who were born without can ever hope to match. While anyone can learn to wield magic with years of rigorous training and dedication, Oz commands even the most complex spells with little effort and never seems to tire from using them, earning him the envy of his peers.

Oz himself could hardly care less about the empire's motivations or his position withhin it - what he is interested in, however, is the investigation of the supernatural and the unknown, and in this regard the military branch delivers.
"...hmmm. So basically, everyone in this village went missing without a trace around the time that obelisk appeared? Yeah, that sounds like the work of magic alright, and considering the scale of this incident, it's probably safe to say it wasn't caused by human hands. The work required to set up amplifiers of this magnitude would have been blatantly obvious."
Intriguing... was the obelisk the cause of this whole incident or just another consequence of it? This was shaping up to be even more interesting than he initially thought it would be.
"Thanks, maybe later. For the time being it'd probably be quicker if we just went there and saw for ourselves."
Out of the corner of his eye, Oz gave his companions an expectant look.

For the most part, Oz was used to working alone - most of his tasks involved investigating incidents of a nature similar to this one, and while he had no skill with a blade, as a gifted mage he was perfectly capable of taking care of himself, so there was little point in burderning him with bodyguards - they would only serve to slow him down.

The exception to this rule was present here at this very moment - on a couple of occassions, he had worked together with Nica before. While she wasn't as skilled a mage as he himself was, her interest in the magical and supernatural was second only to his own - and although he probably would've been fine on his own, he appreciated having someone to talk to who shared the same interests he did.

Ginny, on the other hand, he knew little about other than that despite her unassuming appearance, she supposedly was gifted with the ability to use a very unusual brand of magic, that being the reason she was here. While he didn't think he needed her help, he was nonetheless looking forward to finding out what her magic looked like.
Last edited by Shade on Sat Jun 17, 2017 6:42 pm, edited 1 time in total.
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 0.00

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]
Spoiler: Character Sheet
Description:
[list]Hair color: Pale blonde
Hairstyle: Long, bound in a loose braid at the back
Eye color: Ice blue
Skin tone: Caucasian, pale
Physique: Slim & lightly toned
Height: 1.86m
Weight: 62kg[/list]

Image
(Click for larger)

Brief:
[list]Nikolaj Ríkrhjarta, heir apparent to one of the Rødlev Dynasty's prestigious noble families, the lineage of which has risen through the ranks with countless military accomplishments. A name for a proud young man, devoted to his family and his country, that the current Baron von Ríkrhjarta could pass on his line's legacy to with confidence and pride.

What a shame that the firstborn to whom it went was a girl.

"Nica", as she would prefer you call her, though not where her father can hear you, was raised as very much a boy and as very much yet another Ríkrhjarta, by a father in disbelief and too embroiled in family ties. This created a rift between him and his would-be son, which would go on to define Nica's mischevious-come-rebellious streak well into her teens, as she sought a life more her own than her family's in the gaps between the one thrust upon her.

Nonetheless, at the age of sixteen, by urging of her father, she began partaking in military operations, and has continued to do so until now, her twenty-second year.
Those who know her as a daughter of the Ríkrhjarta family see a maudlin noble, neither benevolent in her position nor out of line, but those who know her as a comerade on the force meet a side she'd like to consider her true face -- friendly, diligent, and more than willing to have a little fun. Travelling on operations is the one chance she gets to explore the bewilderingly large nation she's a part of, and appreciate all that it encompasses, not to mention get a breath of fresh air from noble life.

The pursuit of magic and its roots across the lands once conquered is her main hobby, and the one that she'll briskly complete operation work to find more time for. Perhaps it's simply something intriguing that goes on far from matters concerning her family & status, or perhaps she has a particular motivation for it...[/list]
What Briggs is saying should be... out of the question. Simply unbelievable. That a whole town went down in flames as this obelisk went up should be too much to take for granted.
But as Nica gazes up at the thing, looming over the wreckage, and as she remembers how vastly different the surroundings during the last minute of their journey were to the hours preceding it, she's unsettled by how simply appropriate it is. As though there were no need to justify or explain anything, just to look upon that monumental anomaly.

