Elemental PnP - Game Thread

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Re: Elemental PnP - Game Thread

Post by Shade »

Hana, Lv 0.00
HP: 11/11
MP: ★★
FP: ►►►►►
±0 Dmg | -2 Hit | +2 AC | +3 MR | +4 Init
Skills:
  • 1 Dryad's Curse
Equipment:
  • Oak Staff [1-3 Dmg, +1 AC, 2h]
  • -
Spoiler: Inventory & Status
Items:
[list][*] Special Medicine
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:
[list][*]Nature's Blessing
-> Removes most types of status ailments and debuffs from the target and additionally restores [1d6 ± WIL] HP.
[*]Entangle
-> Forces all enemies to make an [AGI ± VIT] check vs the caster's [DEX ± WIL]. Any targets failing the check are immobilized for [2 ± INT/5] turns and lose their AC dodge bonus for the duration of the effect.
[*]Animate Weapon
-> The target has to be an inanimate object that can be used as a weapon.
The target object is animated, receives the ability to fly and is under control of the caster.
The object is treated as a targetable member of battle with [10 ± INT/2 ± WIL] HP, [INT] AC and [INT ± WIL] Init and has complete immunity to status ailments and debuffs, but cannot be healed.
Offensively, it deals damage equal to [its innate Dmg range ± WIL/2] and has Hit equal to [its innate Hit stat ± INT]. Animated objects cannot perform maneuvers and thus have no MR stat.
The target object remains animated until its HP drop to 0 or it is manually dismissed by the caster. In both cases, the object crumbles to dust and cannot be retrieved.
This is a channeling spell. As long as the target object remains animated, the spellpoint used for this spell cannot be recovered.
[*]Enchant Weapon
-> The target has to be an object that can be used as a weapon. (It can be animated.)
The target object is enchanted with magic, bestowing a [WIL/2] bonus to Dmg and an [INT] bonus to Hit upon it. If desired, it can additionally receive an elemental affinity.
The target object remains enchanted until it is destroyed or the enchantment is manually cancelled.
This is a channeling spell. As long as the target object remains enchanted, the spellpoint used for this spell cannot be recovered.[/list]

Abilities (275/300 AP spent):
[list][*]Dryad's Curse [ Active ] [ 100 AP ]
-> This ability can only be used if the effects of "Wilting Flower" are not currently suppressed by medicine.
Forces all enemies to make a WIL check against Hana's WIL+2.
If they succeed, they are stunned for a turn.
If they fail, they (as well as all of their possessions) are permanently transformed into inanimate plants, thus eliminating them from combat. The type of plant is dependent on the target's characteristics and can be anything from a flower to a tree.
However, using this ability damages Hana's VIT by 5 and causes an immediate VIT check from "Wilting Flower".
Furthermore, this ability has no effect on embodiments of the forest, as well as spirits and other entities without a corporeal form.
[*]Phantasmal Barrier [ Active ] [ 80 AP / use ] [ Not learned ]
-> Grants the target a shield capable of distorting and defying reality, inverting all harmful effects of the next hit taken (damage becomes healing, debuffs become buffs, etc.).
If an effect cannot be converted into something positive, it is instead nullified altogether.

[*]Mirror Veil [ Sustained ] [ 70 AP ]
-> While active, as long as Hana has at least one spellpoint remaining, any projectile-based attack or spell aimed at Hana's party first has to pass a WIL vs. WIL check against Hana. If the attacker fails this check, one of Hana's spellpoints is consumed and the attack is reflected back at the attacker (and their allies, if applicable) with 50% increased potency and an additional +5 bonus to Hit.
This ability is automatically disabled if Hana runs out of spellpoints.
[*]Gift of the Spirits [ Passive ] [ 80 AP ]
-> Hana has the ability to regenerate mana at an unnatural rate while resting.
During combat, as long as Hana has no sustained abilities active, any unused minor action generates 1 Focus Point, while any unused major action generates 2. Every hour passed outside of combat also generates 1 Focus Point, or 2 while camping.
Every set of 5 Focus Points is automatically converted to a spellpoint.
Focus points will not accumulate if Hana isn't actually missing any spellpoints, and Focus Points that would go beyond Hana's spellpoint cap are lost.
[*]Pact of the Spirits [ Passive ] [ 100 AP ]
-> Hana is accompanied by two familiars at all times, which take the form of sentient glowing orbs with transculent wings resembling those of a butterfly, roughly the size of a fist. They're beings of pure magic, sustained by Hana's mana - they cannot leave her vicinity for more than a few minutes at a time, and if she dies, they will disappear.
They do, however, have their own will and reasoning, and although they will try to protect Hana to the best of their abilities, she does not have direct control over them.
The white one, called Lux, will cast supportive magic to bolster the strength and defenses of Hana and her allies, choosing from a variety of buffs and other trickery.
The black one, called Nox, will cast disruptive magic to weaken Hana's foes, trying to inflict a variety of status ailments and debuffs.
Both of them will act independently from Hana - once per turn each - and share her attributes to determine the effectiveness of their spells.
Although these familiars do not require enough mana to actively drain Hana's reserves, they do take up some magical power that she can never tap into, lowering her maximum spell points by 2.
If the maximum spell point reduction from this ability were to somehow drop Hana's maximum spell points to -1 or less, her familiars will disappear and she will lose consciousness until she regains enough maximum spell points to sustain them.
[*]Wilting Flower [ Passive ] [ +75 AP ]
-> Hana suffers from an incurable disease that is slowly eating away at her life.
Its effects can be suppressed with special medicine, but will begin anew as soon as she goes for a full day without.
When not under the effects of the medicine...
- ...she receives one point of attribute damage to a random attribute whenever she takes HP damage.
- ...HP and attribute damage will not regenerate through natural means. (Potions, spells, etc. will still work as normal.)
- ...she periodically (roughly once per day) has to pass a VIT check against a DC of 10; if she fails it, her VIT is damaged by 1d4 and her max HP are affected accordingly. If this drops her VIT to -6 or less, she will additionally pass out for a few hours. If Hana fails three or more of these checks and passes out as a result, she dies.
Taking medicine will reset the number of failed checks, and resting while under the effects of the medicine will allow Hana to recover HP and attribute damage as normal.
Hana (as well as anyone else with basic knowledge of medicine and/or herbs) is capable of making this medicine herself given the right ingredients, a spellpoint and an hour of time.[/list]


Attributes:
-2 Strength
±0 Dexterity
+2 Agility
-3 Vitality
+4 Intellect
+4 Willpower
±0 Perception
Hana's attention drifted towards her familiars for a bit. Bad luck, huh...? While she was pretty sure they didn't mean her any harm, she actually had no idea why they were following her around so intently.
"They look plenty visible to me!"
However, Bear acknowledging that people were avoiding them gave Hana a good excuse to just simply ask them about it. Taking a look around as if to see for herself, she asked:
"Actually, now that you mention it... why is everyone avoiding you?"
Last edited by Shade on Mon Feb 03, 2020 7:50 pm, edited 1 time in total.
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Party
  • Reylos (pf2222) .._ | 12/12 | Lv 0.00 | [Front] |
    ---
  • Tabithe (AoD) ..__ | 16/16 | Lv 0.00 | [Front] |
    ---
  • Hana (Shade) ...__ | 11/11 | Lv 0.00 | [Front] |
Location: Dezas Castle
Day 0
Spoiler tags because long.

