Elemental PnP - Game Thread

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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Reylos, Lvl 0.88
HP: 12/12
SP: 1/2

+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 [9/10]:
[5/5] Torches
[5/5] Ropes
[4/5] Healing Flasks (Heals 5 HP)
[1/5] Antivenom (Heals 10 poison damages)
[5/5] Food Ration (5 qualities)
[3/5] Firewood
[2/5] Armor Kit (+2 AC)
[1/5] Whetstone (+1 DMG)
[1/5] Iron Knife

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 had thought it rather fitting Tabithe's horse be named Merry.
(She made friends with all of them... typical.)

Reylos didn't pay much attention to what was happening as they rode out of the city.
(Should be a pleasant journey..)
Somath considered what would happen when they arrived in Salcea.

But then some people blocked the road.
..And demanded payment. Now things would be interesting.
Hana wasted no time in trying to put these fools in their place.
Pity it didn't work as well as it might've.

"You didn't really think that line was gonna work, did you?"
Reylos asked the woman who'd demanded they hand over their valuables.
"Don't ever talk to my friend like that."
Had she really called Hana her friend, already? Just like that?
No time to consider it.
Time to try disabling the strong fighter...
"You didn't really think that line was gonna work, did you?"
Reylos asked the woman who'd demanded they hand over their valuables.
"Don't ever talk to my friend like that."

Reylos casts Crashing Wave at the axefighter.
Pity it's gonna miss~
......
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 0.90

████████

[+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][*] - Healing Flask [ 5/5 ] [ Restores 05 HP ]
[*] - Antivenom [ 1/5 ] [ Removes 10 stacked poison damage ]
[*] -
[*] - Armour Kit [ 2/5 ] [ +2 AC for next fight ]
[*] - Whetstone [ 2/5 ] [ +1 Dmg for next fight ]
[*] -
[*] - Ropes [ 5/5 ]
[*] - Torch [ 5/5 ]
[*] - Food Ration [ 3/5 ] [ Food - Q: 05 ]
[*] - Firewood [ 3/5 ] [ Camping ][/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.
-> Broad Strokes cannot be used in conjunction with Lunge.[/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]
Perhaps less hopeful than Tabithe, Hana and Reylos move to subdue these bandits. It seemed like Hana had hoped to just immobilise them and leave, but it wouldn't be so simple, unfortunately. Tabithe gracefully dismounts her horse, but before she can even draw her blade, she feels it rattling in its sheath -- was this Hana's doing? Time to put it to good use.
"It might be a little late to warn you, but you've all picked a bad fight. No hard feelings, right?"
Tabithe quickly assesses the two who've staved off Hana's initial spell. The one with the axe is probably just interference for the staff-wielder; she surmises that this Albert will be the one doing the real damage. She keens herself, couching her sword, then charges in blade-first, following through with that same whirling kick she dispatched the imp with the night before.

Tabithe uses Lunge on Mage Albert. Tabithe uses Groundhouse on Mage Albert.
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Party
  • Reylos (pf2222) .._ | 09/12 | Lv 0.88 | [Cover] |
  • Tabithe (AoD) ..__ | 12/16 | Lv 0.90 | [Enemy Front] |
  • Hana (Shade) ...__ | 09/11 | Lv 0.90 | [Cover] |

    Sam | 18/21 | [-, -]
    Merry | 19/21 | [-, -]
    Pippin | 17/21 | [-, -]
Location: Road to Salcea
Time: Late Morning
Day 1
300 gold
"I'll take both of you on!" Annor shouts to Tabithe and Reylos.
"You weren't planning on making yourself useful anyway, Alice." Albert says with dislike, apparently enjoying his boss being trapped.

*
Turn order:
Thief [8], Reylos [5], Hana,Tabithe [4], Axefighter [-2], Mage [-3]

Thief can't move.

Reylos casts Crashing Wave at Axefighter:
(7 + 2) 9 vs (10 + 3) 13
Missed.
-> Reylos sends a wall of water at Annor, but it doesn't quite get there. He isn't impressed.

Hana enchants Tabithe's weapon
Lux casts a spell:
Tabithe's AC +1 for a turn.
Nox casts a spell:
(8 + 4) 12 vs (6 + 5 +1) 12
Reroll.
(7 + 4) 11 vs (10 + 5+1) 16
Failed.

