Aria of Ruin PnP - Game Thread

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Cimeries
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv0 [43] Blue Knight [Cover]
16/16 HP // 13/100 [ IIIIIIIIIII]
+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.
So there were more of these Stags lurking close by, and it seems that the numerical advantage Giny's team had was gone.
Didn't matter. She was going to put them all down.
"..."
Ginny couches her sword like a lance and charges forward towards one of the Stags, leaving glowing trails of mana in her wake.

Ginny uses Blue Lancer on the Carrion Stag with the most HP. If one of the C.Stags is stunned, Ginny selects that C.Stag as her target.
Also, perform a maneuver to hit the head directly.
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII005 | Lv 0.43 | [Front] |
  • Image | Ginny (Cime) .. | 16/16 | IIIIIIIIIII010 | Lv 0.43 | [Front] |
  • Image | Oz (Shade) ...._ | 00/13 | IIIIIIIIII014 | Lv 0.56 | [Cover] | Death's Door
Gold: 200
Location: Forest, south of Korsgrad
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]


Turn Order: - [Oz] - [C.Stag A] - [C.Stag B] - [C.Stag C] - [Nica] - [Ginny] -


==================================================
Oz Casts Sonic Clap:

Carrion Stag A: VIT check
07 + 03 = 10
vs 01 + 05 = 06
Passed.

Carrion Stag B: VIT check
06 + 03 = 09
vs 10 + 05 = 15
Failed! Carrion Stag B is stunned!

Carrion Stag C: VIT check
06 + 03 = 09
vs 05 + 05 = 10
Failed! Carrion Stag C is stunned!
==================================================
Oz launches a massive sonic boom that crashes into the three stags. The first one seems able to resist it, but the other two are stunned and disoriented by sudden blast. Unable to orient themselves and resume their approach, they are left open for attack.
==================================================
Oz uses Quickspell: Cyclone @ Carrion Stag B:
02 + 01 = 3 Blades

10 + 05 = 15
vs 02 + 04 = 06
Hit! 8 Damage!
Agitation: Carrion Stag B's Stress increases by 8.

05 + 05 = 10
vs 01 + 04 = 05
Hit! 5 Damage!
Agitation: Carrion Stag B's Stress increases by 5.

04 + 05 = 09
vs 08 + 04 = 12
Miss!
==================================================
Noticing that his previous spell was a success, Oz quickly follows up with another barrage of cyclone blades, cutting at one of the stags at the rear. The blades rend its flesh with ease, nearly bringing it down. Unfortunately, the stags are resilient and terrifyingly tenacious. Even a blow like that wasn't enough to strike it down.
==================================================
Carrion Stag A uses Howl

Nica's Stress increases by 5.
Ginny's Stress increases by 4.
Oz' Stress increases by 4.

Carrion Stag A's Stress increases by 3.
Carrion Stag B's Stress increases by 3.
Carrion Stag C's Stress increases by 5.

Carrion Stag A, B, C: +1 DMG, +1 HIT, +1 INIT
==================================================
The first stag lets out a blood curdling howl. You flinch for a second in reflex. The stags themselves seem agitated even more by the howling, grunting and roaring tenaciously in unison. It seems that the hunt has begun anew.
==================================================
Carrion Stag A uses Ram Attack @ Oz
06 + 03 + 02 - 02 = 09
vs 02 - 02 = 00
Hit! 8 Damage!

Horn Maneuver, DC 10
09 + 08 = 17
Success! 5 Damage!

Oz is at Death's Door!
Oz' Stress increases by 10.


Horn Maneuver, DC 14
02 + 08 = 10
Failed.

Entropy: Carrion Stag A takes 1 Damage.
Entropy: Carrion Stag A's Stress increases by 5.
Nocturnal: Carrion Stag A's Stress increases by 1.
==================================================
Immediately after the howl, identifying Oz as the source of the wind blades that struck him, the first stag charges full force and rams into Oz with all of its strength, goring him with one of its horns. The force of the blow knocks Oz back like a ragdoll. He is able to stand up again, but just barely. Another hit could spell the end for him.
==================================================
Carrion Stag B is stunned...
Nocturnal: Carrion Stag B's Stress increases by 1.
Carrion Stag C is stunned...
Nocturnal: Carrion Stag C's Stress increases by 1.
==================================================
Nica Casts Maximized Arc Bolt @ Carrion Stag A:
08 + 02 + 01 = 11
vs 02 + 06 = 08
Hit! 9 Damage!
Agitation: Carrion Stag A's Stress increases by 9.