After a while, Nica realises she's being waited on for a response. For the first time since they arrived, she forces herself to take her eyes off of the obelisk and answers.
"...I think so too. Thank you for recounting, and the rest of your work so far."

It's likely that there's something horribly wrong at work here, and Nica wonders whether that drop of sweat rolling down her face is one of fear... or anticipation.
Last edited by Agent of Dread on Fri Jul 21, 2017 4:41 pm, edited 1 time in total.
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Cimeries
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv0 [00] Blue Knight [Front]
16/16 HP // 00/100 [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][*][2/5] Healing Flasks [ Restores 5 HP ][/list]


Spellbook...[ 02/02 ]
[list][*]First Strike [02]
Strikes first in the current combat turn, disregarding INIT.

[*]Mug [02]
A standard attack that causes enemies to drop extra loot randomly.
[/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 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.
Spoiler: Character Bio
Basic Info
Image
Age: 25
Gender: Female

Appearance
Hair color: Dark Brown
Hairstyle: Long, Straight
Eye color: Gray
Skin tone: White
Physique: Athletic
Height: 1.71m
Weight: 60kg
Clothing:
- Metal Armor
- Blue and Black shirt and mantle
- Sturdy blackened leather gloves
- Metal boots
- Black leather belts

Background: Ginny is the granddaughter of the late last thane of Escal. The thanedom of Escal was a small independent city-state that rose to power in the northeastern territory of the continent, some three hundred years ago... many years before the Rødlev Dynasty assimilated the entire continent under its banner.
Growing up, Ginny would hear tales of her lineage's conquest and skill at arms, the Escal family name being associated for centuries with warrior-caste traditions in history. Her family code speaks of loyalty to the state - honoring and working together with the ruling government as their allies wherever they chose to settle, or whoever happens to currently own the land the Escal have chosen to be their home and heritage.
Ginny has a certain magical talent that is not fully understood yet, and appears to be a form of inner invocation. The source of this talent isn't known, but some Escal have manifested strange power of this sort through the years.
What is known with quite some certainty, is that it is not a form of spell casting common among wizards and sorcerers, though individuals with greater mental faculties seem to be able to use it to greater extents, when it does manifest itself.

Following her family code and tradition, Ginny concluded her training as a warrior some years ago, and has mastered her magical ability enough to allow her to bolster her combat prowess and fight in a way that is uniquely... chaotic.
She has become a member of Rødlev's military operative branch, performing delicate peacekeeping operations within the empire's massive, unwieldy borders.
Her next assignment is bound to take her to the town of Korsgrad, a city that was once part of the Escal thanedom, according to her family's history...
The sight of the sorry state of the village made Ginny shudder. She'd never been to Korsgrad prior to this assignment, so she never saw what the village looked like before, but the sight of the charred ruins struck a chord with her and made the hair on the back of her neck stand up.

There was no sign of any of the townsfolk, and what the only so called "witness" to the event, a senior garrison soldier by the name of Briggs, describes reeks of something supernatural. Could it be the work of some kind of mad wizard?
Ginny has handled cases like those before, but there's something different about this... the sheer magnitude and nature of the event, it just doesn't look like anything she's seen before.

Her team-mates for this operation were two very unusual individuals - Ginny honestly felt a little uncomfortable working with them. She was used to working with regular soldiers, rangers and even spies and sneaks, but not with people with magical talents... so far the Rødlev court had only pitted her against people like that.
Oz reminded her a bit of those secluded hedge-wizards she was sometimes sent to hunt, only he was obviously much more well adjusted and didn't have any ill-intent, but still, something about the way he carried himself made her uneasy.

Nica was a different case. She wasn't as powerful a mage as Oz, but definitely a proper spellcaster of some skill, unlike Ginny.
She was the daughter of one of the Rødlev nobles. While Oz was a commoner, and Ginny was merely a knight, Nica had actual royal birthright.

Ginny's older family were sometimes resentful towards the Rødlev royalty. Ginny personally wasn't, since she wasn't born at the time that the city-state ruled by her family was conquered by Rødlev, but she knew very well why her grandparents and older uncles felt the way they did.
Now that Ginny was operating within the territory that was once her birthright, some of those ancestral feelings were bound to come out. She regretted not learning more about this area from her family before setting out on this assignment.