Tabithe uses Lunge and Groundhouse on Mage
Lunge: (10 vs. 0)
Hit, 18 damage.
-> The mage is so focused on preparing a spell that he hardly notices Tabithe charging toward him until he becomes well acquainted with her blade.
Groundhouse: (6 + 8) 14 vs (7 + 0) 7
Hit, 3 damage.
-> Tabithe throws in a kick for good measure, but the mage is still standing, if just barely.

Axefighter attacks Tabithe:
(3 + 7) 10 vs (1 + 8 +1) 10
Reroll.
(4 + 7) 11 vs (3 + 8 +1) 12
Miss.
-> Tabithe manages to deflect the axe with her own blade.

Mage casts Torrent and moves to Cover:
8+5 = 13

vs. Hana
3+4 7
Hit, 2 damage
-Wilting Flower: Hana loses 1 Perception.
vs. Reylos
9+0 9
Hit, 3 damage
vs. Tabithe
9-2 7
Hit, 4 damage

Pippin: (0)
4 damage
Sam: (0)
3 damage
Merry: (1)
2 damage

-> Albert sends water raining down on his foes' heads.
*

Perception check (9):
Reylos: 10 + 2 = 12, Success
Tabithe: 5 + 2 = 7, Failed
Hana: 6 - 1 = 6, Failed
Annor: 10 - 2 = 8, Failed
Alice: 6 + 2 = 8, Failed
Albert: 1 - 5 = -4 Failed

You thought you heard a noise in the distance...
@Reylos: It was a wolf's howl.
  • Thief Alice | 11/11 [Front] | Immoblized 1 turn, no AC
  • Axefighter Annor | 27/27 [Front] |
  • Mage Albert | 02/23 [Cover] |
Why do I keep giving enemies multihitting spells, they're too powerful.
Might clean this up a bit later.
......
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 0.90

████████

[+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][*] - Healing Flask [ 5/5 ] [ Restores 05 HP ]
[*] - Antivenom [ 1/5 ] [ Removes 10 stacked poison damage ]
[*] -
[*] - Armour Kit [ 2/5 ] [ +2 AC for next fight ]
[*] - Whetstone [ 2/5 ] [ +1 Dmg for next fight ]
[*] -
[*] - Ropes [ 5/5 ]
[*] - Torch [ 5/5 ]
[*] - Food Ration [ 3/5 ] [ Food - Q: 05 ]
[*] - Firewood [ 3/5 ] [ Camping ][/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.
-> Broad Strokes cannot be used in conjunction with Lunge.[/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]
Coming to a halt after her explosive turn display, Tabithe finds herself situated between Albert, squarely struck by both of her attacks, and this Annor. Her heavy blade is enough to repel his wicked-looking axe, but she can't guard against such a deluge as upends upon all of them. She initially laments not having donned the hood of her cloak, before feeling a bitter chill come over her -- this must be what Albert made a pincushion of himself to produce. She'd better not let him pull off any more of these tricks...
Watching for a pause in Annor's attritting advance, Tabithe pulls her own carefully extended weapon back -- back to where she can use the extent of her strength and body weight to batter them down with it, and in a decisive turn on her heel, makes a wide cleave at Albert, following the swing of her sword until she strikes at Annor as well.

Tabithe deactivates Royal Guard, and activates Denting Blows. Tabithe attacks Albert and Annor (Broad Strokes).

I do like how Enchant Weapon cancels out the Broad Strokes penalty.
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Re: Elemental PnP - Game Thread

Post by Shade »

