Blazing Wind PnP - Game Thread

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Re: Blazing Wind PnP - Game Thread

Post by Shade »

  • ToD:...v.. Night
    Weather: Cloudy, strong wind


    < Name >----------------< HP >---< SE >--< Pos. >---< Other >
    Ell.................... | 23/23 | 13/32 | Cover |
    -------------------------------------------------------------------
    Aranym.v........... | 22/22 | 44/44 | Cover |
    -------------------------------------------------------------------
    Mordekai.viiii...... | 22/22 | 32/40 | Front |
    -------------------------------------------------------------------
    Arianna.m.......... | 28/30 | 37/40 | Front |
    -------------------------------------------------------------------
    Amadeus............ | 15/15 | ....... | Front |
    -------------------------------------------------------------------
Spoiler: Aranym
Terrified by this scene, Ell quickly grabs her possessions and storms out of the house, out of your sight. The figures don't seem to mind her, nor do they make any attempts to stop her. Still, you get the ominous feeling that something bad is going to happen to her...

Aranym invokes Interference (7 SE) against Cloaked Figure D.

Cloaked Figure A casts a spell against Castor (10 SE | 14-22 Dmg, 81 Hit): 18 Dmg.
The cloaked figure repeats its previous spell, and this time the already weakened Castor completely collapses. And again the figure seems to be disappointed with something...

The leader of the group steps forward and takes Castor's amulet, as well as his sword and crossbow, from his dead body. He then rams his dagger into the corpse's skull, spits on the corpse, takes back his dagger and then turns to leave.
"We're done here. Take care, heheh..."

After the leader of the group throws you a small linen bag with some gold pieces in it, the group leaves, leaving you behind alone with Castor's corpse and a bloodstained floor...

Your interference is cancelled. You regain 7 SE.

You get 12 gold pieces.
Aranym: +10 Exp for watching the killer of his brother die painfully.

What will you do now?
Spoiler: Ell
You quickly grab your possessions and flee the house, out into the dark of the night. The figures don't seem to mind you, nor do they make any attempts to stop you.
You run for a while, then stop to catch your breath. Nobody is outside anymore at this hour, and you can't see the light of Aranym's house anymore. You're alone in darkness and complete silence. There is no-one here to help you, nor is there anyone here to harm you. The only thing here aside from yourself is the feeling of complete emptyness...

Ell: +10 Exp for escaping from danger.

You're near the border of the village. Where will you go?
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Re: Blazing Wind PnP - Game Thread

Post by Agent of Dread »

Ell, level 4 Bard [Cover]
23/23 HP --- 13/32 SE
025 XP
300 AP

1-3 Atk | 115 Hit | 5 Crt
10% Prt | 59 Avd | 1 CEv

Pinewood Lyre [6 Wt]
Leather padding [10% Prt | 0 Avd | 1 CEv | 6 Wt]
Spoiler: Inventory'n'Stuff
Inventory [15/82 wgt]
-Sharpened dagger [1-5 Atk | 85 Hit | 10 Crt | 3 Wt]
While equipped: [2-7 Atk | 130 Hit | 15 Crt]
-

Abilities
Chord [ 4 SE + Notes SE ] [270 AP]
Ell plays three different notes in one single sound - all three notes' effects are applied at once, stacking if necessary. Cannot be performed by singing.

Passive tone [ X*2 SE ] [140 AP]
Ell sings in a soothing voice with X strength, which reduces the target's damage output by X for the first turn it takes, then X-1 for the next, and X-2 after that, and so on, until it wears off. However, the debuff may not lower an enemy's damage by more than half. If the strength would debuff more than half, the debuff stays at half and lasts more turns, depending on the overcast.

Musician [+10 AP]
Ell's ability with spells is channeled through her music - her spells are Notes and require a musical instrument or ability to sing clearly and properly to use.

Spiritual [ 100 AP ]
Ell does not have use limitations on her Abilities, instead detracting from her Spirit Energy.

Notes
Soothing Song [ 5 SE ]
[Current: 44%]
A gracefully played soothing sound magically removes some of the target's wounds and stabilizes its general condition.
Restores [40 + WILx2]% of the target's HP. If Ell wishes, the healing can instead be split equally between all allied listeners (rounded down).
Magic Missile [ 5 SE ]
[Current: 3x | 2-5 damage, 125 Hit]
Ell conjures up to [INT/5] small spheres of pure magical energy and fires them at his targets independently from each other, dealing respectable damage upon impact. Each missile does 2-5 damage, has a hit chance of [80 + INT*3] and will never score critical hits.
Magical Thorns [ 2 SE per turn ]
[Current: 2-6 damage, 90 Hit]
Ell entraps her target in a magically conjured entanglement of thorny vines. While they will not hinder its combat ability, they will slowly damage it over time for as long as the caster sustains them with spirit energy.
Deals [1 + INT/10] to [2 + INT/4] damage per turn. The chance of success is [60 + INT*2]. If the target fails the resistance check at any point, it will not be granted any further chances to resist the effect as long as the spell is sustained without interruption.