Maximized Arc Bolt Chains @ Carrion Stag B:
08 + 02 = 10
vs 03 + 04 = 07
Hit! 6 Damage!
Agitation: Carrion Stag B's Stress increases by 6.

Maximized Arc Bolt Chains @ Carrion Stag C:
09 + 02 = 11
vs 10 + 04 = 14
Missed.

Maximized Arc Bolt Chains @ Carrion Stag A:
04 + 02 = 05
vs 02 + 04 = 06
Missed.
==================================================
Nica strikes the first stag with a lightning bolt. The lightning sears the creature's flesh and chains to hit one of the other stags behind it, and then chains again, creating a ring of electric death between all three stags. The third stag was able to stumble out of the arc's path in time, as did the first when the arc targeted him a second time before fizzling out.
==================================================
Ginny uses Blue Lancer @ Carrion Stag A
07 + 02 + 05 = 14
vs 03 + 06 = 09
Success!

Maneuver check (Attack Head), DC 07
Ginny: 06 + 01 = 07 >>> Reroll
Ginny: 06 + 01 = 07 >>> Reroll
Ginny: 10 + 01 = 11 >>> Success! +1d6 base damage, overkill triggered.

Hit! 26 Damage!

Overkill!
Carrion Stag B's Stress increases by 9.
Carrion Stag B: -2 INIT
Carrion Stag C's Stress increases by 8.
Carrion Stag C: -2 INIT

Carrion Stag A is slain.
Ginny recovers 7 stress.
Ginny Returns to the front row.
==================================================
Ginny crashes into the stag at the front, jamming her sword straight into its head. The force of the impact completely disintegrates the stag's head with a burst of blue flames, and sends radiant searing chunks of skull and flesh flying back from where the stag's head used to be. The other stags have no choice but to take notice.
==================================================

  • Image | Carrion Stag A | -22/23 |
  • Image | Carrion Stag B | 04/23 | IIIIIIIIII037 | [Front]| | Howl: +1 | -2 INIT
  • Image | Carrion Stag C | 22/22 | IIIIIIIIII025 | [Front]| Howl: +1 | -2 INIT

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

Post by Agent of Dread »

Nica, Lv 0.43

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]
The first strike over, chaos erupted in its wake. Ginny's and Nica's combined efforts decimated the first of the stag beasts, an almost frightening display of Ginny's potential. Despite this, it was still able to violently gore Oz, leaving him in a dangerous state despite Nica, and later Ginny, standing first before them. Nica needed to take a moment to re-assess things, to make sure Oz was going to be able to keep standing, to...
This voice of reason was drowned out by a hum, almost tangible to Nica, as the mana from her destructive spell dissipated across the battlefield. The first of them had fallen, so, no, it wouldn't be there, but... yes, one that still stood had it. And she would take it.

Nica attacks Carrion Stag B, maneuver: Spell Scavenger (A Trace: +1 Hit, +1 MR).
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.56
HP: 00/13
MP: ★★★★★
SP: 014%
±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
[*] Hollow's Bone
[*] Hollow's Ashes
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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
But the fight refused to go his way. One of the stags had resisted his spell and was quick to charge him in response, goring him with its horns and sending him flying through sheer force, knocking all of the air out of his lungs and leaving him gasping and coughing.
As Oz picked himself back up, his usual smirk faded.
"...that's gonna leave a mark."
What a pain... in every sense of the word. It looked like he had to take this more seriously - after all, dying wasn't on the list of things he had planned to do today.

Oz activates Awareness.
Afterwards, if Ginny gives him her healing flask, he drinks it; otherwise he uses Wellspring of Magic.
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv0 [43] Blue Knight [Cover]
16/16 HP // 13/100 [ IIIIIIIIIII]
+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 [00]
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 [0/1] [ 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 [0/1] [ 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.
Her attack completely destroyed the first stag. Probably not the best choice of target, since it was already on the brink of death, and it would take a while before she could muster enough energy to repeat a feat like that, but at least she got that stag off Oz's tail. Oz looked to be in a pretty sorry state after a head-on collision with that beast. She quickly passed Oz her last remaining healing flask, and returned to the fray. She'd have to hold the attention of the remaining stags so that this doesn't repeat itself, time to cause as much pain as possible with her attacks.
"Take this Oz, and let's leave a mark right back."