Hana, Lv 0.90
HP: 09/11
MP:
FP: ►►►►►
±0 Dmg | -2 Hit | +2 AC | +3 MR | +4 Init
[ ▼ -1 PER ]
Skills:
  • 1 Dryad's Curse
Equipment:
  • Oak Staff [1-3 Dmg, +1 AC, 2h]
  • -
Spoiler: Inventory & Status
Items:
[list][*] Special Medicine
[*] [ 5 / 5 ] Healing Flask (Heals 5 HP)
[*] [ 1 / 5 ] Antivenom (Removes 10 stacks of poison damage)
[*] [ 3 / 5 ] Food Ration (Quality: 5)
[*] [ 5 / 5 ] Torch
[*] [ 5 / 5 ] Rope
[*] [ 4 / 5 ] Iron Knife (1-4 Dmg)
[*] -
[*] -
[*] -[/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
However, much to Hana's dismay the bandits proved quite persistent. Not only were they remarkably confident in their ability to overwhelm the group even with one of them rooted to the ground, the mage even managed to withstand attacks that easily felled demons the day before!
...and then the mage's retaliatory Torrent spell almost swept Hana off Pippin's back and completely drenched her clothes.
Were these brigands trying to rob them or did they just simply get off on harassing women?
"..."
Even so, however, Hana decided to hold back for the time being. They were bandits, but they were nonetheless also people. If she were to curse them now they would never be able to repent for their crimes and misdeeds.
...not to mention the toll on her body unleashing the curse took. It was probably for the best if she only relied on it as a last resort.

Hana waits, allowing her magic reserves to recover a little. (+3 FP)

You're welcome, AoD! ...though I really need more spellpoints in order to sustain all those enchantments. xD"
EDIT: I just realized I never actually dismounted Pippin, so I changed a certain expression to be more fitting.
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Reylos, Lvl 0.88
HP: 09/12
SP: 0/2

+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 [9/10]:
[5/5] Torches
[5/5] Ropes
[4/5] Healing Flasks (Heals 5 HP)
[1/5] Antivenom (Heals 10 poison damages)
[5/5] Food Ration (5 qualities)
[3/5] Firewood
[2/5] Armor Kit (+2 AC)
[1/5] Whetstone (+1 DMG)
[1/5] Iron Knife

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
Missed. Perhaps she should practice her aim later...
Fortunately Tabithe was more reliable, especially with Hana's help.
She'd even fended off the axe-wielder, who looked pretty strong himself.
Unfortunately the mage was quite the caster...

(Wet. Hmph.) Reylos thought about what was hidden in her pocket..

Then she heard something. A wolf howling in the distance?
Nothing against wolves, but that seemed an ill omen,
or at least rather unusual.
(..No, it was nothing.)

(Tabithe'll take care of the mage. I still don't like the look of this axe-wielder.)
"?"
Reylos looks off to one side, but doesn't apparently see anything.

Reylos casts Crashing Wave at Annor. (again)
......
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Party
  • Reylos (pf2222) .._ | 09/12 | Lv 0.88 | [Cover] |
  • Tabithe (AoD) ..__ | 12/16 | Lv 0.90 | [Front] |
  • Hana (Shade) ...__ | 09/11 | Lv 0.90 | [Cover] |

    Sam | 18/21 | [-, -] | [Mounted]
    Merry | 19/21 | [-, -] | [Dismounted]
    Pippin | 17/21 | [-, -]| [Mounted]

Location: Road to Salcea
Time: Late Morning
Day 1
300 gold
*
Turn order:
Thief [8], Reylos [5], Hana,Tabithe [4], Axefighter [-2], Mage [-3]

Thief can't move.

Reylos casts Crashing Wave at Axefighter:
(1 + 2) 3 vs (1 + 3) 4
Miss
->Reylos summons water again, which shouldn't be too difficult considering Albert's antics, yet it still has no effect.

Hana waits.
Lux casts a spell

Tabithe's AC is +2 for a turn
Nox casts a spell

(5 + 4) 9 vs (2 + -2) 0
Annor's AC -2 for a turn.

Tabithe attacks Albert and Annor:
2+6+4-2= 10

vs. Albert:
(0-1 = -1)
Hit, 10 damage
-> Albert takes the full force of Tabithe's swing and falls to the ground.
Albert is knocked unconscious.

vs. Annor:
(2-2-1 = 0)
Hit, 10 damage
-> Her swing continues on its trajectory into Annor.

Annor attacks Tabithe
(6 + 7) 13 vs (9 + 5+2) 16
Miss
->Annor attempts to retaliate but misses.
*

"Albert! Are you okay?"
"Foolish mage." Alice is trying to break free of her entanglement.