Extra stats
115 Ranged Hit | 12 Status Resistance | 21 Magic Resistance
200% Critical Damage | 5 Notes | 1.5 Actions

Attributes
5 Valor
10 Finesse
13 Agility
4 Fortitude
15 Intellect
2 Willpower
10 Perception

Backstory
Ell was born into a wealthy family, raised quite exclusively. Homeschooled, trained to sing and play music. She was handed the tools, given the knowledge, and instructed to use them. Never a choice, never a purpose she could get behind. She became a rather sad soul, and one without a purpose. All her family would let her do was play music and sing to support all of them. It makes it ironic; there was little reason for song in her life at any point - it was heard among her village that she had never smiled once in her life. She made a living off of her music, but never really found a purpose. It was something she could do, and that was it. She searches the Earth and her soul for something missing - taken from her at a very young age: Her happiness. A purpose. She doesn't really know how to interact with people, and doesn't understand emotions, and she's trying to learn what her intensive homeschooling could never teach.
As she runs into the engulfing darkness, away from that terrible place of terrible acts, Ell begins to wonder whether this was the best choice for her wellbeing. She's near the border of the village, but she doesn't want to go back to Aranym's house... which is probably the only safe place for her to sleep. Ell does the best she can to scan her surroundings, for want of a better task.
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Re: Blazing Wind PnP - Game Thread

Post by octagon »

Aranym, Lv4 [60] Elementalist [Cover]
22/22 HP
44/44 SE
0-2 Atk | 70 Hit | -- Crt | 1.5 Act
0% Prt | 62 Avd | 60 MR | 25 SR | 0 CEv
Quartz Staff [ 0-2 Atk | 70 Hit | 0 Crt | spell damage/healing +10% | 5 Wt ]
Invoker's Gown [ 0% Prt | 10 Avd | 0 CEv | 4 Wt ]
Basilisk Bracer [ 3 MR | 7 SR | 2 Wt ]

Focus [1/1] | Deflection [3/3]
Spoiler: Inventory & Status
Image
Items [12/68]
Empty Bottle [1 Wt]

Spellbook
[4 SE] Wind Cutter
[Current: 3x | 1-4 damage, 115 Hit]
The caster conjures up to [INT/5] magical blades of compressed wind and throws them at his targets independently from each other, cutting through them with sheer force. Each blade does 1-4 damage, has a hit chance of [70 + INTx3] and will never score critical hits.
[8 SE] Spark Cone
[Current: 3-8 damage, 100 Hit]
The caster releases an electrical charge and powers it up with magical energy, causing it to assume a greatly extended area of effect (all enemies by default) in which all beings suffer an electric shock, dealing [1 + INT/7] to [3 + INT/3] damage. The chance of success is [70 + INTx2] per target. Wet targets or targets suspended in water cannot resist this spell and take 50% more damage. Targets with a lot of metal to them take 25% more damage as well.
[Wt/5 SE] Telekinesis
[Current: 59 Hit]
The caster utilizes magical energy to lift and move objects of weight only limited by the amount of spirit energy available to him (Wt/5, rounded up). Full concentration is required for the duration of the spell; this means that the spell is instantly cancelled if the caster's concentration is interrupted, causing the object he was moving to plummet to the ground. It also means that the caster can't move away as long as he moves the object, and the reach of his magic is limited, effectively putting a limit on how far the caster may move the object. If used on a sentient being, the chance of success is [30 + INT + WIL].