"Approaching the obelisk really does seem like the best course of action for us right now."
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Nica (AoD) ..__ | 13/13 | IIIIIIIIII | Lv 0 // 00 | [Front] |
  • Ginny (Cime) .. | 16/16 | IIIIIIIIII | Lv 0 // 00 | [Front] |
  • Oz (Shade) ...._ | 13/13 | IIIIIIIIII | Lv 0 // 00 | [Cover] |
Gold: 200
Location: Korsgrad Ruins
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]


After questioning Briggs, the three of you decide that it's time to approach the obelisk.
You leave the hastily constructed barracks and make your way to the end of town, where the obelisk looms ominously.

Perception check, DC 10:
Nica: 06 + 01 = 07 >>> Fail
Ginny: 10 + 00 = 10 >>> Success!

You stop in your tracks. In the ashen wreckage of one of the buildings, you spot something red, metallic and shiny. You approach the pile of ash and coal to inspect it further.

You come across a small metallic crest of the Rødlev coat of arms, about 10x10 cm in width and height, and about 3 in depth. It depicts a griffon, a mythical beast that serves as the symbol of the Rødlev dynasty, on black chevron with a red background. The crest has survived the fire well, showing no sign of the paint fading from the flames.

Image

INT check, DC 13:
Nica: 08 + 02 = 10 >>> Fail
Ginny: 01 + 02 = 03 >>> Fail
Oz: 03 + 05 = 08 >>> Fail

The crest is the only solid, undamaged thing in the vicinity.

Items:
  • Rødlev Crest
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 0.00

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]
They set off. Realising that they'll be quickly heading into what could be grave danger, Nica briefly frets over remembering that her companions are more than just tour guides and conversation, and that she might have to depend on their combat prowess... before quickly assuaging momentary doubt. Oz's command of spellcasting more than outmatches her own, so he should have no troubles here, and though she hasn't shared much more than a brief greeting's exchange with this Ginny, her apparent training and status within the Rødlev military should more than prove themselves if it comes to it. At the very least, it seems she took to traditional arms better than Nica.

Then Ginny points out something amidst the rubble... and when they uncover it, it's the crest of the dynasty itself. A symbol Nica recognises immediately, even if Ginny was the one to spot it.
The coat of arms to which the Baron pledged everything. That he wished she would pledge everything to. Finding it within this carnage, it reminds her of the kind of selfish and spiteful things she's daydreamed of in the past. Upheavals, humiliation, turning her back on this most sacred and important of causes... though she resents the thought of it, her birthright. As though one man's contribution to childbirth could impose so much... for a moment, she instinctively scowls, lost in thought.

But more tangibly, something about this crest gives her a bad feeling in her stomach... though it's minor enough and doubtlessly just her ruminations over her family ties getting to her, so she shrugs it off, and exhales audibly to clear her mind.
"...Let's keep moving. I have to stare at that crest enough back home," she faintly jests.

That's right, Nica thinks to herself. Even such daydreams as those should never come at a price like this...
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.00
HP: 13/13
MP: ★★★★★
SP: 000%
±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
"Oh?"
A metallic sheen amongst the ashes of the wreckage interrupted the group on their way to the obelisk. At first glance the source of the reflection was nothing particularly out of the ordinary - just a small crest bearing the symbol of the Rødlev dynasty. It took Oz a moment to notice that it was in almost too good a condition compared to its surroundings - had it been present during the fires, it would likely at the very least have some blemishes unless it had been protected from the flames somehow.
"Hm... this crest is in remarkably good condition. I wonder how it survived the fires so well."
Interested in finding out how the crest had managed to remain undamaged, Oz swiftly picked it up before catching up to the others.
"That's great, isn't it? It'll help you feel right at home here, heh.
Anyway, I suppose I'll hold on to it for now. I'd like to take a closer look at it later."
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Nica (AoD) ..__ | 13/13 | IIIIIIIIII | Lv 0 // 00 | [Front] |
  • Ginny (Cime) .. | 16/16 | IIIIIIIIII | Lv 0 // 00 | [Front] |
  • Oz (Shade) ...._ | 13/13 | IIIIIIIIII | Lv 0 // 00 | [Cover] |
Gold: 200
Location: Korsgrad Ruins - The Obelisk
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 take the crest with you and resume on your way towards the obelisk.

