[PnP] Legacy of Darkness (Game)

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Shade
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Post by Shade »

  • ToD:....... ???
    Weather: ???

    ================================
    Heron..... HP: 23/30 . | . MP: 05/05 . | . Front . | . Cursed
    Tal.......... HP: 20/20 . | . MP: 09/10 . | . Cover
    ================================
  • Tal casts Grace of Light (1 MP) on Heron.
You quickly search the room for anything that could be used as a weapon, but can't find anything. There are some levers on some of the devices that could probably be used as weapons, but you aren't strong enough to break them off.
  • Heron attacks the blood golem (6-8 Dmg, 69 Hit, 0 Crt): Hit (7 Dmg)!
  • Heron attacks the blood golem (6-8 Dmg, 69 Hit, 0 Crt): Miss!
You punch the blood golem with full force. While the first half of your attack hits the golem just barely, it leans to the side to avoid the second half. This thing is much quicker than the liquid it consists of is.
  • The blood golem spits Cursed Blood (2 MP) at Heron (4-8 Dmg, 52 Hit, 0 Crt): Hit (7 Dmg)! Cursed!
The abomination spits some of its blood at Heron. It burns through your steel skin like some sort of acid.
  • =====================================
    Blood Golem..... HP: 36/43 . | . MP: 12/14 . | . Front
    =====================================
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Post by Ditto »

Tal, Lvl 1 Half-D'warf-Elf Priest [0/100] (Cover)
Image 20/20
Image 7/10
Image 0/65
Weapon: Unarmed (1-3 Atk, 70 Hit, 0 Crt, 0 Wt)
Armor: Unarmored (0 Avd, 0 CEv, 0 Wt)
1-3 Atk | 80 Hit | 10 Crt
50 Avd | 10 CEv
Spoiler: Inventory and Status
Stuff:
-Empty

Spells:
-Aura Wave [Up to 3 Mana]-
(Current- 11 HP per charge, 2 charges maximum)
Tal calls upon the power of the light to heal his allies. When used, this spell releases a wave of charges of healing up to a maximum of [1+Lvl] charges. Each charge heals for [10+Lvl] HP or one negative status effect other than petrification. One mana is spent for each charge, capping at three mana. [175 AP]


-Grace of Light [1 Mana]-
Tal blesses the target with grace and swiftness, granting them an extra major action at the cost of his minor action. This spell can only be cast once a turn. [140 AP]

-Godly Blessing [1 Mana]-
Tal gathers up all the radiant energy of healing around him and prays for Thor and Elbereth's blessing in a battle. A total of all HP overhealed is counted for Tal's party through any healing effects used by them. Whenever Tal uses this skill, the total goes down to 0, and Tal creates a shield over all of his allies that absorbs an amount of damage equal to the points in the total. [185 AP]

Abilities:
-None

Stats:
Strength: 0
Skill: 0
Agility: 10
Luck: 10
Constitution: 5
Spirit: 10

Info:
Ability Points: 0
[spoiler="Planned Skills/Abilities"]
-Divine Dodge [1 Mana]-
In a burst of divine energy, Tal increases his agility, allowing him to move faster than normally possible. When used, Tal gains speed for a short while. This multiplies his avoid by 2 for the rest of the turn, and can be used for other effects as well. This spell can only be cast once a turn, and uses a minor action. [115 AP]
Description:
A figure stands below you, around a foot or two shorter than the average young man's height. Garbed in a regal looking robe is a man that appears to be a mix of a rather short elf and d'warf. With a finely groomed fiery orange beard and hair tied together into complex patterns by gold rings, the man's thick eyebrows and confident expression give him a somewhat regal look. Behind the thick hair, beard, and eyebrows is an angular face and long ears. A golden band is around the man's forehead. The man's eyes are completely bright gold, and he has no pupils- the light from them shines nearly an inch out from his face. While this might seem unnatural or inhuman on one man, the light is not frightening but welcoming, a sign of the vast amount of good contained within this short man. Maybe he has more power than he has control over. The man stands tall and broad for his short figure. He doesn't seem young, even by d'warf standards, but the lack of gray hairs on his head would suggest he isn't old, either.

[/spoiler]

Mere moments after the cursed blood lands upon Heron, Tal vaporizes it with a sphere of light. "Heron. See if you can pull off one of these levers from these machines... they should work fairly effectively as weapons for now." Tal fuels Heron with more power, allowing him time to move back, break off the lever, and move back up again, attacking the golem again if there was time.

GoL and One Charge of Aura Wave.
Last edited by Ditto on Sun Dec 26, 2010 7:25 pm, edited 1 time in total.
"It only hurts when my squad won't f***ing heal me."

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Cimeries
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Post by Cimeries »

Heron, Lv1 (00) (Front)
Image
Image 30/30
Image 05/05
Wt: 0/70
6-8 Atk | 94 Hit | 04 Crt
28 Avd | 05 CEv
Weapon: Unarmed (1-3 Atk, 70 Hit, 0 Crt)
Armor: Composite Plating (20 Avd, 05 CEv)
Spoiler: Inventory & Status
Items:
- None (0 Wt | Effect)
[list] - 0 Scrap Metals ___ (0 Wt)
- 0 Crafting Supplies (0 Wt)[/list]Skills[list]Repair [1 MP]: Repairs SKLx2 damage to self (or other metal constructs if such present themselves). This can also be used to undo 1 "rank" of damage on a weapon degraded by the Juggernaut ability.
Requires 1 Scrap Metal. Scrap metals are collected at the end of a fight from leftovers of broken enemy armor and weapons. May only be used outside of combat. 60 AP