Abilities
Focus [1] [active] [65 AP]
Aranym fuses additional power into a spell, increasing its damage/healing power/... and success/status effect chance by 50% and bypassing all damage reduction. A focused spell consumes double MP.
Deflection [3] [passive limited] [90 AP]
Aranym deflects a resisted magical attack, turning the absorbed power into a makeshift shield of raw energy. The shield absorbs [strength of the deflected attack spell] points of damage from attacks directed at the party, priorizing the survival of each ally.
Mercy [passive] [+100 AP]
Aranym cannot strike critical hits by any means, does not gain any experience for killing a sentient being and his accuracy for lethal attacks on any living creature is halved.
Affinity [sustained] [125 AP]
Aranym concentrates on a certain element. While in this state, he can only cast spells of the element in question, but gains a 50% resistance to that element. Entering and exiting this state is a minor action.
Interference [curr. occupation: 7 SE] [sustained] [200 AP]
A stream of irritating mental impulses floods a selected target, reducing their accuracy, evasion, MR and SR by [INT]. Aranym has 0.5 actions less than usual while sustaining this. Occupies [10-INT/5] points of SE.
Invert [sustained] [120 AP]
In this mode, Aranym's elemental spells are drawn from the opposite element: wind <> earth, water <> electricity, heat <> cold, light <> dark.
Infuse [curr:58] [sustained] [200 AP]
In this mode, all his magical attacks deal 25% less damage, but have a [INT*2+WIL*2] chance of inflicting a certain status effect depending on element.
[list][*]Wind: Dizzy (INT/4 turns) (Base hit rate reduced by 25% (spells targeted at others included))
[*]Earth: Entangled (INT/7 turns) (Disables melee attacks, cannot move, natural Avd reduced to 0 (Shield unaffected))
[*]Water: Spirit Seal (INT/7 turns) (Disables usage of SE)
[*]Electricity: Paralyzed (INT/10 turns) (Cannot act, cannot move, Avd becomes 0)
[*]Fire: Burning (INT/3) (x damage taken per turn. x is halved each turn (to a rounded down number if necessary). Can be cured by water.)
[*]Cold: Stunned (INT/7 turns) (Cannot act, Avd reduced by 25%)
[*]Light: Dazzled (INT/7 turns) (Base hit rate reduced by 50% (spells targeted at others included))
[*]Darkness: Cursed (Infinite duration) (Nullifies HP and SE recovery)[/list][/size]
Stats
VAL 0 | FIN 0 | AGI 14 | FOR 6 | INT 15 | WIL 14 | PER 10

Base Secondary Stats
22 HP | 44 SE
0-1 Atk | 80 Hit | -- Crt | 1.5 Act
0% Prt | 52 Avd | 57 MR | 18 SR | 0 CEv
65 CC | -- CDmg | Spell Limit 07


100 AP left

Story
Lots of stereotypical traumatic happenings, followed by the events from ToaP. [Well, you know it. If I would go into detail here, this part would need a lot of retcon.]
Afterwards he returned to his village, aided his people with his magical abilities and learned a few new spells.
Script
Probably complicated.

Devastated once again, Aranym carefully drags Castor's defiled corpse outside the house and begins to dig a hole.
... he managed to overcome his personal grudge and save the murderer of his brother, and yet he failed to prevent him from being brutally killed in his own home... he was alone again.
This was a disturbing turn of events; now even Camadyl was not safe anymore.
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Re: Blazing Wind PnP - Game Thread

Post by Shade »

  • ToD:...v.. Night
    Weather: Cloudy, strong wind


    < Name >----------------< HP >---< SE >--< Pos. >---< Other >
    Ell.................... | 23/23 | 13/32 | Cover |
    -------------------------------------------------------------------
    Aranym.v........... | 22/22 | 44/44 | Cover |
    -------------------------------------------------------------------
    Mordekai.viiii...... | 22/22 | 32/40 | Front |
    -------------------------------------------------------------------
    Arianna.m.......... | 28/30 | 37/40 | Front |
    -------------------------------------------------------------------
    Amadeus............ | 15/15 | ....... | Front |
    -------------------------------------------------------------------
Spoiler: Aranym
+5 Exp for burying the corpse respectfully.

Unfortunately there's not much else I can give you to do right now. You could try going after Ell or something, if you want to.
Spoiler: Ell
You look around yourself some more; however, with the clouds blocking the light of the moon, it's pretty dark, and it doesn't look like there's anything of significance to you out here. You could ask someone else for shelter, but after what just happened in Aranym's house, that would probably be a questionable decision, given that you don't know what else these guys might be up to. You may just have to continue your travel throughout the night...

What will you do?
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Re: Blazing Wind PnP - Game Thread

Post by Agent of Dread »

Ell, level 4 Bard [Cover]
23/23 HP --- 13/32 SE
025 XP
300 AP

1-3 Atk | 115 Hit | 5 Crt
10% Prt | 59 Avd | 1 CEv

Pinewood Lyre [6 Wt]
Leather padding [10% Prt | 0 Avd | 1 CEv | 6 Wt]
Spoiler: Inventory'n'Stuff
Inventory [15/82 wgt]
-Sharpened dagger [1-5 Atk | 85 Hit | 10 Crt | 3 Wt]
While equipped: [2-7 Atk | 130 Hit | 15 Crt]
-

Abilities
Chord [ 4 SE + Notes SE ] [270 AP]
Ell plays three different notes in one single sound - all three notes' effects are applied at once, stacking if necessary. Cannot be performed by singing.

Passive tone [ X*2 SE ] [140 AP]
Ell sings in a soothing voice with X strength, which reduces the target's damage output by X for the first turn it takes, then X-1 for the next, and X-2 after that, and so on, until it wears off. However, the debuff may not lower an enemy's damage by more than half. If the strength would debuff more than half, the debuff stays at half and lasts more turns, depending on the overcast.