Approaching the massive dark stone anomaly, a sensation of mild nausea assaults your senses. You seem to be able to get it under control well enough to approach the obelisk, but it's sitting there, at the back of your consciousness constantly as you step closer and closer to the mound of dug up earth and stone surrounding the anomaly.

Party: +3 Stress

Heat seems to permeate from the epicenter of the obelisk, causing your body temperature to rise. The mound of earth is very warm to the touch.
You begin to notice a very faint, high pitched shrieking noise coming from within the warm mess of rocks.

Before you have time to react, however, you see some movement in the rocks. A thin, white tendril rises from within the pile, and wiggles around unassumingly as your group stares in shock.

The tendril is still some 10 meters away from you. Do you dare approach it?
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.00
HP: 13/13
MP: ★★★★★
SP: 003%
±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
"Well..."
While Oz had fully expected the obelisk to not just be an ordinary rock, he hadn't expected this fact to be so... plainly visible. As a result, it took him a moment to regain his composure.
Originally, he had planned to use one of his spells to figure out whether there was some kind of living organism withhin these rocks, although with this tendril being plainly visible, that no longer seemed necessary. However, maybe that same spell could still tell him what (or how many) they were dealing with.
"There's something I'm curious about... but I need to get a bit closer first. This might be a little dangerous."
First he had to find out whether it was safe to get a bit closer still. To this end, he picked up a nearby rock about the size of his fists and threw it in the tendril's general direction - purposely trying not to hit it - and then awaited how it would react.

If it seems safe to get close enough to the tendril for Life Sense's radius of effect to encompass at least part of the mass of rocks it resides withhin, Oz gets just close enough and casts Life Sense. Otherwise, he backs off to a safe distance.
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 0.00

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]
Nica's brow furrows. What's with that remark? This must be the kind of thing for which people prefer not to work with Oz almost as much as he prefers them not to slow him down... but it's a simple jab, regardless of intent... or lack thereof. Not worth dwelling on. Not able to be dwelled on anyway, with this obelisk looming overhead, its malignant aura turning Nica's stomach.

And that's before the tendril rears itself in front of them. Almost immediately Nica understands that this is beyond her reckoning, that making something of this would be too much for her & her abilities. So when Oz suggests he has a starting point, Nica is more than happy to defer to him for now.

"Your call, then..."
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Nica (AoD) ..__ | 13/13 | IIIIIIIIII | Lv 0 // 00 | [Front] |
  • Ginny (Cime) .. | 16/16 | IIIIIIIIII | Lv 0 // 00 | [Front] |
  • Oz (Shade) ...._ | 13/13 | IIIIIIIIII | Lv 0 // 00 | [Cover] |
Gold: 200
Location: Korsgrad Ruins - The Obelisk
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 slowly walk closer to the tendril so that it is within a reasonable distance for your spell to work. A second tendril emerges from the rock pile, close to the first one. The two tendrils wiggle about in rhythmic fashion, but show no other concrete sign of relating to your approach.


You begin the incantation for the Life Sense Spell.

Oz casts Life Sense
3 Living Beings detected.

Ríkrhjarta Nikolaj - Human, Female
Escal Ginny - Human, Female
Unknown, Unknown


A a pulse of translucent red lightning flows outwards from your palms. As it spreads in a radius around you, you are endowed with a new natural sense and become acutely aware of the presence of all life around you. The feeling subsides shortly after the pulse spreads too thin and dies out.

INT check, DC 08:
Oz: 01 + 05 = 06 >>> Fail

PER check, DC 08:
Oz: 04 + 04 = 08 >>> Success!

Oz:+04 Exp

You are able to determine that there is definitely something alive under these rocks, but you are unable to tell what it is. It might not be a kind of life form that you are familiar with. An image of a single, big eye with an enlarged red pupil is imprinted in your memory.