@Tabithe, Reylos:
Spoiler: Outside
The soldier in charge of the tournament suddenly calls out:
"All right, everybody, listen up! The tournament is about to begin!
Participants, please come over here. Spectators, please stand over there."
As both of you are participating, you follow his directions.
It seems that due to the number of participants and the large size of the courtyard,
there will be multiple matches going at once during the lower rounds.

You go up against a few opponents, but beat them easily.
They're hardly worth noticing at this point.
Then your hopes for a worthy opponent are renewed:
Your next opponents are each other!

You face each other, waiting for the battle to begin...
But then the sky darkens, and it's not from the setting sun.
Shadows pass overhead, and you hear the beating of large wings...

Shouts fill the air, and you look up.
The skies contain winged demons!

There are a dozen of them at most, colored red, blue, brown, and grey.
They swoop at the crowd, and the stunned crowd begins to fight back.
There is a loud CRASH as one of the creatures flies through the window of the main hall.
Others appear headed that direction...
@Hana:
Spoiler: Inside
The hall seems a little darker.
"Oh, that. They must think we're part of the Shadowcasters," answers Dog carelessly.
Shadows pass in front of the windows and dance on the walls.
Wolf explains. "They think we're part of a group that wants to resurrect Deimos, the Terror."
The crowd gets quieter as they notice, wondering..
Suddenly, something crashes through a window!
It sends shattered glass everywhere, and the noise attracts the attention of the entire hall.
The something is a winged demon. It is grey.

The crowd panics.
"Ah. There it is," Wolf says calmly as if he was expecting this.
Bear seems less calm. "What is that thing?"
"I believe it is called an Imp," Fox replies unconcernedly.
Dog seems close to panic himself. "What do we do about it!?"
"Nothing, for now. 'Don't interfere unless you have to.'" Wolf seems to quote someone.
As he speaks, castle guards appear from the crowd to engage the creature.

Fox becomes more concerned. "They should be able to handle one. But there are more outside."
......
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Re: Elemental PnP - Game Thread

Post by Shade »

Hana, Lv 0.00
HP: 11/11
MP: ★★
FP: ►►►►►
±0 Dmg | -2 Hit | +2 AC | +3 MR | +4 Init
Skills:
  • 1 Dryad's Curse
Equipment:
  • Oak Staff [1-3 Dmg, +1 AC, 2h]
  • -
Spoiler: Inventory & Status
Items:
[list][*] Special Medicine
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:
[list][*]Nature's Blessing
-> Removes most types of status ailments and debuffs from the target and additionally restores [1d6 ± WIL] HP.
[*]Entangle
-> Forces all enemies to make an [AGI ± VIT] check vs the caster's [DEX ± WIL]. Any targets failing the check are immobilized for [2 ± INT/5] turns and lose their AC dodge bonus for the duration of the effect.
[*]Animate Weapon
-> The target has to be an inanimate object that can be used as a weapon.
The target object is animated, receives the ability to fly and is under control of the caster.
The object is treated as a targetable member of battle with [10 ± INT/2 ± WIL] HP, [INT] AC and [INT ± WIL] Init and has complete immunity to status ailments and debuffs, but cannot be healed.
Offensively, it deals damage equal to [its innate Dmg range ± WIL/2] and has Hit equal to [its innate Hit stat ± INT]. Animated objects cannot perform maneuvers and thus have no MR stat.
The target object remains animated until its HP drop to 0 or it is manually dismissed by the caster. In both cases, the object crumbles to dust and cannot be retrieved.
This is a channeling spell. As long as the target object remains animated, the spellpoint used for this spell cannot be recovered.
[*]Enchant Weapon
-> The target has to be an object that can be used as a weapon. (It can be animated.)
The target object is enchanted with magic, bestowing a [WIL/2] bonus to Dmg and an [INT] bonus to Hit upon it. If desired, it can additionally receive an elemental affinity.
The target object remains enchanted until it is destroyed or the enchantment is manually cancelled.
This is a channeling spell. As long as the target object remains enchanted, the spellpoint used for this spell cannot be recovered.[/list]

Abilities (275/300 AP spent):
[list][*]Dryad's Curse [ Active ] [ 100 AP ]
-> This ability can only be used if the effects of "Wilting Flower" are not currently suppressed by medicine.
Forces all enemies to make a WIL check against Hana's WIL+2.
If they succeed, they are stunned for a turn.
If they fail, they (as well as all of their possessions) are permanently transformed into inanimate plants, thus eliminating them from combat. The type of plant is dependent on the target's characteristics and can be anything from a flower to a tree.
However, using this ability damages Hana's VIT by 5 and causes an immediate VIT check from "Wilting Flower".
Furthermore, this ability has no effect on embodiments of the forest, as well as spirits and other entities without a corporeal form.
[*]Phantasmal Barrier [ Active ] [ 80 AP / use ] [ Not learned ]
-> Grants the target a shield capable of distorting and defying reality, inverting all harmful effects of the next hit taken (damage becomes healing, debuffs become buffs, etc.).
If an effect cannot be converted into something positive, it is instead nullified altogether.