Musician [+10 AP]
Ell's ability with spells is channeled through her music - her spells are Notes and require a musical instrument or ability to sing clearly and properly to use.

Spiritual [ 100 AP ]
Ell does not have use limitations on her Abilities, instead detracting from her Spirit Energy.

Notes
Soothing Song [ 5 SE ]
[Current: 44%]
A gracefully played soothing sound magically removes some of the target's wounds and stabilizes its general condition.
Restores [40 + WILx2]% of the target's HP. If Ell wishes, the healing can instead be split equally between all allied listeners (rounded down).
Magic Missile [ 5 SE ]
[Current: 3x | 2-5 damage, 125 Hit]
Ell conjures up to [INT/5] small spheres of pure magical energy and fires them at his targets independently from each other, dealing respectable damage upon impact. Each missile does 2-5 damage, has a hit chance of [80 + INT*3] and will never score critical hits.
Magical Thorns [ 2 SE per turn ]
[Current: 2-6 damage, 90 Hit]
Ell entraps her target in a magically conjured entanglement of thorny vines. While they will not hinder its combat ability, they will slowly damage it over time for as long as the caster sustains them with spirit energy.
Deals [1 + INT/10] to [2 + INT/4] damage per turn. The chance of success is [60 + INT*2]. If the target fails the resistance check at any point, it will not be granted any further chances to resist the effect as long as the spell is sustained without interruption.

Extra stats
115 Ranged Hit | 12 Status Resistance | 21 Magic Resistance
200% Critical Damage | 5 Notes | 1.5 Actions

Attributes
5 Valor
10 Finesse
13 Agility
4 Fortitude
15 Intellect
2 Willpower
10 Perception

Backstory
Ell was born into a wealthy family, raised quite exclusively. Homeschooled, trained to sing and play music. She was handed the tools, given the knowledge, and instructed to use them. Never a choice, never a purpose she could get behind. She became a rather sad soul, and one without a purpose. All her family would let her do was play music and sing to support all of them. It makes it ironic; there was little reason for song in her life at any point - it was heard among her village that she had never smiled once in her life. She made a living off of her music, but never really found a purpose. It was something she could do, and that was it. She searches the Earth and her soul for something missing - taken from her at a very young age: Her happiness. A purpose. She doesn't really know how to interact with people, and doesn't understand emotions, and she's trying to learn what her intensive homeschooling could never teach.
Nothing. Just blackness. Shelter would be an inconvenient option... it seems as though Ell will have to travel through the night, but she can't tell the direction of the next town from here. Back to the village for at least a quick visit, it seems. Ell slowly begins walking back there, singing a tune softly to herself.
"♪ Ohhhh, I'm tired and lonely~..."
- Linktree: linktr.ee/trilbs -
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Re: Blazing Wind PnP - Game Thread

Post by octagon »

Aranym, Lv4 [65] Elementalist [Cover]
22/22 HP
?/44 SE
0-2 Atk | 70 Hit | -- Crt | 1.5 Act
0% Prt | 62 Avd | 60 MR | 25 SR | 0 CEv
Quartz Staff [ 0-2 Atk | 70 Hit | 0 Crt | spell damage/healing +10% | 5 Wt ]
Invoker's Gown [ 0% Prt | 10 Avd | 0 CEv | 4 Wt ]
Basilisk Bracer [ 3 MR | 7 SR | 2 Wt ]

Focus [1/1] | Deflection [3/3]
Spoiler: Inventory & Status
Image
Items [12/68]
Empty Bottle [1 Wt]

Spellbook
[4 SE] Wind Cutter
[Current: 3x | 1-4 damage, 115 Hit]
The caster conjures up to [INT/5] magical blades of compressed wind and throws them at his targets independently from each other, cutting through them with sheer force. Each blade does 1-4 damage, has a hit chance of [70 + INTx3] and will never score critical hits.
[8 SE] Spark Cone
[Current: 3-8 damage, 100 Hit]
The caster releases an electrical charge and powers it up with magical energy, causing it to assume a greatly extended area of effect (all enemies by default) in which all beings suffer an electric shock, dealing [1 + INT/7] to [3 + INT/3] damage. The chance of success is [70 + INTx2] per target. Wet targets or targets suspended in water cannot resist this spell and take 50% more damage. Targets with a lot of metal to them take 25% more damage as well.
[Wt/5 SE] Telekinesis
[Current: 59 Hit]
The caster utilizes magical energy to lift and move objects of weight only limited by the amount of spirit energy available to him (Wt/5, rounded up). Full concentration is required for the duration of the spell; this means that the spell is instantly cancelled if the caster's concentration is interrupted, causing the object he was moving to plummet to the ground. It also means that the caster can't move away as long as he moves the object, and the reach of his magic is limited, effectively putting a limit on how far the caster may move the object. If used on a sentient being, the chance of success is [30 + INT + WIL].