Augment [3 MP]: Adds a small bonus of choice (1 atk, +5 Hit/avd, etc.) to a metal weapon or armor. Requires 3 Crafting Supplies to use, which Heron will salvage after battle. Heron's Composite Plating cannot be augmented.
Augmenting a piece of equipment will permanently increase its weight by 1. 125 AP[/list]
Abilities/Traits[list]Composite Plating: Heron's body is covered in and, in fact, made of armor. His plating acts as his body armor, and confers 20 Avd and 5 CEv. It also reduces his carrying capacity by 60 due to its weight. Heron can't equip normal body armor due to his size. 150 AP

Living Construct: Recovery items only affect Heron if they are of a magical nature (like potions, but not medicine, food, etc.) and only offer 50% of their standard effect when used on Heron, due to his mechanical nature. Heron does not regain consciousness until his HP is positive again (>0) when knocked out, and can go into the negative numbers as his plating simply breaks further. +45 AP

Juggernaut: Heron's massive frame and tough, jagged metal body are every swordsman's worst nightmare. Whenever Heron is hit by a melee weapon, that weapon is chipped and ruined, losing 1 Atk and 5 Hit permanently. This malus stacks up to 3 times. 175 AP[/list]Stats:
POW: 10
SKL: 8
AGI: 2
LUK: 0
CON: 10
SPI: 5

Miscellanea:
AP: 035

Description: What you thought at first to be a knight or an armored warrior appears to be a mechanical humanoid of some kind.

Lurching over you is a monstrosity of steel and wood, the eerie blue glow emanating from its eyes pierces the darkness. The glow seems surprisingly sentient and intelligent, almost possessed.

The construct is clad in tough, jagged metal plating. On its chest, an unusual design: A shining blue eight-tipped star, bearing black eyes and nasal holes. The emblem is disturbing to look at, despite bearing fairy common symbolism.

ImageImage[spoiler="Background:"]Some years before the events of Day Zero, Heron awoke to find himself standing in some kind of basement full of alchemical, arcane and forging equipment. A tall, thin, bearded, and pale looking man in black robes stood in front of him, holding a thick open tome, in one hand, and leaning on his quarterstaff with the other. He was observing Heron.

Heron? Was that his name? He tried to remember how he could have gotten here, or who this man was, he seemed familiar somehow, but he couldn't recall anything about that. In fact, he couldn't recall anything about any topic at all. It is as if he was just born, fully aware and intelligent.

He knew this wasn't right. How could this be? He held his arms up. They felt heavy, they were made of metal. That fact seemed odd to him, even though he couldn't tell why. The pale man finally set his tome on a nearby desk and explained everything:

It seems that Heron was a golem, created to serve his maker, in this case, the robed man, who introduced himself as Marcus.
Heron served as his laborer and forging assistant. Marcus was an artificer, a creator of magically enchanted equipment, but as his former assistant recently perished, and Marcus was in no physical condition to be doing the actual metalworking aspect of his craft, he created Heron to assist him. And so Heron did. He wasn't sure why, but he had mixed feelings of compassion and hatred for Marcus. He had served Marcus for several years this way.

Following the events of Day Zero, Marcus disappeared and left Heron alone in his workshop. Not knowing what to do with himself, he returned to the laboratory where he was forged, set himself down, and let his consciousness drift away. A form of sleep, if you can call it that.

However, recently, some 50 years later, in the empty ransacked laboratory, something has awoken Heron again.
[/spoiler]
Image
"Got it."

Heron runs over to where the levers are and attempts to snap a pair off. He tosses one to Tal, wields the other and strikes the blood golem (if there is any time left).
If he fails to snap off a lever, he runs back and punches the golem with all remaining actions.
:wink:
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Post by Shade »

  • ToD:....... ???
    Weather: ???

    ================================
    Heron..... HP: 17/30 . | . MP: 05/05 . | . Front
    Tal.......... HP: 20/20 . | . MP: 07/10 . | . Cover
    ================================
  • Tal casts Grace of Light (1 MP) on Heron.
    Tal casts Aura Wave (1 MP) on Heron.
    ---> The curse wears off.
Heron quickly approaches the levers and breaks them off without much difficulty.
Items obtained:
- 2x Metal Lever [0 - 5 Atk | 80 Hit | 0 Crt | 4 Wt]
  • Heron attacks the blood golem (5-10 Dmg, 79 Hit, 0 Crt): Hit (6 Dmg)!
  • The blood golem spits Toxic Blood (2 MP) at Heron (4-8 Dmg, 52 Hit, 0 Crt): Hit (5 Dmg)!
The abomination spits some of its blood at Heron. It burns through your steel skin like some sort of acid.
  • =====================================
    Blood Golem..... HP: 30/43 . | . MP: 10/14 . | . Front
    =====================================
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Ditto
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Post by Ditto »

Tal, Lvl 1 Half-D'warf-Elf Priest [0/100] (Cover)
Image 20/20
Image 7/10
Image 0/65
Weapon: Unarmed (1-3 Atk, 70 Hit, 0 Crt, 0 Wt)
Armor: Unarmored (0 Avd, 0 CEv, 0 Wt)
1-3 Atk | 80 Hit | 10 Crt
50 Avd | 10 CEv
Spoiler: Inventory and Status
Stuff:
-Empty

Spells:
-Aura Wave [Up to 3 Mana]-
(Current- 11 HP per charge, 2 charges maximum)
Tal calls upon the power of the light to heal his allies. When used, this spell releases a wave of charges of healing up to a maximum of [1+Lvl] charges. Each charge heals for [10+Lvl] HP or one negative status effect other than petrification. One mana is spent for each charge, capping at three mana. [175 AP]


-Grace of Light [1 Mana]-
Tal blesses the target with grace and swiftness, granting them an extra major action at the cost of his minor action. This spell can only be cast once a turn. [140 AP]