Ginny uses Mug on the carrion stag with the least HP remaining. Manuever to stab and twist the blade in once it hits.
For her minor action, she gives Oz her healing flask.
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Nica (AoD) ..__ | 13/13 | IIIIIIIIII010 | Lv 0.43 | [Front] |
  • Image | Ginny (Cime) .. | 03/16 | IIIIIIIIIII014 | Lv 0.43 | [Front] | Bleeding 1D x3T
  • Image | Oz (Shade) ...._ | 05/13 | IIIIIIIIII022 | Lv 0.56 | [Cover] | Awareness: +4 Dodge AC
Gold: 200
Location: Forest, south of Korsgrad
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]


Turn Order: - [Oz] - [C.Stag B] - [C.Stag C] - [Nica] - [Ginny] -


==================================================
Oz activates Awareness:
Dodge AC increased by 4

Oz quaffs Healing Flask:
Oz recovers 5 HP.
Awareness: Oz' Stress increases by 5
==================================================
Carrion Stag B uses Howl
Failed...?

Carrion Stag B uses Lacerate @ Ginny
06 + 06 = 12
vs 08 + 04 = 12
Reroll

08 + 06 = 14
vs 03 + 04 = 07
Hit! 5 Damage!

Ginny: VIT check
03
vs 02 + 04 = 06
Failed! Ginny is Bleeding! 1/turn x 4.

Nocturnal: Carrion Stag B's Stress increases by 1.
==================================================
The wounded stag closes in on Ginny and uses its sharp blackened nails to find an opening in her armor and make a nasty cut in the side of Ginny's abdomen. Blood violently pours out of the fresh cut.
==================================================
Carrion Stag C uses Howl

Nica's Stress increases by 5.
Ginny's Stress increases by 4.
Oz' Stress increases by 3.

Carrion Stag B's Stress increases by 4.
Carrion Stag C's Stress increases by 5.

Carrion Stag B, C: +1 DMG, +1 HIT, +1 INIT

Carrion Stag C uses Virulent Bite @ Ginny
01 + 07 = 08
vs 01 + 04 = 05
Hit! 7 Damage!

Ginny is exposed to a deadly disease...

Ginny resisted.

Nocturnal: Carrion Stag C's Stress increases by 1.
==================================================
The third stag darts and approaches Ginny from the other side, and closes in to take a nasty bite into Ginny's left arm. The virulent saliva smells and burns horribly.
==================================================
Nica attacks Carrion Stag B:
02 + 02 + 01 = 05
vs 07 + 07 = 14
Miss!

Maneuver check (Spell Scavenger), DC 07
Nica: 06 + 02 + 01 = 09
Success! Nica Recovers 1 Spellpoint.
==================================================
Nica jabs her rapier at the wounded stag, but it is too quick and manages to dodge her attack. Her rapier connects with the residual energy left by her previous spell, and she is able, in less than a second, to channel it through the steel of the blade, through the grip, and into her body.
==================================================
Ginny uses Mug @ Carrion Stag B
05 + 02 = 07
vs 02 + 07 = 09
Miss...

!

Carrion Stag B's horn receives 1 Damage.

Ginny sustains 1 damage from bleeding.
==================================================
Ginny swings her blade at the wounded stag in retaliation, but the stag is able to deflect the attack expertly with the agile use of its horns as a sword cage. The attack grazes one of the horns accidentally, and a small chunk of it falls to the ground.
==================================================

  • Image | Carrion Stag A | -22/23 |
  • Image | Carrion Stag B | 04/23 | IIIIIIIIII042 | [Front] | Howl: +2 | -2 INIT | Horns x2: [6], [?]
  • Image | Carrion Stag C | 22/22 | IIIIIIIIII031 | [Front] | Howl: +2 | -2 INIT | Horns x2: [?], [?]