Perception check (5):
Reylos: 9+2 = 11, Success
Tabithe: 3+2 = 5, ???
Hana: 10-1 = 9, Success
Annor: 8-2 = 6, Success
Alice: 2+2 = 4, Failed

A howl sounds.
Over the flatlands you can see, distant but coming nearer, a pair of wolves.
At least, they seem to be wolves.

"Uh, boss? We got incoming."
  • Thief Alice | 11/11 [Front] |
  • Axefighter Annor | 17/27 [Front] |
  • Mage Albert | -8/23 [Front] | Unconscious
Actually, does Hana's -1 Per affect her Init (and MR)?
......
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Re: Elemental PnP - Game Thread

Post by Shade »

Hana, Lv 0.90
HP: 09/11
MP:
FP: ►►►►
±0 Dmg | -2 Hit | +2 AC | +3 MR | +4 Init
[ ▼ -1 PER ]
Skills:
  • 1 Dryad's Curse
Equipment:
  • Oak Staff [1-3 Dmg, +1 AC, 2h]
  • -
Spoiler: Inventory & Status
Items:
[list][*] Special Medicine
[*] [ 5 / 5 ] Healing Flask (Heals 5 HP)
[*] [ 1 / 5 ] Antivenom (Removes 10 stacks of poison damage)
[*] [ 3 / 5 ] Food Ration (Quality: 5)
[*] [ 5 / 5 ] Torch
[*] [ 5 / 5 ] Rope
[*] [ 4 / 5 ] Iron Knife (1-4 Dmg)
[*] -
[*] -
[*] -[/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
The second time Hana heard the howl in the distance it finally struck her as odd enough to warrant her attention.
"...huh?"
...what were wolves doing out in the open in broad daylight? And why were they approaching people? Something about them and their behaviour seemed very off...

...nonetheless, these bandits seemed unwilling to give up even after Tabithe had knocked one of them unconscious, so dealing with them was a higher priority for now.

Hana casts Entangle on the bandits (again).
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 0.90

████████

[+3 AC] [-2 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][*] - Healing Flask [ 5/5 ] [ Restores 05 HP ]
[*] - Antivenom [ 1/5 ] [ Removes 10 stacked poison damage ]
[*] -
[*] - Armour Kit [ 2/5 ] [ +2 AC for next fight ]
[*] - Whetstone [ 2/5 ] [ +1 Dmg for next fight ]
[*] -
[*] - Ropes [ 5/5 ]
[*] - Torch [ 5/5 ]
[*] - Food Ration [ 3/5 ] [ Food - Q: 05 ]
[*] - Firewood [ 3/5 ] [ Camping ][/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.
-> Broad Strokes cannot be used in conjunction with Lunge.[/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]
The sheer potency of Tabithe's attack surprises her as she tries to stop spinning, and she wobbles to the side, pulled by the weight of her sword. This apparently surprises Annor, too, though, whose retaliation goes wide. Tabithe hoists her blade and goes to swing again, but pauses when Albert calls out to the third one, Alice, about the howling -- Tabithe was so focused on fighting that she hadn't processed the sound as unusual, but now that she looks, she does see what appear to be wolves approaching them.
They'll cross that bridge when they come to it, though -- or, when it comes to them. For now, they need to take the fight out of the other two bandits.
"Easy there, don't forget about us just yet!"

Tabithe attacks Axefighter Annor.
- Linktree: linktr.ee/trilbs -
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Reylos, Lvl 0.88
HP: 09/12
SP: 0/2

+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 [9/10]:
[5/5] Torches
[5/5] Ropes
[4/5] Healing Flasks (Heals 5 HP)
[1/5] Antivenom (Heals 10 poison damages)
[5/5] Food Ration (5 qualities)
[3/5] Firewood
[2/5] Armor Kit (+2 AC)
[1/5] Whetstone (+1 DMG)
[1/5] Iron Knife

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 magic had failed, but at least the mage, Albert, was out.
What weapon to choose, now?

Reylos heard another howl.
There were wolves, and they were coming this way.
But they didn't seem like normal wolves at all.

(This could be a problem.. but it's a problem for our enemies as well.
I'll just stay in the back, I don't fancy getting ripped apart at the moment.)