A third tendril emerges not too far from the others.
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.04
HP: 13/13
MP: ★★★★
SP: 003%
±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
As soon as the third tendril emerged, Oz immediately backed off - for the time being, he had done what he needed to do.
"...hmmm. I was able to confirm that there's precisely one living being inside these rocks, although I can't tell exactly what it is. I caught a glimpse of an ominous red eye - anything come to mind?"
...well, considering the ever-increasing number of tendrils, it probably wasn't a good idea to stick around.
"Whatever it is, I'm getting the impression it's getting ready to make a move. Maybe it just woke up.
In any case, if this thing is responsible for what happened here, it's probably not a good idea to stick around. It might be best to tell Briggs to evacuate for the time being."
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 0.00

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]
More tendrils... and according to Oz, certainly a single something in there. Nica doesn't question it for a second when Oz suggests leaving it alone.
"Retreating, then? No complaints here..."

But she also finds it hard to believe such a thing would be so straightforward. Not if... whatever it is, is waking up. But, should it come to it, that's why this isn't Oz's operation alone, or hers, or Ginny's.
"Looks like we're the first line then, Ginny. I want to say, 'be ready for anything', but who knows whether 'anything' covers what we could be about to see..."
An uncanny crackle runs along Nica's left arm as she crosses her right to rest under the handguard of the rapier at her belt. Whether she's searching for it this time or not, the trace is certainly here. And if it's mere defense... then she thinks they should have a good shot at pulling it off.
Enough not to hesitate, anyway.
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv0 [00] Blue Knight [Front]
16/16 HP // 03/100 [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][*][2/5] Healing Flasks [ Restores 5 HP ][/list]


Spellbook...[ 02/02 ]
[list][*]First Strike [02]
Strikes first in the current combat turn, disregarding INIT.

[*]Mug [02]
A standard attack that causes enemies to drop extra loot randomly.
[/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 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.
Spoiler: Character Bio
Basic Info
Image
Age: 25
Gender: Female

Appearance
Hair color: Dark Brown
Hairstyle: Long, Straight
Eye color: Gray
Skin tone: White
Physique: Athletic
Height: 1.71m
Weight: 60kg
Clothing:
- Metal Armor
- Blue and Black shirt and mantle
- Sturdy blackened leather gloves
- Metal boots
- Black leather belts

Background: Ginny is the granddaughter of the late last thane of Escal. The thanedom of Escal was a small independent city-state that rose to power in the northeastern territory of the continent, some three hundred years ago... many years before the Rødlev Dynasty assimilated the entire continent under its banner.
Growing up, Ginny would hear tales of her lineage's conquest and skill at arms, the Escal family name being associated for centuries with warrior-caste traditions in history. Her family code speaks of loyalty to the state - honoring and working together with the ruling government as their allies wherever they chose to settle, or whoever happens to currently own the land the Escal have chosen to be their home and heritage.
Ginny has a certain magical talent that is not fully understood yet, and appears to be a form of inner invocation. The source of this talent isn't known, but some Escal have manifested strange power of this sort through the years.
What is known with quite some certainty, is that it is not a form of spell casting common among wizards and sorcerers, though individuals with greater mental faculties seem to be able to use it to greater extents, when it does manifest itself.

Following her family code and tradition, Ginny concluded her training as a warrior some years ago, and has mastered her magical ability enough to allow her to bolster her combat prowess and fight in a way that is uniquely... chaotic.
She has become a member of Rødlev's military operative branch, performing delicate peacekeeping operations within the empire's massive, unwieldy borders.
Her next assignment is bound to take her to the town of Korsgrad, a city that was once part of the Escal thanedom, according to her family's history...
The obelisk is unnerving to approach. Ginny could feel herself mentally resisting her own attempts to walk closer.
She thought the garrison men were cowards for not examining the thing yet, but she understood completely by the time they had approached the rock mound at the base of the anomaly.

That's when they began to hear the shrieking. Something was alive under these rocks - Oz's spell confirms this, and whatever it was, it was getting ready to rise. Oz suggested returning to the garrison and evacuating everyone. A retreat may indeed be necessary, but if it comes down to it, they may have to defend themselves now. Ginny draws her sword and faces the tentacled being as the group begins pacing back slowly.

"I am ready. I don't care what this thing is, I didn't come here to die by it."
:wink:
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