Abilities
Focus [1] [active] [65 AP]
Aranym fuses additional power into a spell, increasing its damage/healing power/... and success/status effect chance by 50% and bypassing all damage reduction. A focused spell consumes double MP.
Deflection [3] [passive limited] [90 AP]
Aranym deflects a resisted magical attack, turning the absorbed power into a makeshift shield of raw energy. The shield absorbs [strength of the deflected attack spell] points of damage from attacks directed at the party, priorizing the survival of each ally.
Mercy [passive] [+100 AP]
Aranym cannot strike critical hits by any means, does not gain any experience for killing a sentient being and his accuracy for lethal attacks on any living creature is halved.
Affinity [sustained] [125 AP]
Aranym concentrates on a certain element. While in this state, he can only cast spells of the element in question, but gains a 50% resistance to that element. Entering and exiting this state is a minor action.
Interference [curr. occupation: 7 SE] [sustained] [200 AP]
A stream of irritating mental impulses floods a selected target, reducing their accuracy, evasion, MR and SR by [INT]. Aranym has 0.5 actions less than usual while sustaining this. Occupies [10-INT/5] points of SE.
Invert [sustained] [120 AP]
In this mode, Aranym's elemental spells are drawn from the opposite element: wind <> earth, water <> electricity, heat <> cold, light <> dark.
Infuse [curr:58] [sustained] [200 AP]
In this mode, all his magical attacks deal 25% less damage, but have a [INT*2+WIL*2] chance of inflicting a certain status effect depending on element.
[list][*]Wind: Dizzy (INT/4 turns) (Base hit rate reduced by 25% (spells targeted at others included))
[*]Earth: Entangled (INT/7 turns) (Disables melee attacks, cannot move, natural Avd reduced to 0 (Shield unaffected))
[*]Water: Spirit Seal (INT/7 turns) (Disables usage of SE)
[*]Electricity: Paralyzed (INT/10 turns) (Cannot act, cannot move, Avd becomes 0)
[*]Fire: Burning (INT/3) (x damage taken per turn. x is halved each turn (to a rounded down number if necessary). Can be cured by water.)
[*]Cold: Stunned (INT/7 turns) (Cannot act, Avd reduced by 25%)
[*]Light: Dazzled (INT/7 turns) (Base hit rate reduced by 50% (spells targeted at others included))
[*]Darkness: Cursed (Infinite duration) (Nullifies HP and SE recovery)[/list][/size]
Stats
VAL 0 | FIN 0 | AGI 14 | FOR 6 | INT 15 | WIL 14 | PER 10

Base Secondary Stats
22 HP | 44 SE
0-1 Atk | 80 Hit | -- Crt | 1.5 Act
0% Prt | 52 Avd | 57 MR | 18 SR | 0 CEv
65 CC | -- CDmg | Spell Limit 07


100 AP left

Story
Lots of stereotypical traumatic happenings, followed by the events from ToaP. [Well, you know it. If I would go into detail here, this part would need a lot of retcon.]
Afterwards he returned to his village, aided his people with his magical abilities and learned a few new spells.
Script
Probably complicated.

Aranym pulls himself together. Even - or especially - after this hard blow, there were still important things to do. He had to protect whoever he could...
This times were too dangerous to travel alone at night. For those fanatics who killed Castor it wouldn't make any difference, since they could obliterate two people just as well as one, but either way, he had to eliminate even the slightest danger for anyone if it was in his might. Despite the horrible events of this night, this town was - hopefully - comparably safe. Ell had to return.

He focuses some magical energy into a crude, colourful discharge of light high above him, hoping for her to notice it.
I don't know whether your magic system allows this.

Proper roleplaying for ToaP Aranym would require him to cry in a corner for five days after that scene, but it sucks to play a character who is incapacitated by agony 75% of the time, so I decided to make him slightly more hardy. Character development and stuff.

I apologize for suddenly crappy English and inconsistent thoughts.
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Re: Blazing Wind PnP - Game Thread

Post by Shade »

  • ToD:...v.. Midnight
    Weather: Cloudy, light wind


    < Name >----------------< HP >---< SE >--< Pos. >---< Other >
    Ell.................... | 23/23 | 13/32 | Cover |
    -------------------------------------------------------------------
    Aranym.v........... | 22/22 | 42/44 | Cover |
    -------------------------------------------------------------------
    Mordekai.viiii...... | 22/22 | 40/40 | Front |
    -------------------------------------------------------------------
    Arianna.m.......... | 30/30 | 40/40 | Front |
    -------------------------------------------------------------------
    Amadeus............ | 15/15 | ....... | Front |
    -------------------------------------------------------------------
Spoiler: Mordekai
After giving you the answer you wanted, the priestess runs back into the woods, leaving you behind.