-Godly Blessing [1 Mana]-
Tal gathers up all the radiant energy of healing around him and prays for Thor and Elbereth's blessing in a battle. A total of all HP overhealed is counted for Tal's party through any healing effects used by them. Whenever Tal uses this skill, the total goes down to 0, and Tal creates a shield over all of his allies that absorbs an amount of damage equal to the points in the total. [185 AP]

Abilities:
-None

Stats:
Strength: 0
Skill: 0
Agility: 10
Luck: 10
Constitution: 5
Spirit: 10

Info:
Ability Points: 0
[spoiler="Planned Skills/Abilities"]
-Divine Dodge [1 Mana]-
In a burst of divine energy, Tal increases his agility, allowing him to move faster than normally possible. When used, Tal gains speed for a short while. This multiplies his avoid by 2 for the rest of the turn, and can be used for other effects as well. This spell can only be cast once a turn, and uses a minor action. [115 AP]
Description:
A figure stands below you, around a foot or two shorter than the average young man's height. Garbed in a regal looking robe is a man that appears to be a mix of a rather short elf and d'warf. With a finely groomed fiery orange beard and hair tied together into complex patterns by gold rings, the man's thick eyebrows and confident expression give him a somewhat regal look. Behind the thick hair, beard, and eyebrows is an angular face and long ears. A golden band is around the man's forehead. The man's eyes are completely bright gold, and he has no pupils- the light from them shines nearly an inch out from his face. While this might seem unnatural or inhuman on one man, the light is not frightening but welcoming, a sign of the vast amount of good contained within this short man. Maybe he has more power than he has control over. The man stands tall and broad for his short figure. He doesn't seem young, even by d'warf standards, but the lack of gray hairs on his head would suggest he isn't old, either.

[/spoiler]

Tal snarls as the blood burns through Heron's plating. "Damned beast." Tal dashes to the front row, discharging a ball of healing into Heron's plating without even looking Vaarsuvius style. "Let me to draw some of his fire. It looks like he's inaccurate enough that I should be able to dodge the vast majority of his attacks." Tal gulps, but stands his ground in the front row, even though it wasn't a very appealing option without armor.
"It only hurts when my squad won't f***ing heal me."

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Cimeries
Lumberjack (Developer)
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Posts: 7720
Joined: Wed Jul 23, 2008 6:56 am

Post by Cimeries »

Heron, Lv1 (00) (Front)
Image
Image 30/30
Image 05/05
Wt: 0/70
6-8 Atk | 94 Hit | 04 Crt
28 Avd | 05 CEv
Weapon: Unarmed (1-3 Atk, 70 Hit, 0 Crt)
Armor: Composite Plating (20 Avd, 05 CEv)
Spoiler: Inventory & Status
Items:
- None (0 Wt | Effect)
[list] - 0 Scrap Metals ___ (0 Wt)
- 0 Crafting Supplies (0 Wt)[/list]Skills[list]Repair [1 MP]: Repairs SKLx2 damage to self (or other metal constructs if such present themselves). This can also be used to undo 1 "rank" of damage on a weapon degraded by the Juggernaut ability.
Requires 1 Scrap Metal. Scrap metals are collected at the end of a fight from leftovers of broken enemy armor and weapons. May only be used outside of combat. 60 AP

Augment [3 MP]: Adds a small bonus of choice (1 atk, +5 Hit/avd, etc.) to a metal weapon or armor. Requires 3 Crafting Supplies to use, which Heron will salvage after battle. Heron's Composite Plating cannot be augmented.
Augmenting a piece of equipment will permanently increase its weight by 1. 125 AP[/list]
Abilities/Traits[list]Composite Plating: Heron's body is covered in and, in fact, made of armor. His plating acts as his body armor, and confers 20 Avd and 5 CEv. It also reduces his carrying capacity by 60 due to its weight. Heron can't equip normal body armor due to his size. 150 AP

Living Construct: Recovery items only affect Heron if they are of a magical nature (like potions, but not medicine, food, etc.) and only offer 50% of their standard effect when used on Heron, due to his mechanical nature. Heron does not regain consciousness until his HP is positive again (>0) when knocked out, and can go into the negative numbers as his plating simply breaks further. +45 AP

Juggernaut: Heron's massive frame and tough, jagged metal body are every swordsman's worst nightmare. Whenever Heron is hit by a melee weapon, that weapon is chipped and ruined, losing 1 Atk and 5 Hit permanently. This malus stacks up to 3 times. 175 AP[/list]Stats:
POW: 10
SKL: 8
AGI: 2
LUK: 0
CON: 10
SPI: 5

Miscellanea:
AP: 035

Description: What you thought at first to be a knight or an armored warrior appears to be a mechanical humanoid of some kind.

Lurching over you is a monstrosity of steel and wood, the eerie blue glow emanating from its eyes pierces the darkness. The glow seems surprisingly sentient and intelligent, almost possessed.

The construct is clad in tough, jagged metal plating. On its chest, an unusual design: A shining blue eight-tipped star, bearing black eyes and nasal holes. The emblem is disturbing to look at, despite bearing fairy common symbolism.

ImageImage[spoiler="Background:"]Some years before the events of Day Zero, Heron awoke to find himself standing in some kind of basement full of alchemical, arcane and forging equipment. A tall, thin, bearded, and pale looking man in black robes stood in front of him, holding a thick open tome, in one hand, and leaning on his quarterstaff with the other. He was observing Heron.

Heron? Was that his name? He tried to remember how he could have gotten here, or who this man was, he seemed familiar somehow, but he couldn't recall anything about that. In fact, he couldn't recall anything about any topic at all. It is as if he was just born, fully aware and intelligent.