[*]Mirror Veil [ Sustained ] [ 70 AP ]
-> While active, as long as Hana has at least one spellpoint remaining, any projectile-based attack or spell aimed at Hana's party first has to pass a WIL vs. WIL check against Hana. If the attacker fails this check, one of Hana's spellpoints is consumed and the attack is reflected back at the attacker (and their allies, if applicable) with 50% increased potency and an additional +5 bonus to Hit.
This ability is automatically disabled if Hana runs out of spellpoints.
[*]Gift of the Spirits [ Passive ] [ 80 AP ]
-> Hana has the ability to regenerate mana at an unnatural rate while resting.
During combat, as long as Hana has no sustained abilities active, any unused minor action generates 1 Focus Point, while any unused major action generates 2. Every hour passed outside of combat also generates 1 Focus Point, or 2 while camping.
Every set of 5 Focus Points is automatically converted to a spellpoint.
Focus points will not accumulate if Hana isn't actually missing any spellpoints, and Focus Points that would go beyond Hana's spellpoint cap are lost.
[*]Pact of the Spirits [ Passive ] [ 100 AP ]
-> Hana is accompanied by two familiars at all times, which take the form of sentient glowing orbs with transculent wings resembling those of a butterfly, roughly the size of a fist. They're beings of pure magic, sustained by Hana's mana - they cannot leave her vicinity for more than a few minutes at a time, and if she dies, they will disappear.
They do, however, have their own will and reasoning, and although they will try to protect Hana to the best of their abilities, she does not have direct control over them.
The white one, called Lux, will cast supportive magic to bolster the strength and defenses of Hana and her allies, choosing from a variety of buffs and other trickery.
The black one, called Nox, will cast disruptive magic to weaken Hana's foes, trying to inflict a variety of status ailments and debuffs.
Both of them will act independently from Hana - once per turn each - and share her attributes to determine the effectiveness of their spells.
Although these familiars do not require enough mana to actively drain Hana's reserves, they do take up some magical power that she can never tap into, lowering her maximum spell points by 2.
If the maximum spell point reduction from this ability were to somehow drop Hana's maximum spell points to -1 or less, her familiars will disappear and she will lose consciousness until she regains enough maximum spell points to sustain them.
[*]Wilting Flower [ Passive ] [ +75 AP ]
-> Hana suffers from an incurable disease that is slowly eating away at her life.
Its effects can be suppressed with special medicine, but will begin anew as soon as she goes for a full day without.
When not under the effects of the medicine...
- ...she receives one point of attribute damage to a random attribute whenever she takes HP damage.
- ...HP and attribute damage will not regenerate through natural means. (Potions, spells, etc. will still work as normal.)
- ...she periodically (roughly once per day) has to pass a VIT check against a DC of 10; if she fails it, her VIT is damaged by 1d4 and her max HP are affected accordingly. If this drops her VIT to -6 or less, she will additionally pass out for a few hours. If Hana fails three or more of these checks and passes out as a result, she dies.
Taking medicine will reset the number of failed checks, and resting while under the effects of the medicine will allow Hana to recover HP and attribute damage as normal.
Hana (as well as anyone else with basic knowledge of medicine and/or herbs) is capable of making this medicine herself given the right ingredients, a spellpoint and an hour of time.[/list]


Attributes:
-2 Strength
±0 Dexterity
+2 Agility
-3 Vitality
+4 Intellect
+4 Willpower
±0 Perception
Shadowcasters? A group aiming to resurrect Deimos?
However, before Hana had a chance to make her confusion known something suddenly came crashing through one of the windows!
"!?"
A grotesque winged creature... an imp, according to Fox? The guards were quick to engage it, but Hana nonetheless felt uneasy. Why was a monster like this here, in the royal castle?
"This creature... what's going on? Surely this isn't part of the festivities...!"
Last edited by Shade on Mon Feb 03, 2020 7:51 pm, edited 1 time in total.
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Reylos, Lvl 0.00
HP: 12/12
SP: 2/2

+1 DMG| +1 HIT | +3 AC | +4 MR | +5 INIT

Equipment:
Main: Long Dagger [1-5 dmg]
Alt: Shortbow [2-4 dmg] (Arrows [10/50])
Armor [1 AC]
Spoiler: Inventory & Status
Items [0/10]:
-

Spells [2/2]:
[list]
Enduring Inferno: Toss Fire at an enemy (which then engulfs them).
-> A fire-based projectile attack with [DEX ± INT] Hit.
Upon a hit, the target is engulfed in flames, dealing [2d4 ± WIL] fire damage immediately
and an additional [1d3 ± WIL/3] fire damage per turn for [3 ± INT/3] turns.
Crashing Wave: Fling a wall of Water at an enemy.
-> A water-based projectile attack with [WIL ± INT] Hit.
Upon a hit, the target takes [2d6 ± WIL] water damage and has to pass a VIT check against the caster's WIL.
If they fail, they are additionally stunned for a turn.
[/list]

Abilities: [295/300AP]
[list]
Silence [2/2] [Active] [40x2 AP]:
-> Strike a weak point with a dagger. Does Maximized damage and immobilizes enemy for their next turn.

Precision [Passive] [60 AP]: Know where to strike..
-> Daggers use DEX instead of STR for calculating +DMG.
+40 AP to use DEX for +Hit.

Last Shot [1/1] [Active] [60 AP]:
-> Throw a dagger at an enemy for 2x Maximized damage.
Hopefully they'll give it back afterward..

Shooting Cinders [Sustained] [40 AP]: Ignite arrows.
-> Arrows deal Fire damage but they will be burnt to ash and unrecoverable afterwards.
+20 AP per +1dmg.

Recover Fire [Passive] [15AP]:
-> Recover %50 of spent arrows after battle.
40 AP for 100%.

Fletchery [Camping] [50 AP]:
-> Craft [10 ± DEX] arrows.
[/list]

Attributes:
-2 Str
+3 Dex
+2 Agi
-2 Vit
+2 Int
+0 Wil
+2 Per
Spoiler: Thoughts
"Well, see you around."
It appeared the tournament was starting.
She went to go take her place.

As she suspected, Reylos's first few opponents were no match.
(Easy.. The later rounds should be more interesting...)
But her next opponent was Tabithe.
(You again. I wonder which of us will be the victor?)
"Nice to see you again."

As they were about to start, the air filled with wings.
(Ah. Here it is.)
Some sort of demons.
(Nothing for it.)
Without hesitating, Reylos heads towards the nearest one
between her and the main hall, dagger in hand.
(The ones out here shouldn't be too much of a problem...
but that one in the main hall could be.)
"Well, see you around."
It appeared the tournament was starting.
She went to go take her place.

Reylos's first few opponents were no match, but her next opponent was Tabithe.
"Nice to see you again."

Then, as they were about to start, the air filled with wings.
Some sort of demons.
Without hesitating, Reylos heads towards the nearest one between her and the main hall, dagger in hand.

Remembered to change +Dmg from Precision.
......
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Party
  • Hana (Shade) ...__ | 11/11 | Lv 0.00 | [Front] |
Location: Dezas Castle
Day 0
@Hana:
Spoiler: Inside
"Evidently it's someone's idea of festivities," Wolf replies rather unhelpfully.
He's watching the battle carefully.

*
Turn Order:
Guard A [1], Guard B,Guard C,Guard D [0], Air Imp [-2]

Guard A attacks Air Imp

(3 + 3) 6 vs (8 + 2) 10
Miss!
->The guard with a sword swings it at the imp, but goes wide.

Guard B attacks Air Imp

(3 + 3) 6 vs (6 + 2) 8
Miss!
->A second guard wielding a lance thrusts it at the imp, but it manages to swerve aside.

Guard C attacks Air Imp
(2 + 3) 5 vs (8 + 2) 10
Miss!
->A third guard aims for where the creature was a second ago.

Guard D attacks Imp
(4 + 3) 7 vs (10 + 2) 12
Miss!
->The fourth similarly can't catch it.

Imp attacks Guard D
(10 + 1) 11 vs (8 + 1) 9
Hit! 4 damage.
->The imp swoops at the fourth guard and rakes him with its claws.
*

You hear Wolf mutter,
"Damn, I thought the guards were more competent than this..."