Minor rest - SE restored.

Will you follow her?
Spoiler: Arianna
You leave the stranger behind and run back into the woods.

Minor rest - HP & SE restored.

Again you arrive at the end of the pathway. It must be midnight by now... Will these cultists really go as far as to wipe out a town?
You have to find Aranym and ask for his help...
If you just knew exactly where his village is...
Will you venture further into the woods?
Spoiler: Aranym
Sure, anyone with a hint of magical capability can make shiny sparks. :P
2 SE should suffice.


You send some bright and colorful magical sparks into the air above you, hoping that Ell notices and understands your signal and returns.
...and she indeed does! However, it doesn't look like she feels very comfortable staying here.
Spoiler: Ell
As you turn back to the direction you came from, you see some bright and colorful magical sparks in a distance - if you remember its position correctly, they're coming from in front of Aranym's hut. Is he calling you back? You decide to take a cautious look.
Upon your arrival, your thoughts are confirmed - you understood his signal correctly. Still, is it a good idea to stay here...?
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Re: Blazing Wind PnP - Game Thread

Post by Agent of Dread »

Ell, level 4 Bard [Cover]
23/23 HP --- 13/32 SE
025 XP
300 AP

1-3 Atk | 115 Hit | 5 Crt
10% Prt | 59 Avd | 1 CEv

Pinewood Lyre [6 Wt]
Leather padding [10% Prt | 0 Avd | 1 CEv | 6 Wt]
Spoiler: Inventory'n'Stuff
Inventory [15/82 wgt]
-Sharpened dagger [1-5 Atk | 85 Hit | 10 Crt | 3 Wt]
While equipped: [2-7 Atk | 130 Hit | 15 Crt]
-

Abilities
Chord [ 4 SE + Notes SE ] [270 AP]
Ell plays three different notes in one single sound - all three notes' effects are applied at once, stacking if necessary. Cannot be performed by singing.

Passive tone [ X*2 SE ] [140 AP]
Ell sings in a soothing voice with X strength, which reduces the target's damage output by X for the first turn it takes, then X-1 for the next, and X-2 after that, and so on, until it wears off. However, the debuff may not lower an enemy's damage by more than half. If the strength would debuff more than half, the debuff stays at half and lasts more turns, depending on the overcast.

Musician [+10 AP]
Ell's ability with spells is channeled through her music - her spells are Notes and require a musical instrument or ability to sing clearly and properly to use.

Spiritual [ 100 AP ]
Ell does not have use limitations on her Abilities, instead detracting from her Spirit Energy.

Notes
Soothing Song [ 5 SE ]
[Current: 44%]
A gracefully played soothing sound magically removes some of the target's wounds and stabilizes its general condition.
Restores [40 + WILx2]% of the target's HP. If Ell wishes, the healing can instead be split equally between all allied listeners (rounded down).
Magic Missile [ 5 SE ]
[Current: 3x | 2-5 damage, 125 Hit]
Ell conjures up to [INT/5] small spheres of pure magical energy and fires them at his targets independently from each other, dealing respectable damage upon impact. Each missile does 2-5 damage, has a hit chance of [80 + INT*3] and will never score critical hits.
Magical Thorns [ 2 SE per turn ]
[Current: 2-6 damage, 90 Hit]
Ell entraps her target in a magically conjured entanglement of thorny vines. While they will not hinder its combat ability, they will slowly damage it over time for as long as the caster sustains them with spirit energy.
Deals [1 + INT/10] to [2 + INT/4] damage per turn. The chance of success is [60 + INT*2]. If the target fails the resistance check at any point, it will not be granted any further chances to resist the effect as long as the spell is sustained without interruption.

Extra stats
115 Ranged Hit | 12 Status Resistance | 21 Magic Resistance
200% Critical Damage | 5 Notes | 1.5 Actions

Attributes
5 Valor
10 Finesse
13 Agility
4 Fortitude
15 Intellect
2 Willpower
10 Perception

Backstory
Ell was born into a wealthy family, raised quite exclusively. Homeschooled, trained to sing and play music. She was handed the tools, given the knowledge, and instructed to use them. Never a choice, never a purpose she could get behind. She became a rather sad soul, and one without a purpose. All her family would let her do was play music and sing to support all of them. It makes it ironic; there was little reason for song in her life at any point - it was heard among her village that she had never smiled once in her life. She made a living off of her music, but never really found a purpose. It was something she could do, and that was it. She searches the Earth and her soul for something missing - taken from her at a very young age: Her happiness. A purpose. She doesn't really know how to interact with people, and doesn't understand emotions, and she's trying to learn what her intensive homeschooling could never teach.
"♪ Agaaaaain, why must iiit be - oh... it's you again...
Are those awful murderers gone?"
- Linktree: linktr.ee/trilbs -
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Re: Blazing Wind PnP - Game Thread