He knew this wasn't right. How could this be? He held his arms up. They felt heavy, they were made of metal. That fact seemed odd to him, even though he couldn't tell why. The pale man finally set his tome on a nearby desk and explained everything:

It seems that Heron was a golem, created to serve his maker, in this case, the robed man, who introduced himself as Marcus.
Heron served as his laborer and forging assistant. Marcus was an artificer, a creator of magically enchanted equipment, but as his former assistant recently perished, and Marcus was in no physical condition to be doing the actual metalworking aspect of his craft, he created Heron to assist him. And so Heron did. He wasn't sure why, but he had mixed feelings of compassion and hatred for Marcus. He had served Marcus for several years this way.

Following the events of Day Zero, Marcus disappeared and left Heron alone in his workshop. Not knowing what to do with himself, he returned to the laboratory where he was forged, set himself down, and let his consciousness drift away. A form of sleep, if you can call it that.

However, recently, some 50 years later, in the empty ransacked laboratory, something has awoken Heron again.
[/spoiler]

Heron swings his broken lever at the blood golem.
Sorry, busy day again.
:wink:
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Shade
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Post by Shade »

  • ToD:....... ???
    Weather: ???

    ================================
    Heron..... HP: 28/30 . | . MP: 05/05 . | . Front
    Tal.......... HP: 20/20 . | . MP: 06/10 . | . Front
    ================================
  • Tal casts Aura Wave (1 MP) on Heron.
    ---> +11 HP healed.
    Tal switches to the front row.
  • Heron attacks the blood golem (5-10 Dmg, 79 Hit, 0 Crt): Hit (5 Dmg)!
  • The blood golem spits Toxic Blood (2 MP) at Tal (4-8 Dmg, 30 Hit, 0 Crt): Miss!
The abomination spits some of its blood at Tal, but he nimbly dodges it.
  • =====================================
    Blood Golem..... HP: 25/43 . | . MP: 08/14 . | . Front
    =====================================
If you want to speed up the battle, you can also give me orders for multiple turns at once, or for as many turns until a certain condition is fulfilled; for example until Tal runs out of MP, or until one of you drops below 50% HP, or until one of you gets inflicted with a status ailment, or whatever.
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Shade
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Post by Shade »

  • ToD:....... ???
    Weather: ???

    ================================
    Heron..... HP: 16/30 . | . MP: 05/05 . | . Front . | . Cursed
    Tal.......... HP: 13/20 . | . MP: 06/10 . | . Front
    ================================
  • Tal attacks the blood golem (0-5 Dmg, 65 Hit, 0 Crt): Miss!
  • Heron attacks the blood golem (5-10 Dmg, 79 Hit, 0 Crt): Miss!
  • The blood golem spits Toxic Blood (2 MP) at Tal (4-8 Dmg, 30 Hit, 0 Crt): Miss!
  • Tal attacks the blood golem (0-5 Dmg, 65 Hit, 0 Crt): Miss!
  • Heron attacks the blood golem (5-10 Dmg, 79 Hit, 0 Crt): Hit (7 Dmg)!
  • The blood golem spits Toxic Blood (2 MP) at Tal (4-8 Dmg, 30 Hit, 0 Crt): Hit (7 Dmg)!
  • Tal attacks the blood golem (0-5 Dmg, 65 Hit, 0 Crt): Miss!
  • Heron attacks the blood golem (5-10 Dmg, 79 Hit, 0 Crt): Hit (5 Dmg)!
  • The blood golem spits Toxic Blood (2 MP) at Heron (4-8 Dmg, 52 Hit, 0 Crt): Miss!
  • Tal attacks the blood golem (0-5 Dmg, 65 Hit, 0 Crt): Hit (No Damage).
  • Heron attacks the blood golem (5-10 Dmg, 79 Hit, 0 Crt): Hit (9 Dmg)!
  • The blood golem spits Cursed Blood (2 MP) at Heron (4-8 Dmg, 52 Hit, 0 Crt): Hit (8 Dmg)! Cursed!
  • Tal attacks the blood golem (0-5 Dmg, 65 Hit, 0 Crt): Hit (No Damage).
  • Heron attacks the blood golem (5-10 Dmg, 79 Hit, 0 Crt): Miss!
  • The blood golem attacks Heron (3-7 Dmg, 62 Hit, 1 Crt): Hit (4 Dmg)!
  • Tal attacks the blood golem (0-5 Dmg, 65 Hit, 0 Crt): Hit (4 Dmg)!
After Tal's final strike, the abomination lets out an earsplitting scream and dissolves into the pool of blood it emerged from. You seem to have killed it.


Heron:
.......30 base Exp
.......+5 for breaking off the levers
.......+2 for unwaveringly remaining in the front row
Total: 37 Exp

[00 -> 37]

Tal:
.......30 base Exp
.......+5 for trying to find a weapon
.......+2 for healing
Total: 37 Exp

[00 -> 37]


After a few seconds, the blood disappears completely and the conveyor stops running. The blades inside the machine seem to have stopped moving, too. The device with the red buttons is still active, though.
What are you going to do next?
Cimeries
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Posts: 7720
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Post by Cimeries »

Heron, Lv1 [37] (Front)
Image [Cu]
Image 16/30
Image 05/05
Wt: 04/70
5-10 Atk | 94 Hit | 04 Crt
28 Avd | 05 CEv
Weapon: Metal Lever [0-5 Atk | 80 Hit | 0 Crt | 4 Wt]
Armor: Composite Plating [20 Avd | 05 CEv]
Spoiler: Inventory & Status
Items:
- None (0 Wt | Effect)
[list] - 0 Scrap Metals ___ (0 Wt)
- 0 Crafting Supplies (0 Wt)[/list]Skills[list]Repair [1 MP]: Repairs SKLx2 damage to self (or other metal constructs if such present themselves). This can also be used to undo 1 "rank" of damage on a weapon degraded by the Juggernaut ability.
Requires 1 Scrap Metal. Scrap metals are collected at the end of a fight from leftovers of broken enemy armor and weapons. May only be used outside of combat. 60 AP