[quote]
Air Imp | HP: 13/16
----
Guard A (Sword) | 19/19
Guard B (Lance) | 18/18
Guard C (Lance) | 18/18
Guard D (Lance) | 14/18
[/quote]
......
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 0.00

████████

[+3 AC] [-1 AC] [▀▀ ▀▀]
| ✗ ✗

+2 Dmg | +6 Hit | +5 AC | +3 MR | +4 Init
Bastard Sword - 4-8 Dmg | Traveler's Cloak - 1 AC
    • [2H: +3 Str]
Spoiler: Inventory & Status
Items:

[list][*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Abilities: [ 300/300 AP spent ]

[list][*]The Art of the Blade [ Passive ] [ 3 Stances: 240 80 AP ]
Tabithe's prowess in combat is founded on the myriad stances she employs.
-> Tabithe has a set of Sustained abilities denoted by "Stance:".
-> Tabithe may have up to one Stance ability active at once.
-> As long as Tabithe has this ability, only [100 / no. of Stance abilities learned]% of the total AP cost of all Stance abilities is counted against Tabithe's total AP.[/list]

[list][*]Stance: Royal Guard [ Sustained ] [ 100 AP ]
When unfettered by heavy armour, Tabithe's weapon is an instrument of defense as well as offense.
-> Tabithe must be two-handing her weapon and not be wearing armour with a Dex penalty to activate Royal Guard.
-> The Str requirement for her wielded weapon is added to Tabithe's AC.[/list]

[list][*]Stance: Denting Blows [ Sustained ] [ 80 AP ]
Tabithe maximises the destructive capabilities of heavy weapons to overcome any fortification.
-> Tabithe must be two-handing a weapon with a Str requirement to activate Denting Blows.
-> Her weapon attacks ignore 1 of her target's AC.
-> A missed weapon attack will increase the AC ignored by 2, while a hit will increase it by 1.
-> The AC ignored resets to 1 if Tabithe attacks a different enemy.[/list]

[list][*]Stance: Inner Quiet [ Sustained ] [ 60 AP ]
With focus, Tabithe can find the stamina to fight where others cannot.
-> Tabithe forgoes the physical advantages of other stances to focus inward.
-> Every second turn Tabithe has Inner Quiet active, she may use an ability she has 0 uses left for.
-> Each ability can only be used through Inner Quiet once per battle.[/list]

[list][*]Broad Strokes [ Passive ] [ 80 AP ]
When appropriately armed, Tabithe is capable of engaging multiple foes.
-> If Tabithe is two-handing a weapon with a Str requirement, she may target two foes at once with a weapon attack.
-> Each target will make their own AC check, while Tabithe's Hit roll will apply to both.
-> Attacks made against multiple targets will have -2 Hit and deal -2 damage.[/list]

[list][*] Lunge [ Active - 1 use ] [ 60 AP per use ]
When Tabithe adds inertia to her strike, she finds herself within reach of even protected foes.
-> Tabithe makes a melee attack which deals 1.5x Maximised damage.
-> If it hits, and Tabithe is in the Front row, she moves to the Enemy Front row for the duration of her next turn, and returns to the Front row at its end.[/list]

[list][*] Groundhouse [ Active - 2 uses ] [40 AP per use]
Tabithe's martial prowess is supplanted by the Element of her homeland.
-> Tabithe makes an unarmed attack with 1-3 Dmg and +2 Hit as a minor action.
-> If her target's Earth affinity is Weak, they are stunned for their next turn when hit.
-> If her target's Earth affinity is Normal, they have no minor action during their next turn when hit.
-> Other affinities have no additional effect.

Attributes:

[list][*]+4 Str
[*]+2 Dex
[*]+4 Agi
[*]-1 Vit
[*]-4 Int
[*]-2 Wil
[*]+2 Per[/list][/list]
Before long, the tournament begins, and Tabithe dispatches the opponents she's given for the initial rounds with a level of ease a little too... comfortable -- she feels almost like she's being thrown off her game.
When Reylos is called upon to face her, though, she knows it is time to shake off such ponderings -- they, at least, will prove a real opponent. Tabithe clasps the sheath of her blade with the firmness of anticipation. Part of her is quite curious to see how that confident demeanour will handle a convincing defeat.
"Likewise! I've been waiting to finally break a sweat."
It seems like it won't be for that reason, though, as the skies suddenly darken uncannily -- and the beating of wings matches heavy shadows sweeping across the courtyard. What must be... some sort of demons, are swarming the castle!
The other contestants seem undaunted enough to engage these assailants, and as a stray monster barrels through the elaborate window crowning the main hall, shrieks of shock and terror emanate. That's right... far from everyone here is as much of a fighter as Tabithe or the others.
Without even a word, Reylos charges up towards the banquet. They sure seem to know where they need to be, Tabithe muses. Do they know something? But she quickly realises she can't afford to stand idle.
The combatants will be more than enough to hold down the courtyard, so Tabithe follows Reylos' lead and makes for the stairs heading back inside.
"What's going on? This isn't usually part of the festivities, right?"

Tabithe activates Royal Guard.
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Re: Elemental PnP - Game Thread

Post by Shade »

Hana, Lv 0.00
HP: 11/11
MP: ★★
FP: ►►►►►
±0 Dmg | -2 Hit | +2 AC | +3 MR | +4 Init
Skills:
  • 1 Dryad's Curse
Equipment:
  • Oak Staff [1-3 Dmg, +1 AC, 2h]
  • -
Spoiler: Inventory & Status
Items:
[list][*] Special Medicine
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Spells:
[list][*]Nature's Blessing
-> Removes most types of status ailments and debuffs from the target and additionally restores [1d6 ± WIL] HP.
[*]Entangle
-> Forces all enemies to make an [AGI ± VIT] check vs the caster's [DEX ± WIL]. Any targets failing the check are immobilized for [2 ± INT/5] turns and lose their AC dodge bonus for the duration of the effect.
[*]Animate Weapon
-> The target has to be an inanimate object that can be used as a weapon.
The target object is animated, receives the ability to fly and is under control of the caster.
The object is treated as a targetable member of battle with [10 ± INT/2 ± WIL] HP, [INT] AC and [INT ± WIL] Init and has complete immunity to status ailments and debuffs, but cannot be healed.
Offensively, it deals damage equal to [its innate Dmg range ± WIL/2] and has Hit equal to [its innate Hit stat ± INT]. Animated objects cannot perform maneuvers and thus have no MR stat.
The target object remains animated until its HP drop to 0 or it is manually dismissed by the caster. In both cases, the object crumbles to dust and cannot be retrieved.
This is a channeling spell. As long as the target object remains animated, the spellpoint used for this spell cannot be recovered.
[*]Enchant Weapon
-> The target has to be an object that can be used as a weapon. (It can be animated.)
The target object is enchanted with magic, bestowing a [WIL/2] bonus to Dmg and an [INT] bonus to Hit upon it. If desired, it can additionally receive an elemental affinity.
The target object remains enchanted until it is destroyed or the enchantment is manually cancelled.
This is a channeling spell. As long as the target object remains enchanted, the spellpoint used for this spell cannot be recovered.[/list]