Image
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Re: Aria of Ruin PnP - Game Thread

Post by Shade »

Oz, Lv 0.56
HP: 05/13
MP: ★★★★★
SP: 022%
±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
[*] Hollow's Bone
[*] Hollow's Ashes
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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
But the monsters continued to prove more formidable than Oz had wanted to give them credit for. Not even Ginny in her armor was able to withstand their attacks... and after Oz had downed all of the healing flasks she had been carrying, there were none left for her own use. Oz' expression turned grim.
"Alright, folks, playtime's over. I don't plan on getting any of us killed today."
It looked like he had no choice but to tap into his reserves...

Oz deactivates Awareness and uses Wellspring of Magic to regain a Spellpoint.
Then he casts Cyclone @ C. Stag B. If his spell is enough to kill it, he redirects any leftover wind blades @ C. Stag C; if, on the other hand, Cyclone completely misses, he prepares to escape.
Last edited by Shade on Thu Aug 24, 2017 5:12 pm, edited 1 time in total.
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 0.43

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]
There... hers to keep once more, for the moment. It's only after ascertaining this that Nica takes proper stock of the situation. When she does, she realises quickly that she probably wasn't afforded such a lapse. Things are not looking good, and Oz suddenly changing his tone is perhaps the most apparent indicator of it. Nonetheless, it seems as though he won't leave peacefully, be it the forest clearing or this life. Not that Nica intends to surrender to the latter so easily either.
"All or nothing, then... though I won't blame you for standing back, Ginny."
With her resurgent mana, Nica prepares another searing bolt of lightning, that she might give the last Stag as few chances to leave any wounds like Oz's or Ginny's upon her as possible. Assuming they don't quickly break ranks, but she's poised to enact either.

If Carrion Stag B is killed by Oz, Nica casts Arc Bolt @ Carrion Stag C. Otherwise, she prepares to escape.
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv0 [43] Blue Knight [Cover]
03/16 HP // 13/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +0 AC | +1 MR | +1 INIT
Longsword [1-8 Dmg] | Old Breastplate Armor [4 AC]
Spoiler: Character Sheet
Inventory...[ 00/10 ]
[list][*] [ ][/list]


Spellbook...[ 01/02 ]
[list][*]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 [0/1] [ 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 [0/1] [ 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 was hurt badly, and the bleeding from her wounds wouldn't stop. By all accounts, at times like these, the wisest choice would be to retreat, try to save their lives and hopefully escape. The fight seemed hopeless, and they would have probably done just that and escaped, if the three of them weren't so stubborn in nature.
Capitol has a verbose, well researched psychological profile on all of its operatives, so they were probably out of their mind assigning the three of them together to the same task force.

Ginny recalled that her earlier attack managed to chip off a bit of that stag's horn by accident, and that the stags used the horns as natural weapons. She wandered what a stag might do if it had no horns to defend itself with...




Time to find out.

Ginny attempts to attack the horns of a stag directly. She uses her minor action to retreat to cover if any of the stags are still a threat to her.
:wink:
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Nica (AoD) ..__ | 08/13 | IIIIIIIIII014 | Lv 0.43 | [Front] |
  • Image | Ginny (Cime) .. | 02/16 | IIIIIIIIIII018 | Lv 0.43 | [Cover] | Bleeding 1D x2T
  • Image | Oz (Shade) ...._ | 05/13 | IIIIIIIIII043 | Lv 0.56 | [Cover]
Gold: 200
Location: Forest, south of Korsgrad
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]


Turn Order: - [C.Stag B] - [C.Stag C] - [Oz] - [Nica] - [Ginny] -

==================================================
Carrion Stag B uses Howl
Failed...?

Carrion Stag B attacks Nica
08 + 08 = 16
vs 05 + 05 = 10
Hit! 5 Damage!
Carrion Stag B's HIT increases by 1.
Carrion Stag B's Stress increases by 2.

Nocturnal: Carrion Stag B's Stress increases by 1.
==================================================
The wounded stag strikes Nica with a claw attack, leaving a nasty cut.
==================================================
Carrion Stag C uses Howl

Nica's Stress increases by 4.
Ginny's Stress increases by 4.
Oz' Stress increases by 5.

Carrion Stag B's Stress increases by 4.
Carrion Stag C's Stress increases by 3.