Augment [3 MP]: Adds a small bonus of choice (1 atk, +5 Hit/avd, etc.) to a metal weapon or armor. Requires 3 Crafting Supplies to use, which Heron will salvage after battle. Heron's Composite Plating cannot be augmented.
Augmenting a piece of equipment will permanently increase its weight by 1. 125 AP[/list]
Abilities/Traits[list]Composite Plating: Heron's body is covered in and, in fact, made of armor. His plating acts as his body armor, and confers 20 Avd and 5 CEv. It also reduces his carrying capacity by 60 due to its weight. Heron can't equip normal body armor due to his size. 150 AP

Living Construct: Recovery items only affect Heron if they are of a magical nature (like potions, but not medicine, food, etc.) and only offer 50% of their standard effect when used on Heron, due to his mechanical nature. Heron does not regain consciousness until his HP is positive again (>0) when knocked out, and can go into the negative numbers as his plating simply breaks further. +45 AP

Juggernaut: Heron's massive frame and tough, jagged metal body are every swordsman's worst nightmare. Whenever Heron is hit by a melee weapon, that weapon is chipped and ruined, losing 1 Atk and 5 Hit permanently. This malus stacks up to 3 times. 175 AP[/list]Stats:
POW: 10
SKL: 8
AGI: 2
LUK: 0
CON: 10
SPI: 5

Miscellanea:
AP: 035

Description: What you thought at first to be a knight or an armored warrior appears to be a mechanical humanoid of some kind.

Lurching over you is a monstrosity of steel and wood, the eerie blue glow emanating from its eyes pierces the darkness. The glow seems surprisingly sentient and intelligent, almost possessed.

The construct is clad in tough, jagged metal plating. On its chest, an unusual design: A shining blue eight-tipped star, bearing black eyes and nasal holes. The emblem is disturbing to look at, despite bearing fairy common symbolism.

ImageImage[spoiler="Background:"]Some years before the events of Day Zero, Heron awoke to find himself standing in some kind of basement full of alchemical, arcane and forging equipment. A tall, thin, bearded, and pale looking man in black robes stood in front of him, holding a thick open tome, in one hand, and leaning on his quarterstaff with the other. He was observing Heron.

Heron? Was that his name? He tried to remember how he could have gotten here, or who this man was, he seemed familiar somehow, but he couldn't recall anything about that. In fact, he couldn't recall anything about any topic at all. It is as if he was just born, fully aware and intelligent.

He knew this wasn't right. How could this be? He held his arms up. They felt heavy, they were made of metal. That fact seemed odd to him, even though he couldn't tell why. The pale man finally set his tome on a nearby desk and explained everything:

It seems that Heron was a golem, created to serve his maker, in this case, the robed man, who introduced himself as Marcus.
Heron served as his laborer and forging assistant. Marcus was an artificer, a creator of magically enchanted equipment, but as his former assistant recently perished, and Marcus was in no physical condition to be doing the actual metalworking aspect of his craft, he created Heron to assist him. And so Heron did. He wasn't sure why, but he had mixed feelings of compassion and hatred for Marcus. He had served Marcus for several years this way.

Following the events of Day Zero, Marcus disappeared and left Heron alone in his workshop. Not knowing what to do with himself, he returned to the laboratory where he was forged, set himself down, and let his consciousness drift away. A form of sleep, if you can call it that.

However, recently, some 50 years later, in the empty ransacked laboratory, something has awoken Heron again.
[/spoiler]

Heron lifts the curtains of the conveyor belt and checks if the blades are in a workable condition. If they are and they have stopped spinning, he attempts to snap a few off and salvage them.
I'm looking for actual blades that we can attach to the metal bars or something, not scrap metal, though I wouldn't mind getting some of that as well. ;)
Image
"So we are obviously not alone here. What do you think, Tal, should we try to make our way out of here, or see if we can find whoever is responsible for us being here? Personally I'd like some answers."
His voice was soft again, softer than ever. Almost human, in fact.
Heron didn't notice.
:wink:
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Ditto
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Post by Ditto »

Tal, Lvl 1 Half-D'warf-Elf Priest [0/100] (Cover)
Image 13/20 [Normal]
Image 5/10 [0 Blessing]
Image 4/65
Weapon: Metal Lever (0-5 Atk, 80 Hit, 0 Crt, 4 Wt)
Armor: Unarmored (0 Avd, 0 CEv, 0 Wt)
0-5 Atk | 90 Hit | 10 Crt
50 Avd | 10 CEv
Spoiler: Inventory and Status
Stuff:
-Empty

Spells:
-Aura Wave [Up to 3 Mana]-
(Current- 11 HP per charge, 2 charges maximum)
Tal calls upon the power of the light to heal his allies. When used, this spell releases a wave of charges of healing up to a maximum of [1+Lvl] charges. Each charge heals for [10+Lvl] HP or one negative status effect other than petrification. One mana is spent for each charge, capping at three mana. [175 AP]


-Grace of Light [1 Mana]-
Tal blesses the target with grace and swiftness, granting them an extra major action at the cost of his minor action. This spell can only be cast once a turn. [140 AP]

-Godly Blessing [1 Mana]-
Tal gathers up all the radiant energy of healing around him and prays for Thor and Elbereth's blessing in a battle. A total of all HP overhealed is counted for Tal's party through any healing effects used by them. Whenever Tal uses this skill, the total goes down to 0, and Tal creates a shield over all of his allies that absorbs an amount of damage equal to the points in the total. [185 AP]