Abilities (275/300 AP spent):
[list][*]Dryad's Curse [ Active ] [ 100 AP ]
-> This ability can only be used if the effects of "Wilting Flower" are not currently suppressed by medicine.
Forces all enemies to make a WIL check against Hana's WIL+2.
If they succeed, they are stunned for a turn.
If they fail, they (as well as all of their possessions) are permanently transformed into inanimate plants, thus eliminating them from combat. The type of plant is dependent on the target's characteristics and can be anything from a flower to a tree.
However, using this ability damages Hana's VIT by 5 and causes an immediate VIT check from "Wilting Flower".
Furthermore, this ability has no effect on embodiments of the forest, as well as spirits and other entities without a corporeal form.
[*]Phantasmal Barrier [ Active ] [ 80 AP / use ] [ Not learned ]
-> Grants the target a shield capable of distorting and defying reality, inverting all harmful effects of the next hit taken (damage becomes healing, debuffs become buffs, etc.).
If an effect cannot be converted into something positive, it is instead nullified altogether.

[*]Mirror Veil [ Sustained ] [ 70 AP ]
-> While active, as long as Hana has at least one spellpoint remaining, any projectile-based attack or spell aimed at Hana's party first has to pass a WIL vs. WIL check against Hana. If the attacker fails this check, one of Hana's spellpoints is consumed and the attack is reflected back at the attacker (and their allies, if applicable) with 50% increased potency and an additional +5 bonus to Hit.
This ability is automatically disabled if Hana runs out of spellpoints.
[*]Gift of the Spirits [ Passive ] [ 80 AP ]
-> Hana has the ability to regenerate mana at an unnatural rate while resting.
During combat, as long as Hana has no sustained abilities active, any unused minor action generates 1 Focus Point, while any unused major action generates 2. Every hour passed outside of combat also generates 1 Focus Point, or 2 while camping.
Every set of 5 Focus Points is automatically converted to a spellpoint.
Focus points will not accumulate if Hana isn't actually missing any spellpoints, and Focus Points that would go beyond Hana's spellpoint cap are lost.
[*]Pact of the Spirits [ Passive ] [ 100 AP ]
-> Hana is accompanied by two familiars at all times, which take the form of sentient glowing orbs with transculent wings resembling those of a butterfly, roughly the size of a fist. They're beings of pure magic, sustained by Hana's mana - they cannot leave her vicinity for more than a few minutes at a time, and if she dies, they will disappear.
They do, however, have their own will and reasoning, and although they will try to protect Hana to the best of their abilities, she does not have direct control over them.
The white one, called Lux, will cast supportive magic to bolster the strength and defenses of Hana and her allies, choosing from a variety of buffs and other trickery.
The black one, called Nox, will cast disruptive magic to weaken Hana's foes, trying to inflict a variety of status ailments and debuffs.
Both of them will act independently from Hana - once per turn each - and share her attributes to determine the effectiveness of their spells.
Although these familiars do not require enough mana to actively drain Hana's reserves, they do take up some magical power that she can never tap into, lowering her maximum spell points by 2.
If the maximum spell point reduction from this ability were to somehow drop Hana's maximum spell points to -1 or less, her familiars will disappear and she will lose consciousness until she regains enough maximum spell points to sustain them.
[*]Wilting Flower [ Passive ] [ +75 AP ]
-> Hana suffers from an incurable disease that is slowly eating away at her life.
Its effects can be suppressed with special medicine, but will begin anew as soon as she goes for a full day without.
When not under the effects of the medicine...
- ...she receives one point of attribute damage to a random attribute whenever she takes HP damage.
- ...HP and attribute damage will not regenerate through natural means. (Potions, spells, etc. will still work as normal.)
- ...she periodically (roughly once per day) has to pass a VIT check against a DC of 10; if she fails it, her VIT is damaged by 1d4 and her max HP are affected accordingly. If this drops her VIT to -6 or less, she will additionally pass out for a few hours. If Hana fails three or more of these checks and passes out as a result, she dies.
Taking medicine will reset the number of failed checks, and resting while under the effects of the medicine will allow Hana to recover HP and attribute damage as normal.
Hana (as well as anyone else with basic knowledge of medicine and/or herbs) is capable of making this medicine herself given the right ingredients, a spellpoint and an hour of time.[/list]


Attributes:
-2 Strength
±0 Dexterity
+2 Agility
-3 Vitality
+4 Intellect
+4 Willpower
±0 Perception
Hana watched the battle with a feeling of anxiety. She wanted to help in some way, but... she was no fighter. If even trained guards were having trouble with that thing, what could a little girl like her hope to accomplish?
Last edited by Shade on Mon Feb 03, 2020 7:51 pm, edited 1 time in total.
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Party
  • Reylos (pf2222) .._ | 12/12 | Lv 0.00 | [Front] |
  • Tabithe (AoD) ..__ | 16/16 | Lv 0.00 | [Front] |
    ---
  • Hana (Shade) ...__ | 11/11 | Lv 0.00 | [Front] |
Location: Dezas Castle
Day 0
@Tabithe, Reylos:
Spoiler: Outside
You both make your way towards the main hall, but there's a brown creature in the way.
It sets its sights on you.

Meanwhile, a blue and a red one fly through the broken window.

[quote]
Earth Imp | HP: 16/16
[/quote]
@Hana:
Spoiler: Inside
*
Turn Order:
Guard A [1], Guard B,Guard C,Guard D [0], Air Imp [-2]

Guard A attacks Air Imp.
(6 + 3) 9 vs (10 + 2) 12
Miss!
-> The guard's blade can't quite reach the imp.

Guard B attacks Air Imp.
(1 + 3) 4 vs (2 + 2) 4
Reroll.
(7 + 3) 10 vs (7 + 2) 9
Hit! 8 damage.
-> The guard's spear catches the imp's hide and tears through it.

Guard C attacks Air Imp.
(6 + 3) 9 vs (3 + 2) 5
Hit! 3 damage.
-> The guard delivers a glancing blow.

Guard D attacks Air Imp.
(8 + 3) 11 vs (5 + 2) 7
Hit! 6 damage.
-> The guard's lance finds it mark,
and the imp falls to the floor.

Air Imp was slain.
*
Much better rolls this time.

A voice makes itself heard above the crowd.
"Worry not, my citizens!
The might of the kingdom won't be felled by these evil creatures!"
It comes from a man at the far end of the hall with black hair and a long black and red coat.
This must be King Dezas.
Next to him is a taller woman, the Queen, wearing a white dress.
You aren't sure how long they've been there.

It seems the king's proclamation will be tested as two more Imps fly through the broken window, one red, one blue.
The soldiers ready themselves.

Meanwhile, the Masks chatter.
"Two more! Are we having fun yet?"
"I wouldn't mind taking those things on myself. Beats standing around, waiting..."
"For you, maybe..."
Wolf remains silent.