Carrion Stag B, C: +1 DMG, +1 HIT, +1 INIT


Carrion Stag C uses Hoof Kick @ Ginny
01 + 08 = 09
vs 08 + 04 = 12
Missed.

Nocturnal: Carrion Stag C's Stress increases by 1.
==================================================
The third, still uninjured stag rushed towards Ginny and attempts to kick her with the entire weight of its monstrous body. Ginny manages to dodge out of the way on time.
==================================================
Oz Deactivates Awareness.

Oz Uses Wellspring of Magic.:
Oz recovers 1 Spellpoint,
Oz' Stress increases by 20.

Oz casts Cyclone @ Carrion Stag B:
02 + 01 = 3 Blades

07 + 05 = 12
vs 04 + 07 = 11
Hit! 7 Damage!

Carrion Stag B is slain.
Oz recovers 4 stress.

Cyclone @ Carrion Stag C:
2 Blades remaining

03 + 05 = 08
vs 07 + 08 = 15
Miss...

09 + 05 = 14
vs 03 + 08 = 11
Hit! 7 Damage!
Agitation: Carrion Stag C's Stress increases by 7.
==================================================
Oz strains himself to conjure another barrage of cyclone blades, this time managing to take down the wounded stag and even redirecting one of the blades to hit the third stag. The last stag remains standing, and it is furious. This is all or nothing.
==================================================
==================================================
Nica Casts Arc Bolt @ Carrion Stag C:
01 + 02 = 03
vs 08 + 07 = 15
Missed...
==================================================
Nica fires a second lightning bolt at the remaining stag, but it misses the stag completely, burning a patch of tall grass somewhere behind the stag.
==================================================
Ginny attacks Carrion Stag C

Maneuver check (Attack Horn), DC 02
Ginny: 04 + 01 = 05 >>> Success!

09 + 02 = 11
vs 06 + 04 = 10
Hit! Carrion Stag C's horn receives 8 Damage.
Carrion Stag C's horn is destroyed!
Carrion Stag C's Stress increases by 13.

Ginny sustains 1 damage from bleeding.
Ginny moves to cover.
==================================================
Ginny charges in mad, swinging and running her blade in an arc, intentionally targeting the stag's horn. She manages to lop off the keratinous horn. The stag seems distressed, and hopefully, less able to defend itself now.
She quickly falls back to cover following her assault.
==================================================

  • Image | Carrion Stag A | -22/23 |
  • Image | Carrion Stag B | -03/23 |
  • Image | Carrion Stag C | 15/22 | IIIIIIIIII056 | [Front] | Howl: +3 | -2 INIT | Horns x1: [?]

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

Post by Shade »

Oz, Lv 0.56
HP: 05/13
MP: ★★★★★
SP: 043%
±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
[*] Hollow's Bone
[*] Hollow's Ashes
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/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
Against all odds, the group's stubbornness seemed to pay off, so they weren't about to stop. Oz could feel his pulse accelerating, his heart pounding - just a little more...

Oz uses Wellspring of Magic to regain a Spellpoint (and trigger Grace under Pressure).
Then he casts Cyclone @ the last remaining Stag.
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Re: Aria of Ruin PnP - Game Thread

Post by Agent of Dread »

Nica, Lv 0.43

Health: 08/13
Stress: IIIIIIIIII

Spells: ♦♦
Lunge:

+2 Dmg | +2 Hit | +3 AC | +4 MR | +3 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]
Tch... missed completely. Considering the others' conditions, she really had no excuse, especially when they were both still striking decisively.
And that was the last of her mana, and it wasn't hanging around for her to play with more. The fun was over, to put it in a way very unfitting for her situation.
Nonetheless, she still had work to do. People to see to the end of this fight.
Oz appeared to be putting himself under almost as much strain as the beast had, but it probably wouldn't be easy to walk away from this if he would do any less.
Nica prepared to back him up, should this next blast of wind not be the final strike. She couldn't really carve off its horns like Ginny with her blade, but she could still do some damage.

Nica attacks Carrion Stag C, if it still stands. Maneuver: attack head.