Abilities:
-None

Stats:
Strength: 0
Skill: 0
Agility: 10
Luck: 10
Constitution: 5
Spirit: 10

Info:
Ability Points: 0
[spoiler="Planned Skills/Abilities"]
-Divine Dodge [1 Mana]-
In a burst of divine energy, Tal increases his agility, allowing him to move faster than normally possible. When used, Tal gains speed for a short while. This multiplies his avoid by 2 for the rest of the turn, and can be used for other effects as well. This spell can only be cast once a turn, and uses a minor action. [115 AP]
Description:
A figure stands below you, around a foot or two shorter than the average young man's height. Garbed in a regal looking robe is a man that appears to be a mix of a rather short elf and d'warf. With a finely groomed fiery orange beard and hair tied together into complex patterns by gold rings, the man's thick eyebrows and confident expression give him a somewhat regal look. Behind the thick hair, beard, and eyebrows is an angular face and long ears. A golden band is around the man's forehead. The man's eyes are completely bright gold, and he has no pupils- the light from them shines nearly an inch out from his face. While this might seem unnatural or inhuman on one man, the light is not frightening but welcoming, a sign of the vast amount of good contained within this short man. Maybe he has more power than he has control over. The man stands tall and broad for his short figure. He doesn't seem young, even by d'warf standards, but the lack of gray hairs on his head would suggest he isn't old, either.

[/spoiler]

"I say we find some answers. The more things I remember, the better." After Tal releases another light orb, the cursed blood covering Heron's broken plating fades away. Tal twirls the metal rod a little and tries to make its ends glow with light, but is disappointed to see only faint sparks sizzle out of the ends. Apparently that fight took a lot out of his power. "Now that that distraction is handled, why don't you repair your plating yourself. I'm assuming that we'll have one- if not more- fights until we get an opportunity to rest, and unless we get better equipment or find some more allies, I don't think I can keep us alive much longer, nor do I think you can cover me much more. Even that little fight cut my power in half." Tal checks out the machine with the red button, waiting for Heron to break off the blades before interacting with it.
Last edited by Ditto on Mon Jan 03, 2011 11:26 pm, edited 1 time in total.
"It only hurts when my squad won't f***ing heal me."

http://guildedage.net/
User avatar
Shade
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Posts: 7349
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Post by Shade »

  • ToD:....... ???
    Weather: ???

    ================================
    Heron..... HP: 16/30 . | . MP: 05/05 . | . Front
    Tal.......... HP: 13/20 . | . MP: 05/10 . | . Front
    ================================
Heron checks the blades, and they are indeed no longer spinning. However, breaking them off might prove to be difficult, as they are integrated into the machine rather than attached to it. He tries it anyway and manages to remove one that is a bit looser than the others. The other blades, however, can't be removed without destroying them.

Items obtained:

- A Razor Sharp Blade [3 - 6 Atk | 60 Hit | 20 Crt | 12 Wt]
- 2x Scrap Metal [3 Wt]
The weight data is given for one piece of each type of item. So if you pick up both pieces of scrap metal, they will weigh 6 units in total.
  • Tal casts Aura Wave (1 MP) on Heron.
    ---> The curse wears off.
You approach the strange device looking for more levers to break off, but it doesn't seem to have any. There are just two buttons on it that give off a strong red light. They are about the size of Tal's palms. The thought of the machine staring at you like this is a bit unsettling. Then again, it's just a machine... ...or is it?

What will you do with the machine? Or did you change your mind?
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Ditto
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Post by Ditto »

Tal, Lvl 1 Half-D'warf-Elf Priest [37/100] (Cover)
Image 13/20 [Normal]
Image 4/10 [0 Blessing]
Image 0/65
Weapon: Unarmed (1-3 Atk, 70 Hit, 0 Crt, 0 Wt)
Armor: Unarmored (0 Avd, 0 CEv, 0 Wt)
1-3 Atk | 80 Hit | 10 Crt
50 Avd | 10 CEv
Spoiler: Inventory and Status
Stuff:
-Empty

Spells:
-Aura Wave [Up to 3 Mana]-
(Current- 11 HP per charge, 2 charges maximum)
Tal calls upon the power of the light to heal his allies. When used, this spell releases a wave of charges of healing up to a maximum of [1+Lvl] charges. Each charge heals for [10+Lvl] HP or one negative status effect other than petrification. One mana is spent for each charge, capping at three mana. [175 AP]


-Grace of Light [1 Mana]-
Tal blesses the target with grace and swiftness, granting them an extra major action at the cost of his minor action. This spell can only be cast once a turn. [140 AP]

-Godly Blessing [1 Mana]-
Tal gathers up all the radiant energy of healing around him and prays for Thor and Elbereth's blessing in a battle. A total of all HP overhealed is counted for Tal's party through any healing effects used by them. Whenever Tal uses this skill, the total goes down to 0, and Tal creates a shield over all of his allies that absorbs an amount of damage equal to the points in the total. [185 AP]

Abilities:
-None

Stats:
Strength: 0
Skill: 0
Agility: 10
Luck: 10
Constitution: 5
Spirit: 10

Info:
Ability Points: 0
[spoiler="Planned Skills/Abilities"]
-Divine Dodge [1 Mana]-
In a burst of divine energy, Tal increases his agility, allowing him to move faster than normally possible. When used, Tal gains speed for a short while. This multiplies his avoid by 2 for the rest of the turn, and can be used for other effects as well. This spell can only be cast once a turn, and uses a minor action. [115 AP]
Description:
A figure stands below you, around a foot or two shorter than the average young man's height. Garbed in a regal looking robe is a man that appears to be a mix of a rather short elf and d'warf. With a finely groomed fiery orange beard and hair tied together into complex patterns by gold rings, the man's thick eyebrows and confident expression give him a somewhat regal look. Behind the thick hair, beard, and eyebrows is an angular face and long ears. A golden band is around the man's forehead. The man's eyes are completely bright gold, and he has no pupils- the light from them shines nearly an inch out from his face. While this might seem unnatural or inhuman on one man, the light is not frightening but welcoming, a sign of the vast amount of good contained within this short man. Maybe he has more power than he has control over. The man stands tall and broad for his short figure. He doesn't seem young, even by d'warf standards, but the lack of gray hairs on his head would suggest he isn't old, either.