Post by octagon »

Aranym, Lv4 [65] Elementalist [Cover]
22/22 HP
42/44 SE
0-2 Atk | 70 Hit | -- Crt | 1.5 Act
0% Prt | 62 Avd | 60 MR | 25 SR | 0 CEv
Quartz Staff [ 0-2 Atk | 70 Hit | 0 Crt | spell damage/healing +10% | 5 Wt ]
Invoker's Gown [ 0% Prt | 10 Avd | 0 CEv | 4 Wt ]
Basilisk Bracer [ 3 MR | 7 SR | 2 Wt ]

Focus [1/1] | Deflection [3/3]
Spoiler: Inventory & Status
Image
Items [12/68]
Empty Bottle [1 Wt]

Spellbook
[4 SE] Wind Cutter
[Current: 3x | 1-4 damage, 115 Hit]
The caster conjures up to [INT/5] magical blades of compressed wind and throws them at his targets independently from each other, cutting through them with sheer force. Each blade does 1-4 damage, has a hit chance of [70 + INTx3] and will never score critical hits.
[8 SE] Spark Cone
[Current: 3-8 damage, 100 Hit]
The caster releases an electrical charge and powers it up with magical energy, causing it to assume a greatly extended area of effect (all enemies by default) in which all beings suffer an electric shock, dealing [1 + INT/7] to [3 + INT/3] damage. The chance of success is [70 + INTx2] per target. Wet targets or targets suspended in water cannot resist this spell and take 50% more damage. Targets with a lot of metal to them take 25% more damage as well.
[Wt/5 SE] Telekinesis
[Current: 59 Hit]
The caster utilizes magical energy to lift and move objects of weight only limited by the amount of spirit energy available to him (Wt/5, rounded up). Full concentration is required for the duration of the spell; this means that the spell is instantly cancelled if the caster's concentration is interrupted, causing the object he was moving to plummet to the ground. It also means that the caster can't move away as long as he moves the object, and the reach of his magic is limited, effectively putting a limit on how far the caster may move the object. If used on a sentient being, the chance of success is [30 + INT + WIL].

Abilities
Focus [1] [active] [65 AP]
Aranym fuses additional power into a spell, increasing its damage/healing power/... and success/status effect chance by 50% and bypassing all damage reduction. A focused spell consumes double MP.
Deflection [3] [passive limited] [90 AP]
Aranym deflects a resisted magical attack, turning the absorbed power into a makeshift shield of raw energy. The shield absorbs [strength of the deflected attack spell] points of damage from attacks directed at the party, priorizing the survival of each ally.
Mercy [passive] [+100 AP]
Aranym cannot strike critical hits by any means, does not gain any experience for killing a sentient being and his accuracy for lethal attacks on any living creature is halved.
Affinity [sustained] [125 AP]
Aranym concentrates on a certain element. While in this state, he can only cast spells of the element in question, but gains a 50% resistance to that element. Entering and exiting this state is a minor action.
Interference [curr. occupation: 7 SE] [sustained] [200 AP]
A stream of irritating mental impulses floods a selected target, reducing their accuracy, evasion, MR and SR by [INT]. Aranym has 0.5 actions less than usual while sustaining this. Occupies [10-INT/5] points of SE.
Invert [sustained] [120 AP]
In this mode, Aranym's elemental spells are drawn from the opposite element: wind <> earth, water <> electricity, heat <> cold, light <> dark.
Infuse [curr:58] [sustained] [200 AP]
In this mode, all his magical attacks deal 25% less damage, but have a [INT*2+WIL*2] chance of inflicting a certain status effect depending on element.
[list][*]Wind: Dizzy (INT/4 turns) (Base hit rate reduced by 25% (spells targeted at others included))
[*]Earth: Entangled (INT/7 turns) (Disables melee attacks, cannot move, natural Avd reduced to 0 (Shield unaffected))
[*]Water: Spirit Seal (INT/7 turns) (Disables usage of SE)
[*]Electricity: Paralyzed (INT/10 turns) (Cannot act, cannot move, Avd becomes 0)
[*]Fire: Burning (INT/3) (x damage taken per turn. x is halved each turn (to a rounded down number if necessary). Can be cured by water.)
[*]Cold: Stunned (INT/7 turns) (Cannot act, Avd reduced by 25%)
[*]Light: Dazzled (INT/7 turns) (Base hit rate reduced by 50% (spells targeted at others included))
[*]Darkness: Cursed (Infinite duration) (Nullifies HP and SE recovery)[/list][/size]
Stats
VAL 0 | FIN 0 | AGI 14 | FOR 6 | INT 15 | WIL 14 | PER 10

Base Secondary Stats
22 HP | 44 SE
0-1 Atk | 80 Hit | -- Crt | 1.5 Act
0% Prt | 52 Avd | 57 MR | 18 SR | 0 CEv
65 CC | -- CDmg | Spell Limit 07


100 AP left

Story
Lots of stereotypical traumatic happenings, followed by the events from ToaP. [Well, you know it. If I would go into detail here, this part would need a lot of retcon.]
Afterwards he returned to his village, aided his people with his magical abilities and learned a few new spells.
Script
Probably complicated.