According to the rules I was calculcating Nica's MR and INIT lower than they should have been. :?
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Party
  • Image | Nica (AoD) ..__ | 03/09 | IIIIIIIIII014 | Lv 0.91 | [Front] |
  • Image | Ginny (Cime) .. | 02/16 | IIIIIIIIII018 | Lv 0.99 | [Front] |
  • Image | Oz (Shade) ...._ | 05/14 | IIIIIIIIII057 | Lv 1.05 | [Cover] | +1 Ω
Gold: 200
Location: Forest, south of Korsgrad
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]


Turn Order: - [C.Stag C] - [Oz] - [Nica] - [Ginny] -

==================================================
Carrion Stag C uses Howl
Failed...?

Carrion Stag C uses Virulent Bite @ Nica
04 + 09 = 13
vs 04 + 05 = 09
Hit! 5 Damage!

Nica is exposed to a deadly disease...

Nica contracted The Red Plague

New information is available for: "Disease: The Red Plague". Check your Compendium for details.

Nocturnal: Carrion Stag C's Stress increases by 1.
==================================================
The stag bites deep into Nica's ankle, and with some effort she manages to shake it off. The wound looks dirty and contaminated, and Nica herself suddenly feels light headed and weak... this can't be good.
==================================================
Oz Uses Wellspring of Magic.:
Oz recovers 1 Spellpoint,
Oz' Stress increases by 20.

Oz: Grace under Pressure
+1 to all rolls.

Oz casts Cyclone @ Carrion Stag C:
03 + 01 = 4 Blades

08 + 05 + 01 = 14
vs 09 + 05 = 14
Reroll.
04 + 05 + 01 = 10
vs 03 + 05 = 08
Hit! 9 Damage.
Agitation: Carrion Stag C's Stress increases by 9.

01 + 05 + 01 = 07
vs 04 + 05 = 09
Missed.

!

Carrion Stag C's horn receives 1 Damage.


07 + 05 + 01 = 13
vs 01 + 05 = 06
Hit! 6 Damage.

Carrion Stag C is slain.
Oz recovers 6 stress.

Ginny bandages her wounds.
Ginny returns to the front.
==================================================
The third stag falls with a final assault of cyclone blades. The beastly grunting has stopped, and a polarizing silence rests on the battlefield. It was over.
==================================================

ImageImageImage
  • Battle Resolved
    +45 Exp - Victory
    + Carrion Stag Blood
    + Carrion Stag Blood (Mug)
    + Carrion Stag Horn
    + Carrion Stag Horn (Mug)
    + Carrion Stag Eye
    + Carrion Stag Claw
    + Carrion Stag Hoof
    + Carrion Stag Pelt

    Nica:
    +2 Exp - Roleplay
    +1 Exp - Overkill


    Ginny:
    +4 Exp - Tactics
    +1 Exp - Healing Allies
    +6 Exp - Overkill

    + Lacerate [01] (B.K)
    A melee attack performed with a technique aimed to rend flesh, targeting at a critical blood vessel.
    Target Bleeds for 5+[2xDEX]% of their maxHP each turn, for 1d5 turns.
    + Warcry [02] (B.K)
    A ferocious battle cry, infused with mana, threatening enemies and bolstering allies.
    All enemies gain [STRx4] stress. All allies gain [WILL] HIT until the end of combat. Minor action.
    + Warcry [02] (B.K)
    A ferocious battle cry, infused with mana, threatening enemies and bolstering allies.
    All enemies gain [STRx4] stress. All allies gain [WILL] HIT until the end of combat. Minor action.

    Oz:
    +1 Exp - Roleplay
    +2 Exp - Tactics
    +1 Exp - Tenacity
Oz Has Advanced to Level 1
+1 MaxHP, +2 Attribute Points, +50 Ability Points

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 0.91

Health: 03/9 (Red Plague)
Stress: IIIIIIIIII

Spells: ♦♦
Lunge:

+2 Dmg | +2 Hit | +3 AC | +4 MR | +3 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]
At last... at last, the three of the beasts were slain, and though barely, the three of them were on their feet. Though it involved sustaining another wound to give Oz the time he needed... not to mention, this one appeared to be much more serious. Nica had never felt feeble and lethargic in such a way before, so it must have been something in the thing's bite. As though they hadn't demonstrated enough ways to make a bloody mess of someone already... Drawing a deep breath, Nica paces over to the others on heavy legs.
"I should hope they were the only ones... An uninterrupted night's sleep isn't the only thing I'm owed, at this point..."
As Ginny staunches the bleeding from her own wound, Nica offers her shoulder. Having given Oz the last of her healing supplies, Ginny's the one in the worst shape of all.
"Though if they weren't, we certainly won't be putting the others down tonight. We should try and get back while it's yet light."