[quote]
Air Imp | HP: -4/16
Fire Imp | HP: 16/16
Water Imp | HP: 16/16
----
Guard A (Sword) | 19/19
Guard B (Lance) | 18/18
Guard C (Lance) | 18/18
Guard D (Lance) | 14/18
[/quote]
......
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Reylos, Lvl 0.00
HP: 12/12
SP: 2/2

+1 DMG| +1 HIT | +3 AC | +4 MR | +5 INIT

Equipment:
Main: Long Dagger [1-5 dmg]
Alt: Shortbow [2-4 dmg] (Arrows [10/50])
Armor [1 AC]
Spoiler: Inventory & Status
Items [0/10]:
-

Spells [2/2]:
[list]
Enduring Inferno: Toss Fire at an enemy (which then engulfs them).
-> A fire-based projectile attack with [DEX ± INT] Hit.
Upon a hit, the target is engulfed in flames, dealing [2d4 ± WIL] fire damage immediately
and an additional [1d3 ± WIL/3] fire damage per turn for [3 ± INT/3] turns.
Crashing Wave: Fling a wall of Water at an enemy.
-> A water-based projectile attack with [WIL ± INT] Hit.
Upon a hit, the target takes [2d6 ± WIL] water damage and has to pass a VIT check against the caster's WIL.
If they fail, they are additionally stunned for a turn.
[/list]

Abilities: [295/300AP]
[list]
Silence [2/2] [Active] [40x2 AP]:
-> Strike a weak point with a dagger. Does Maximized damage and immobilizes enemy for their next turn.

Precision [Passive] [60 AP]: Know where to strike..
-> Daggers use DEX instead of STR for calculating +DMG.
+40 AP to use DEX for +Hit.

Last Shot [1/1] [Active] [60 AP]:
-> Throw a dagger at an enemy for 2x Maximized damage.
Hopefully they'll give it back afterward..

Shooting Cinders [Sustained] [40 AP]: Ignite arrows.
-> Arrows deal Fire damage but they will be burnt to ash and unrecoverable afterwards.
+20 AP per +1dmg.

Recover Fire [Passive] [15AP]:
-> Recover %50 of spent arrows after battle.
40 AP for 100%.

Fletchery [Camping] [50 AP]:
-> Craft [10 ± DEX] arrows.
[/list]

Attributes:
-2 Str
+3 Dex
+2 Agi
-2 Vit
+2 Int
+0 Wil
+2 Per
Spoiler: Thoughts
Reylos hears Tabithe follow her and doesn't turn when she speaks.
"No."
(A certain someone set this up specially.)
"Let's dispatch this thing and get in there before things get messy."
(And catch some attention while we're at it.)
Reylos hears Tabithe ask a question and doesn't turn to reply,
her gaze instead fixed on the monster in front of them.
"No.
Let's dispatch this thing and get in there before things get messy."


Reylos attacks the Earth Imp.
......
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 0.00

████████

[+3 AC] [-1 AC] [▀▀ ▀▀]
| ✗ ✗

+2 Dmg | +6 Hit | +5 AC | +3 MR | +4 Init
Bastard Sword - 4-8 Dmg | Traveler's Cloak - 1 AC
    • [2H: +3 Str]
Spoiler: Inventory & Status
Items:

[list][*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Abilities: [ 300/300 AP spent ]

[list][*]The Art of the Blade [ Passive ] [ 3 Stances: 240 80 AP ]
Tabithe's prowess in combat is founded on the myriad stances she employs.
-> Tabithe has a set of Sustained abilities denoted by "Stance:".
-> Tabithe may have up to one Stance ability active at once.
-> As long as Tabithe has this ability, only [100 / no. of Stance abilities learned]% of the total AP cost of all Stance abilities is counted against Tabithe's total AP.[/list]

[list][*]Stance: Royal Guard [ Sustained ] [ 100 AP ]
When unfettered by heavy armour, Tabithe's weapon is an instrument of defense as well as offense.
-> Tabithe must be two-handing her weapon and not be wearing armour with a Dex penalty to activate Royal Guard.
-> The Str requirement for her wielded weapon is added to Tabithe's AC.[/list]

[list][*]Stance: Denting Blows [ Sustained ] [ 80 AP ]
Tabithe maximises the destructive capabilities of heavy weapons to overcome any fortification.
-> Tabithe must be two-handing a weapon with a Str requirement to activate Denting Blows.
-> Her weapon attacks ignore 1 of her target's AC.
-> A missed weapon attack will increase the AC ignored by 2, while a hit will increase it by 1.
-> The AC ignored resets to 1 if Tabithe attacks a different enemy.[/list]

[list][*]Stance: Inner Quiet [ Sustained ] [ 60 AP ]
With focus, Tabithe can find the stamina to fight where others cannot.
-> Tabithe forgoes the physical advantages of other stances to focus inward.
-> Every second turn Tabithe has Inner Quiet active, she may use an ability she has 0 uses left for.
-> Each ability can only be used through Inner Quiet once per battle.[/list]

[list][*]Broad Strokes [ Passive ] [ 80 AP ]
When appropriately armed, Tabithe is capable of engaging multiple foes.
-> If Tabithe is two-handing a weapon with a Str requirement, she may target two foes at once with a weapon attack.
-> Each target will make their own AC check, while Tabithe's Hit roll will apply to both.
-> Attacks made against multiple targets will have -2 Hit and deal -2 damage.[/list]

[list][*] Lunge [ Active - 1 use ] [ 60 AP per use ]
When Tabithe adds inertia to her strike, she finds herself within reach of even protected foes.
-> Tabithe makes a melee attack which deals 1.5x Maximised damage.
-> If it hits, and Tabithe is in the Front row, she moves to the Enemy Front row for the duration of her next turn, and returns to the Front row at its end.[/list]

[list][*] Groundhouse [ Active - 2 uses ] [40 AP per use]
Tabithe's martial prowess is supplanted by the Element of her homeland.
-> Tabithe makes an unarmed attack with 1-3 Dmg and +2 Hit as a minor action.
-> If her target's Earth affinity is Weak, they are stunned for their next turn when hit.
-> If her target's Earth affinity is Normal, they have no minor action during their next turn when hit.
-> Other affinities have no additional effect.

Attributes:

[list][*]+4 Str
[*]+2 Dex
[*]+4 Agi
[*]-1 Vit
[*]-4 Int
[*]-2 Wil
[*]+2 Per[/list][/list]
Before they can reach the main hall, they're cut off by one of the creatures, beating its wings as it drops to the stone ground in front of them, and Reylos gives a response that barely answers but one of Tabithe's questions. The sounds of the pandemonium echo around them, telling Tabithe there's no time to worry about whether she can, or should fight -- as Reylos says, she's simply going to have to.
"Alright then, beastie. Don't start crying if you lose!"
However, if there's ever been an opponent she's unfamiliar with, it's this one -- so she advances carefully, drawing her blade and opening with a horizontal cleave, as to declare the battle line.