[/spoiler]

"Here. Use this, see what you can put together. You'll have more use for it than I will, anyway." Tal tosses Heron his lever, flicking another light orb at him once he catches it. Heron's plating repairs nearly to full. "...I really do hope we have friends here. Hurry up with that, the sooner we can get moving, the better."

Screw it. Cimeries, stop being so slowsaucy.

End Turn
-Heron crafts the best weapon possible from the scrap metal and levers. Once everyone is safely away from the conveyor belt, Heron hits both buttons on the machine, cutting Tal off from the machine like a wall.
"It only hurts when my squad won't f***ing heal me."

http://guildedage.net/
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Shade
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Post by Shade »

  • ToD:....... ???
    Weather: ???

    ================================
    Heron..... HP: 27/30 . | . MP: 03/05 . | . Front
    Tal.......... HP: 13/20 . | . MP: 04/10 . | . Cover
    ================================
Heron uses Repair [1 MP, 1 scrap metal] two times to merge the two levers and the blade into a Makeshift Two-edged Steel Axe [5 - 7 Atk | 75 Hit | 20 Crt | 20 Wt].

Items lost:

- A Razor Sharp Blade [3 - 6 Atk | 60 Hit | 20 Crt | 12 Wt]
- 2x Metal Lever [0 - 5 Atk | 80 Hit | 0 Crt | 4 Wt]
- 2x Scrap Metal [3 Wt]


Items obtained:

- A Makeshift Two-edged Steel Axe [5 - 7 Atk | 75 Hit | 20 Crt | 20 Wt]
  • Tal casts Aura Wave (1 MP) on Heron.
    ---> +11 HP healed.
Heron hits both of the buttons on the machine at the same time while shielding Tal from it. The machine makes a few rattling noises, then seems to turn off; the buttons stop glowing, sending the machine into the same uninteresting state that all the other devices seem to be in.
Cimeries
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Post by Cimeries »

Heron, Lv1 [37] (Front)
Image
Image 27/30
Image 03/05
Wt: 20/70
10-12 Atk | 89 Hit | 24 Crt
28 Avd | 05 CEv
Weapon: Makeshift Voulge [5 - 7 Atk | 75 Hit | 20 Crt | 20 Wt]
Armor: Composite Plating [20 Avd | 05 CEv]
Spoiler: Inventory & Status
Items:
- None (0 Wt | Effect)
[list] - 0 Scrap Metals ___ (0 Wt)
- 0 Crafting Supplies (0 Wt)[/list]Skills[list]Repair [1 MP]: Repairs SKLx2 damage to self (or other metal constructs if such present themselves). This can also be used to undo 1 "rank" of damage on a weapon degraded by the Juggernaut ability.
Requires 1 Scrap Metal. Scrap metals are collected at the end of a fight from leftovers of broken enemy armor and weapons. May only be used outside of combat. 60 AP

Augment [3 MP]: Adds a small bonus of choice (1 atk, +5 Hit/avd, etc.) to a metal weapon or armor. Requires 3 Crafting Supplies to use, which Heron will salvage after battle. Heron's Composite Plating cannot be augmented.
Augmenting a piece of equipment will permanently increase its weight by 1. 125 AP[/list]
Abilities/Traits[list]Composite Plating: Heron's body is covered in and, in fact, made of armor. His plating acts as his body armor, and confers 20 Avd and 5 CEv. It also reduces his carrying capacity by 60 due to its weight. Heron can't equip normal body armor due to his size. 150 AP

Living Construct: Recovery items only affect Heron if they are of a magical nature (like potions, but not medicine, food, etc.) and only offer 50% of their standard effect when used on Heron, due to his mechanical nature. Heron does not regain consciousness until his HP is positive again (>0) when knocked out, and can go into the negative numbers as his plating simply breaks further. +45 AP

Juggernaut: Heron's massive frame and tough, jagged metal body are every swordsman's worst nightmare. Whenever Heron is hit by a melee weapon, that weapon is chipped and ruined, losing 1 Atk and 5 Hit permanently. This malus stacks up to 3 times. 175 AP[/list]Stats:
POW: 10
SKL: 8
AGI: 2
LUK: 0
CON: 10
SPI: 5

Miscellanea:
AP: 035

Description: What you thought at first to be a knight or an armored warrior appears to be a mechanical humanoid of some kind.

Lurching over you is a monstrosity of steel and wood, the eerie blue glow emanating from its eyes pierces the darkness. The glow seems surprisingly sentient and intelligent, almost possessed.

The construct is clad in tough, jagged metal plating. On its chest, an unusual design: A shining blue eight-tipped star, bearing black eyes and nasal holes. The emblem is disturbing to look at, despite bearing fairy common symbolism.

ImageImage[spoiler="Background:"]Some years before the events of Day Zero, Heron awoke to find himself standing in some kind of basement full of alchemical, arcane and forging equipment. A tall, thin, bearded, and pale looking man in black robes stood in front of him, holding a thick open tome, in one hand, and leaning on his quarterstaff with the other. He was observing Heron.