She removed her cloak to wield the bow that had been beneath it, (it's a short bow okay)
sticking it in a saddlebag and aiming the bow at Annor.
"Why don't you surrender now? Unless you want us to leave you to them."
Reylos considered the wolves for a moment.
Then she removed her cloak to wield the bow that had been beneath it,
sticking it in a saddlebag and aiming the bow at Annor.
"Why don't you surrender now? Unless you want us to leave you to them."

Reylos shoots at Annor.
......
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Party
  • Reylos (pf2222) .._ | 09/12 | Lv 0.88 | [Cover] |
  • Tabithe (AoD) ..__ | 07/16 | Lv 0.90 | [Front] |
  • Hana (Shade) ...__ | 09/11 | Lv 0.90 | [Cover] |

    Sam | 18/21 | [Cloak, -] | [Mounted]
    Merry | 19/21 | [-, -] | [Dismounted]
    Pippin | 17/21 | [-, -]| [Mounted]

Location: Road to Salcea
Time: Late Morning
Day 1
300 gold
*
Turn order:
Thief [8], Reylos [5], Tabithe [4], Hana [3], Axefighter [-2], Mage [-3]

*
Alice is finally free from Hana's vines.
"Don't worry, I haven't forgotten about you, dearie."
*

Alice can move again.
Alice uses Mug on Tabithe

Attack:
(8 + 3) 11 vs (1 + 5) 6
Hit, 5 damage
Steal:
(5 + 5) 10 vs (9 + 4) 13
Miss
-> Alice hits Tabithe with her sword. It hits pretty hard,
but Tabithe manages to prevent anything being stolen from her pack.

Reylos shoots Annor
(3 + 1) 4 vs (9 + 3) 12
-> Reylos completely fails to back up her words about surrender.
The arrow falls in the dirt.

Tabithe attacks Annor

(6+4 = 10 vs 3-2 = 1)
Hit, 10 damage
->However, Tabithe continues to demonstrate why she's not to be messed with,
especially with Hana's mana powering her blade.

*
Annor laughs.
"Big talk from someone who couldn't hit the side of a barn.
Just let your friend do the work for you, huh?"

as he takes another blow from Tabithe.
*

Lux casts a spell
Hana's magic hitrate +1 for a turn
Nox casts a spell
(3 + 4) 7 vs (2 + -2) 0
Success
Annor's magic dodging -2 for a turn

Hana casts Entangle

(6 + 4+1) 11

vs. Annor: (4 + 5) 9
Success
Immobilized for 2 turns, without AC.
vs. Alice: (10 + 2) 12
Failed

-> Alice seems determined not to get trapped this time,
but Annor can't break free.

Annor can't move.
*

Fear fills Annor's eyes as Alice seems to be considering her options.

Meanwhile, the wolves have continued their approach. They're almost here.
  • Thief Alice | 11/11 [Front] |
  • Axefighter Annor | 07/27 [Front] |
  • Mage Albert | -8/23 [Front] | Unconscious
......
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 0.90

███████

[+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][*] - Healing Flask [ 5/5 ] [ Restores 05 HP ]
[*] - Antivenom [ 1/5 ] [ Removes 10 stacked poison damage ]
[*] -
[*] - Armour Kit [ 2/5 ] [ +2 AC for next fight ]
[*] - Whetstone [ 2/5 ] [ +1 Dmg for next fight ]
[*] -
[*] - Ropes [ 5/5 ]
[*] - Torch [ 5/5 ]
[*] - Food Ration [ 3/5 ] [ Food - Q: 05 ]
[*] - Firewood [ 3/5 ] [ Camping ][/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][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]

[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.
-> Broad Strokes cannot be used in conjunction with Lunge.[/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]
The scuffle continues, Tabithe suffering a nasty blow from the now-freed Alice, who then tries to make a grab at Tabithe's pack as she recoils -- but Tabithe rights herself and shoves the thief off. Reylos unveils a small composite bow from under her cloak, to Tabithe's intrigue -- but doesn't find much luck with it. The bandit with the axe goads her over her missteps, even going as far as to compare her to Tabithe herself.
"Well, since you asked nicely!"
Hana's vines encircle the two of them again, but it's Alice who slips them and Annor who is caught this time. She can probably afford to focus on Alice and stop her from doing any more damage with that shortsword -- especially if more foes are about to join the fray.