Tabithe attacks the Earth Imp.
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Party
  • Reylos (pf2222) .._ | 12/12 | Lv 0.00 | [Front] |
  • Tabithe (AoD) ..__ | 14/16 | Lv 0.00 | [Front] |
Location: Dezas Castle
Day 0
@Tabithe, Reylos:
Spoiler: Outside
Turn Order: Reylos [5], Tabithe [4], Earth Imp [-2]
*
Reylos attacks Earth Imp
(3 + 1) 4 vs (4 + 2) 6
Miss!
-> Reylos tries to strike the imp with her dagger but it moves aside.

Tabithe attacks Earth Imp

(7 + 6) 13 vs (8 + 2) 10
Hit! 8 damage.
-> Tabithe swings her sword across the imp's body and it can't get away.

Earth Imp attacks Tabithe
(8 + 5) 13 vs (2 + 9) 11
Hit! 2 damage.
-> The imp lashes out at Tabithe but it only manages to graze her.
*

[quote]
Earth Imp | HP: 8/16
[/quote]
......
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 0.00

███████

[+3 AC] [-1 AC] [▀▀ ▀▀]
| ✗ ✗

+2 Dmg | +6 Hit | +5 AC | +3 MR | +4 Init
Bastard Sword - 4-8 Dmg | Traveler's Cloak - 1 AC
    • [2H: +3 Str]
Spoiler: Inventory & Status
Items:

[list][*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Abilities: [ 300/300 AP spent ]

[list][*]The Art of the Blade [ Passive ] [ 3 Stances: 240 80 AP ]
Tabithe's prowess in combat is founded on the myriad stances she employs.
-> Tabithe has a set of Sustained abilities denoted by "Stance:".
-> Tabithe may have up to one Stance ability active at once.
-> As long as Tabithe has this ability, only [100 / no. of Stance abilities learned]% of the total AP cost of all Stance abilities is counted against Tabithe's total AP.[/list]

[list][*]Stance: Royal Guard [ Sustained ] [ 100 AP ]
When unfettered by heavy armour, Tabithe's weapon is an instrument of defense as well as offense.
-> Tabithe must be two-handing her weapon and not be wearing armour with a Dex penalty to activate Royal Guard.
-> The Str requirement for her wielded weapon is added to Tabithe's AC.[/list]

[list][*]Stance: Denting Blows [ Sustained ] [ 80 AP ]
Tabithe maximises the destructive capabilities of heavy weapons to overcome any fortification.
-> Tabithe must be two-handing a weapon with a Str requirement to activate Denting Blows.
-> Her weapon attacks ignore 1 of her target's AC.
-> A missed weapon attack will increase the AC ignored by 2, while a hit will increase it by 1.
-> The AC ignored resets to 1 if Tabithe attacks a different enemy.[/list]

[list][*]Stance: Inner Quiet [ Sustained ] [ 60 AP ]
With focus, Tabithe can find the stamina to fight where others cannot.
-> Tabithe forgoes the physical advantages of other stances to focus inward.
-> Every second turn Tabithe has Inner Quiet active, she may use an ability she has 0 uses left for.
-> Each ability can only be used through Inner Quiet once per battle.[/list]

[list][*]Crushing Steel [ Passive ] [ 90 AP ]
The destructive power of Tabithe's choice of arms is felt to the fullest when she truly outmatches her foes' defense.
-> If Tabithe's Hit roll total exceeds her target's AC roll total by 7 or more, the damage dealt is increased by her weapon's Str requirement. [ 40 AP ]
-> The bonus damage is applied again for each additional 3 that the target's AC roll is exceeded by. [ 50 AP ][/list][/s][/color]
[list][*]Broad Strokes [ Passive ] [ 80 AP ]
When appropriately armed, Tabithe is capable of engaging multiple foes.
-> If Tabithe is two-handing a weapon with a Str requirement, she may target two foes at once with a weapon attack.
-> Each target will make their own AC check, while Tabithe's Hit roll will apply to both.
-> Attacks made against multiple targets will have -2 Hit and deal -2 damage.[/list]

[list][*] Lunge [ Active - 1 use ] [ 60 AP per use ]
When Tabithe adds inertia to her strike, she finds herself within reach of even protected foes.
-> Tabithe makes a melee attack which deals 1.5x Maximised damage.
-> If it hits, and Tabithe is in the Front row, she moves to the Enemy Front row for the duration of her next turn, and returns to the Front row at its end.[/list]

[list][*] Groundhouse [ Active - 2 uses ] [40 AP per use]
Tabithe's martial prowess is supplanted by the Element of her homeland.
-> Tabithe makes an unarmed attack with 1-3 Dmg and +2 Hit as a minor action.
-> If her target's Earth affinity is Weak, they are stunned for their next turn when hit.
-> If her target's Earth affinity is Normal, they have no minor action during their next turn when hit.
-> Other affinities have no additional effect.

Attributes:

[list][*]+4 Str
[*]+2 Dex
[*]+4 Agi
[*]-1 Vit
[*]-4 Int
[*]-2 Wil
[*]+2 Per[/list][/list]
She takes a glancing blow in return, but Tabithe's strike is true -- and the impact is obvious. Shifting her balance, Tabithe pulls her sword back, its weight drawing a steady locus, before she points it directly at the creature's chest and charges forward with impressive inertia. There's no time to waste.

Tabithe deactivates Royal Guard, and activates Denting Blows. Tabithe uses Lunge on the Earth Imp.

EDIT: Listing Crushing Steel for later.
Last edited by Agent of Dread on Mon Feb 03, 2020 1:25 am, edited 2 times in total.
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Reylos, Lvl 0.00
HP: 12/12
SP: 2/2

+1 DMG| +1 HIT | +3 AC | +4 MR | +5 INIT

Equipment:
Main: Long Dagger [1-5 dmg]
Alt: Shortbow [2-4 dmg] (Arrows [10/50])
Armor [1 AC]
Spoiler: Inventory & Status
Items [0/10]:
-

Spells [2/2]:
[list]
Enduring Inferno: Toss Fire at an enemy (which then engulfs them).
-> A fire-based projectile attack with [DEX ± INT] Hit.
Upon a hit, the target is engulfed in flames, dealing [2d4 ± WIL] fire damage immediately
and an additional [1d3 ± WIL/3] fire damage per turn for [3 ± INT/3] turns.
Crashing Wave: Fling a wall of Water at an enemy.
-> A water-based projectile attack with [WIL ± INT] Hit.
Upon a hit, the target takes [2d6 ± WIL] water damage and has to pass a VIT check against the caster's WIL.
If they fail, they are additionally stunned for a turn.
[/list]

Abilities: [295/300AP]
[list]
Silence [2/2] [Active] [40x2 AP]:
-> Strike a weak point with a dagger. Does Maximized damage and immobilizes enemy for their next turn.

Precision [Passive] [60 AP]: Know where to strike..
-> Daggers use DEX instead of STR for calculating +DMG.
+40 AP to use DEX for +Hit.