Heron? Was that his name? He tried to remember how he could have gotten here, or who this man was, he seemed familiar somehow, but he couldn't recall anything about that. In fact, he couldn't recall anything about any topic at all. It is as if he was just born, fully aware and intelligent.

He knew this wasn't right. How could this be? He held his arms up. They felt heavy, they were made of metal. That fact seemed odd to him, even though he couldn't tell why. The pale man finally set his tome on a nearby desk and explained everything:

It seems that Heron was a golem, created to serve his maker, in this case, the robed man, who introduced himself as Marcus.
Heron served as his laborer and forging assistant. Marcus was an artificer, a creator of magically enchanted equipment, but as his former assistant recently perished, and Marcus was in no physical condition to be doing the actual metalworking aspect of his craft, he created Heron to assist him. And so Heron did. He wasn't sure why, but he had mixed feelings of compassion and hatred for Marcus. He had served Marcus for several years this way.

Following the events of Day Zero, Marcus disappeared and left Heron alone in his workshop. Not knowing what to do with himself, he returned to the laboratory where he was forged, set himself down, and let his consciousness drift away. A form of sleep, if you can call it that.

However, recently, some 50 years later, in the empty ransacked laboratory, something has awoken Heron again.
[/spoiler]

Just as Heron hoped for, the blade in the machine was very sharp, but unwieldy. After a few minutes of tinkering using the various smithing apparatus built into his massive arms (such as the armored plate on his left forearm, which was flatter than the one on the right and doubled as a small anvil), he managed to cut some holes in the blade and lock it to the metal bars with some bolts that he loosened from the conveyor. The resulting arrangement was an effective, vicious looking short polearm. It wasn't the best craftsmanship Heron was capable of, but it will do nicely for now.

"Let's see what these do now."
Once they are both safely away from the conveyor belt, Heron hits both buttons on the machine, cutting Tal off from the machine like a wall.

The machine makes a few rattling noises, then seems to turn off; the buttons stop glowing, sending the machine into the same uninteresting state that all the other devices seem to be in.
Heron stares at the machine with a fixed gaze, as if waiting for something to jump out at him from it.
"I was anticipating something more... interesting."
He approaches the doorway and looks into the hall, brandishing his new weapon.
"We should move on then."
:wink:
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Ditto
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Post by Ditto »

Tal, Lvl 1 Half-D'warf-Elf Priest [37/100] (Cover)
Image 13/20 [Normal]
Image 4/10 [0 Blessing]
Image 0/65
Weapon: Unarmed (1-3 Atk, 70 Hit, 0 Crt, 0 Wt)
Armor: Unarmored (0 Avd, 0 CEv, 0 Wt)
1-3 Atk | 80 Hit | 10 Crt
50 Avd | 10 CEv
Spoiler: Inventory and Status
Stuff:
-Empty

Spells:
-Aura Wave [Up to 3 Mana]-
(Current- 11 HP per charge, 2 charges maximum)
Tal calls upon the power of the light to heal his allies. When used, this spell releases a wave of charges of healing up to a maximum of [1+Lvl] charges. Each charge heals for [10+Lvl] HP or one negative status effect other than petrification. One mana is spent for each charge, capping at three mana. [175 AP]


-Grace of Light [1 Mana]-
Tal blesses the target with grace and swiftness, granting them an extra major action at the cost of his minor action. This spell can only be cast once a turn. [140 AP]

-Godly Blessing [1 Mana]-
Tal gathers up all the radiant energy of healing around him and prays for Thor and Elbereth's blessing in a battle. A total of all HP overhealed is counted for Tal's party through any healing effects used by them. Whenever Tal uses this skill, the total goes down to 0, and Tal creates a shield over all of his allies that absorbs an amount of damage equal to the points in the total. [185 AP]

Abilities:
-None

Stats:
Strength: 0
Skill: 0
Agility: 10
Luck: 10
Constitution: 5
Spirit: 10

Info:
Ability Points: 0
[spoiler="Planned Skills/Abilities"]
-Divine Dodge [1 Mana]-
In a burst of divine energy, Tal increases his agility, allowing him to move faster than normally possible. When used, Tal gains speed for a short while. This multiplies his avoid by 2 for the rest of the turn, and can be used for other effects as well. This spell can only be cast once a turn, and uses a minor action. [115 AP]
Description:
A figure stands below you, around a foot or two shorter than the average young man's height. Garbed in a regal looking robe is a man that appears to be a mix of a rather short elf and d'warf. With a finely groomed fiery orange beard and hair tied together into complex patterns by gold rings, the man's thick eyebrows and confident expression give him a somewhat regal look. Behind the thick hair, beard, and eyebrows is an angular face and long ears. A golden band is around the man's forehead. The man's eyes are completely bright gold, and he has no pupils- the light from them shines nearly an inch out from his face. While this might seem unnatural or inhuman on one man, the light is not frightening but welcoming, a sign of the vast amount of good contained within this short man. Maybe he has more power than he has control over. The man stands tall and broad for his short figure. He doesn't seem young, even by d'warf standards, but the lack of gray hairs on his head would suggest he isn't old, either.

[/spoiler]

"...Yeah. After you." Tal walks out the door after Heron, although he watches for the machine and makes sure he survives if something does happen. The way the buttons on the machine were glowing like eyes... it wasn't right. Something was wrong. Well, of course something was wrong, he was in a broken factory with dead machines and golems made of blood. But there was something even more wrong about that machine. Tal didn't like this... he wished he had the plating that Heron had right now. He liked to feel safe within heavy armor... within people. Tal wondered how much people mattered to him in his life before this.
Last edited by Ditto on Fri Jan 07, 2011 1:13 am, edited 1 time in total.
"It only hurts when my squad won't f***ing heal me."

http://guildedage.net/
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