"After murdering Castor they simply left. Seems like they actually were after the amulet... I couldn't do anything.
Sorry for calling you back; I understand if you don't want to be here after those terrible events - it doesn't feel much like my home anymore for me either - but there is simply no other place you could quickly reach, and while the exact plans of these fanatics are unknown to me, I don't see why they would return so soon after obtaining the amulet they were after. I hope this town is still remotely safe."
Last edited by octagon on Wed Aug 31, 2011 9:45 am, edited 1 time in total.
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Re: Blazing Wind PnP - Game Thread

Post by Agent of Dread »

Ell, level 4 Bard [Cover]
23/23 HP --- 13/32 SE
025 XP
300 AP

1-3 Atk | 115 Hit | 5 Crt
10% Prt | 59 Avd | 1 CEv

Pinewood Lyre [6 Wt]
Leather padding [10% Prt | 0 Avd | 1 CEv | 6 Wt]
Spoiler: Inventory'n'Stuff
Inventory [15/82 wgt]
-Sharpened dagger [1-5 Atk | 85 Hit | 10 Crt | 3 Wt]
While equipped: [2-7 Atk | 130 Hit | 15 Crt]
-

Abilities
Chord [ 4 SE + Notes SE ] [270 AP]
Ell plays three different notes in one single sound - all three notes' effects are applied at once, stacking if necessary. Cannot be performed by singing.

Passive tone [ X*2 SE ] [140 AP]
Ell sings in a soothing voice with X strength, which reduces the target's damage output by X for the first turn it takes, then X-1 for the next, and X-2 after that, and so on, until it wears off. However, the debuff may not lower an enemy's damage by more than half. If the strength would debuff more than half, the debuff stays at half and lasts more turns, depending on the overcast.

Musician [+10 AP]
Ell's ability with spells is channeled through her music - her spells are Notes and require a musical instrument or ability to sing clearly and properly to use.

Spiritual [ 100 AP ]
Ell does not have use limitations on her Abilities, instead detracting from her Spirit Energy.

Notes
Soothing Song [ 5 SE ]
[Current: 44%]
A gracefully played soothing sound magically removes some of the target's wounds and stabilizes its general condition.
Restores [40 + WILx2]% of the target's HP. If Ell wishes, the healing can instead be split equally between all allied listeners (rounded down).
Magic Missile [ 5 SE ]
[Current: 3x | 2-5 damage, 125 Hit]
Ell conjures up to [INT/5] small spheres of pure magical energy and fires them at his targets independently from each other, dealing respectable damage upon impact. Each missile does 2-5 damage, has a hit chance of [80 + INT*3] and will never score critical hits.
Magical Thorns [ 2 SE per turn ]
[Current: 2-6 damage, 90 Hit]
Ell entraps her target in a magically conjured entanglement of thorny vines. While they will not hinder its combat ability, they will slowly damage it over time for as long as the caster sustains them with spirit energy.
Deals [1 + INT/10] to [2 + INT/4] damage per turn. The chance of success is [60 + INT*2]. If the target fails the resistance check at any point, it will not be granted any further chances to resist the effect as long as the spell is sustained without interruption.

Extra stats
115 Ranged Hit | 12 Status Resistance | 21 Magic Resistance
200% Critical Damage | 5 Notes | 1.5 Actions

Attributes
5 Valor
10 Finesse
13 Agility
4 Fortitude
15 Intellect
2 Willpower
10 Perception

Backstory
Ell was born into a wealthy family, raised quite exclusively. Homeschooled, trained to sing and play music. She was handed the tools, given the knowledge, and instructed to use them. Never a choice, never a purpose she could get behind. She became a rather sad soul, and one without a purpose. All her family would let her do was play music and sing to support all of them. It makes it ironic; there was little reason for song in her life at any point - it was heard among her village that she had never smiled once in her life. She made a living off of her music, but never really found a purpose. It was something she could do, and that was it. She searches the Earth and her soul for something missing - taken from her at a very young age: Her happiness. A purpose. She doesn't really know how to interact with people, and doesn't understand emotions, and she's trying to learn what her intensive homeschooling could never teach.
"Well, I can't refuse an offer like that in a situation like this... thankyou, again."
- Linktree: linktr.ee/trilbs -
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