Last Shot [1/1] [Active] [60 AP]:
-> Throw a dagger at an enemy for 2x Maximized damage.
Hopefully they'll give it back afterward..

Shooting Cinders [Sustained] [40 AP]: Ignite arrows.
-> Arrows deal Fire damage but they will be burnt to ash and unrecoverable afterwards.
+20 AP per +1dmg.

Recover Fire [Passive] [15AP]:
-> Recover %50 of spent arrows after battle.
40 AP for 100%.

Fletchery [Camping] [50 AP]:
-> Craft [10 ± DEX] arrows.
[/list]

Attributes:
-2 Str
+3 Dex
+2 Agi
-2 Vit
+2 Int
+0 Wil
+2 Per
Spoiler: Thoughts
"Argh!" Reylos mutters in annoyance as her attack fails to connect.
That's no way to start off.
Time to try again...
She readies her dagger once more.
"Argh!" Reylos mutters in annoyance as her attack fails to connect.
She readies her dagger once more.

Reylos attacks the Earth Imp.
......
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Party
  • Reylos (pf2222) .._ | 12/12 | Lv 0.15 | [Front] |
  • Tabithe (AoD) ..__ | 14/16 | Lv 0.17 | [Front] |
    ---
  • Hana (Shade) ...__ | 11/11 | Lv 0.05 | [Front] |
Location: Dezas Castle
Day 0
@Tabithe, Reylos:
Spoiler: Outside
Turn Order: Reylos [5], Tabithe [4], Earth Imp [-2]

*
Reylos attacks Earth Imp
(7 + 1) 8 vs (2 + 2) 4
Hit! 3 damage.
->Reylos's aim is true this time, but it doesn't have too much effect.

Tabithe Lunges at Earth Imp
(5 + 6) 11 vs (1 + 1) 2
Hit! *15* damage.
-> Tabithe brutally stabs the imp in the chest. It's dead.

Earth Imp was slain.

*

Battle Resolved

+10 Exp. - Victory

Tabithe: +2 Exp - Overkill


On the topic of experience:
Participating in tournament: +5 Exp.

There's nothing in your way now.

[quote]
Earth Imp | HP: -10/16
[/quote]
Lunge is a bit overkill, as it would have easily died to a normal attack. But I guess ability uses will be restored between now and any battle right after this, so why not be dramatic.

@Hana:
Spoiler: Inside
*
Turn Order:
Guard A [1], Guard B,Guard C,Guard D [0], Fire Imp,Water Imp [-2]

*
Guard A attacks Fire Imp
(6 + 3) 9 vs (5 + 2) 7
Hit! 6 damage
-> The guard swings his sword at the Fire Imp, and this time it connects.

Guard B attacks Fire Imp
(7 + 3) 10 vs (4 + 2) 6
Hit! 4 damage.
-> The guard stabs the Fire Imp.

Guard C attacks Fire Imp
(2 + 3) 5 vs (8 + 2) 10
Miss!
->The guard goes for the Fire Imp and misses.

Guard D attacks Fire Imp
(7 + 3) 10 vs (9 + 2) 11
Miss!
-> The guard hits the air right beside the Fire Imp.

Fire Imp attacks Guard C
(3 + 1) 4 vs (6 + 1) 7
Miss!
-> The imp swoops at the third guard, but he dodges.

Water Imp casts Disarming Wave at Guard C
(9 + 2) 11 vs (9 + 1) 10
Hit! 5 damage.
Guard C's DEX vs Water Imp's WIL
(6 + 1) 7 vs (9 + 1) 10
Failed! Guard C is disarmed!
-> The Water Imp summons a stream of water and it spirals around before crashing into
the third guard. He cannot keep hold of his weapon and the lance is swept away, coming to rest several feet away.

However, the third guard simply pulls a short sword out of his belt.
"Oi! This thing's got magic!"

[quote]
Air Imp | HP: -4/16
Fire Imp | HP: 6/16
Water Imp | HP: 16/16
----
Guard A (Sword) | 19/19
Guard B (Lance) | 18/18
Guard C (Sword) | 13/18
Guard D (Lance) | 14/18
[/quote]
On the topic of experience:
Eavesdropping: +5 Exp.

Since Hana probably doesn't have much to do at this point I'll update this post in a bit with something.

Edit: Done. Also updated Exp in the status table.
Apparently 'a bit' is over an hour and a half. That's not surprising, because I usually take too long thinking about things and occasionally get distracted.
......
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penguinflyer2222
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Reylos, Lvl 0.00
HP: 12/12
SP: 2/2

+1 DMG| +1 HIT | +3 AC | +4 MR | +5 INIT

Equipment:
Main: Long Dagger [1-5 dmg]
Alt: Shortbow [2-4 dmg] (Arrows [10/50])
Armor [1 AC]
Spoiler: Inventory & Status
Items [0/10]:
-

Spells [2/2]:
[list]
Enduring Inferno: Toss Fire at an enemy (which then engulfs them).
-> A fire-based projectile attack with [DEX ± INT] Hit.
Upon a hit, the target is engulfed in flames, dealing [2d4 ± WIL] fire damage immediately
and an additional [1d3 ± WIL/3] fire damage per turn for [3 ± INT/3] turns.
Crashing Wave: Fling a wall of Water at an enemy.
-> A water-based projectile attack with [WIL ± INT] Hit.
Upon a hit, the target takes [2d6 ± WIL] water damage and has to pass a VIT check against the caster's WIL.
If they fail, they are additionally stunned for a turn.
[/list]

Abilities: [295/300AP]
[list]
Silence [2/2] [Active] [40x2 AP]:
-> Strike a weak point with a dagger. Does Maximized damage and immobilizes enemy for their next turn.

Precision [Passive] [60 AP]: Know where to strike..
-> Daggers use DEX instead of STR for calculating +DMG.
+40 AP to use DEX for +Hit.

Last Shot [1/1] [Active] [60 AP]:
-> Throw a dagger at an enemy for 2x Maximized damage.
Hopefully they'll give it back afterward..

Shooting Cinders [Sustained] [40 AP]: Ignite arrows.
-> Arrows deal Fire damage but they will be burnt to ash and unrecoverable afterwards.
+20 AP per +1dmg.

Recover Fire [Passive] [15AP]:
-> Recover %50 of spent arrows after battle.
40 AP for 100%.

Fletchery [Camping] [50 AP]:
-> Craft [10 ± DEX] arrows.
[/list]

Attributes:
-2 Str
+3 Dex
+2 Agi
-2 Vit
+2 Int
+0 Wil
+2 Per
Spoiler: Thoughts
Her attack hit that time. Good.
Then Tabithe ran it through.
(Ouch. Maybe it's a good thing we didn't face off after all..)
Reylos continues into the main hall without giving the slain imp a second glance.
(I'm glad she followed me, then, but I'm not going to let myself be outdone so easily.)
Reylos seems dissatisfied with the outcome of the battle,
but she continues into the main hall, not giving the slain imp a second glance.
......
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