Tabithe attacks Thief Alice. Tabithe uses Groundhouse on Thief Alice.
- Linktree: linktr.ee/trilbs -
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Shade
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Re: Elemental PnP - Game Thread

Post by Shade »

Hana, Lv 0.90
HP: 09/11
MP:
FP: ►►►►
±0 Dmg | -2 Hit | +2 AC | +3 MR | +4 Init
[ ▼ -1 PER ]
Skills:
  • 1 Dryad's Curse
Equipment:
  • Oak Staff [1-3 Dmg, +1 AC, 2h]
  • -
Spoiler: Inventory & Status
Items:
[list][*] Special Medicine
[*] [ 5 / 5 ] Healing Flask (Heals 5 HP)
[*] [ 1 / 5 ] Antivenom (Removes 10 stacks of poison damage)
[*] [ 3 / 5 ] Food Ration (Quality: 5)
[*] [ 5 / 5 ] Torch
[*] [ 5 / 5 ] Rope
[*] [ 4 / 5 ] Iron Knife (1-4 Dmg)
[*] -
[*] -
[*] -[/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 with anxiety as the battle just refused to end. These bandits didn't seem to know when to give up, and slowly but surely the fight seemed to take a toll on Tabithe, whereas Reylos just didn't seem to have much luck with her aim.
"Oh dear..."
Had she known things would turn out like this she would have sacrificed one of her daggers for the battle. After all, what use where they if she didn't use them when the situation called for it?
...but it was too late for that now, and her magic reserves were dry anyway. There was nothing she could really do at this point...
...other than...
...no, not yet...

Hana waits. (+3 FP)
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Reylos, Lvl 0.88
HP: 09/12
SP: 0/2

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

Equipment:
Main: Long Dagger [1-5 dmg]
Alt: Shortbow [2-4 dmg] (Arrows [8/50])
Armor [1 AC]
Spoiler: Inventory & Status
Items [9/10]:
[5/5] Torches
[5/5] Ropes
[4/5] Healing Flasks (Heals 5 HP)
[1/5] Antivenom (Heals 10 poison damages)
[5/5] Food Ration (5 qualities)
[3/5] Firewood
[2/5] Armor Kit (+2 AC)
[1/5] Whetstone (+1 DMG)
[1/5] Iron Knife

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 wouldn't let Annor's taunts get to her.
Allies were for relying on, and she had to hit something eventually..
With Annor caught by Hana's spell, she nocked another arrow.
(We'll see who laughing now.)
Reylos silently nocked another arrow, aiming again at the now-trapped Annor.

Reylos shoots at Annor.
......
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Party
  • Reylos (pf2222) .._ | 09/12 | Lv 0.88 | [Cover] |
  • Tabithe (AoD) ..__ | 07/16 | Lv 0.90 | [Front] |
  • Hana (Shade) ...__ | 09/11 | Lv 0.90 | [Cover] |

    Sam | 18/21 | [Cloak, -] | [Mounted]
    Merry | 19/21 | [-, -] | [Dismounted]
    Pippin | 17/21 | [-, -]| [Mounted]

Location: Road to Salcea
Time: Late Morning
Day 1
300 gold
*
Turn order:
Thief [8], Reylos [5], Tabithe [4], Hana [3], Axefighter [-2]

"Talk about hitting things, you haven't landed a blow either, Annor."
And with that, Alice runs away, in the direction of Salcea,
completely abandoning her lackeys, who cannot even move.

Reylos shoots Annor
(9 + 1) 10 vs (4 + 0) 4
Hit, 2 damage
->Reylos's aim is true this time. It barely injures Annor, but he was already heavily injured to begin with.

Tabithe's target has run away.
Annor makes her a statement. "Spare me, and I'll help face these wolves."

Turn will continue when Tabithe responds.
  • Thief Alice | 11/11 [Front] | Escaped
  • Axefighter Annor | 05/27 [Front] | Immobile 1 turn, no AC
  • Mage Albert | -8/23 [Front] | Unconscious
......
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