Reflecting for a moment as she caught her breath, Nica realised that she was a little carried away by Oz's bravado... it would be appropriate to say they had gotten in over their heads. And while Oz's grasp of his magic was fierce enough to back up his big talk, it wasn't at a price that Nica or Ginny could haplessly pay, fight after fight, let alone the man himself...
- Linktree: linktr.ee/trilbs -
Cimeries
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Re: Aria of Ruin PnP - Game Thread

Post by Cimeries »

Ginny, Lv0 [99] Blue Knight [Front]
02/16 HP // 18/100 [ IIIIIIIIIII]
+1 DMG | +2 HIT | +0 AC | +1 MR | +1 INIT
Longsword [1-8 Dmg] | Old Breastplate Armor [4 AC]
Spoiler: Character Sheet
Inventory...[ 07/10 ]
[list][*] Carrion Stag Blood x02
[*] Carrion Stag Horn
[*] Carrion Stag Horn
[*] Carrion Stag Eye
[*] Carrion Stag Claw
[*] Carrion Stag Hoof
[*] Carrion Stag Pelt[/list]


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

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

Abilities [ 0285/0300 AP ]:
[list]
[*] Image Blue Lancer [0/1] [ 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 [0/1] [ Active ] [ 30 AP ]
Reduce stress by 10 for all other party members and maximize the damage of their next attack. This is a major action.
[*] Image Blue Knight [ Passive ] [ 200 AP ]
A Blue Knight learns attacks by defeating enemies. Ginny cannot learn spells, and has no SP. Instead, her spellbook will be filled up with abilities as Ginny's party defeats enemies, based on the enemies themselves. The attacks in a Blue Knight's spellbook have a limited number of uses before they are forgotten. The number of uses gained is random between 1 and INT. Once an ability in the spellbook has run out of uses, it is erased. Ginny can only manually clear entries from the spellbook by meditating at camp, otherwise she must expand attacks to clear entries. Ginny's B.K abilities cannot be taught as spells would be to others, as they are invoked, rather than studied.
[*] Image Metamagick [1/1] [ Active ] [ 30 AP ] [ Not learned ]
Whenever an ally casts an offensive spell, Ginny can consume one use of her B.K abilities to add its effects to the spell that was cast (the efficiency of this effect is circumstantial). This ability is considered a major action.

[*] Image 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 B.K abilities by [WIL].

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

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

Ability Points: 15
Attribute Points: 0

Scripts:
- nil.
Ginny rips out a strip of fabric from her tabard and bandages her wound to staunch the bleeding. What the hell... If that thing is supposed to be a stag, how can it have teeth and claws that sharp?!

Nica offers her a shoulder, and she leans on it for support, giving her a silent, nonverbal "thanks".

Ginny had a feeling that these three weren't the only ones of their kind. Nica was absolutely correct, though, they certainly won't be putting out any others today. Looking back at it, if it was any one of them 1 on 1 against a stag, they would be dead in seconds. Those stags weren't natural and that means that they're unnaturally dangerous.

"I hate to admit it, but we've gotten in way over our heads on this. We have to be more careful and better prepared, or we won't be so lucky next time."
Perhaps the only way they could ever successfully engage abominations like these is through tactics and teamwork.

Reflecting on past battles always had a way of empowering Ginny. The way those stags shouted and roared... heh. If only she was as wild as to do something like that. Or perhaps she was?

She picked up the horn that she lopped off of the stag with her sword earlier and examined it. It was tough keratin, but it could be destroyed with a weapon. Could she be on to a viable tactic?
She skins and collects whatever remains she can with her sword and draws some blood from the stags.
Hopefully, Oz can figure out something from these remains like he did with the Watcher yesterday, something that would give them an edge, or at least a clue, if they ever had to fight these stag creatures again.

Ginny collects all the monster components and selects the [Warcry] B.K ability.
:wink:
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