Elemental PnP - Game Thread

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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Reylos, Lvl 1.49
HP: 13/13
SP: 2/2

+2 DMG| +4 HIT | +4 AC | +6 MR | +5 INIT

Equipment:
Main: Long Dagger [1-5 dmg]
Alt: Shortbow [2-4 dmg] (Arrows [18/50])
Armor [1 AC]
Spoiler: Inventory & Status
Items [8/10]:
[list]
[4/5] Healing Flasks (Heals 5 HP)
[1/5] Antivenom (Heals 10 poison damages)
[5/5] Food Ration (5 qualities)
[5/5] Ropes
[2/5] Armor Kit (+2 AC)
[1/5] Whetstone (+1 DMG)
[1/5] Iron Knife
Empty bottle of poison
[/list]

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: [335/350AP]
[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] [100 AP]: Know where to strike..
-> Daggers use DEX instead of STR for calculating +DMG and +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
+4 Dex
+2 Agi
-2 Vit
+2 Int
+1 Wil
+2 Per
Spoiler: Thoughts
After briefly wondering what the mattresses are made of, Reylos goes to sleep.
-

In the morning Reylos leads the others to the apothecary.
It starts to rain, but this is the city of water, after all.
A little rain never hurt anyone, but a downpour would be more concerning...

It looks like they have what Hana needs after all.
Tabithe starts browsing the wares, and Reylos recalls something she picked up earlier.

She addresses the shopkeeper,
taking out the empty bottle Alice dropped-
"Hey, I'm not really sure what was in this, but maybe you can recycle it or something.
I'm pretty sure it held some kind of poison."
Reylos doesn't seem to mind the rain, leading the others through the market.
When Hana makes her purchase and Tabithe starts browsing the wares,
she addresses the shopkeeper, taking out the empty bottle the thief Alice dropped.
"Hey, I'm not really sure what was in this, but maybe you can recycle it or something.
I'm pretty sure it held some kind of poison."
......
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Party
  • Reylos (pf2222) .._ | 13/13 | Lv 1.49 | [Cover] |
  • Tabithe (AoD) ..__ | 18/18 | Lv 1.84 | [Front] |
  • Hana (Shade) ...__ | 12/12 | Lv 1.52 | [Cover] |
    Spoiler: Horses
    Sam | 21/21 | [3 Wood, 5 Torches] | [Stabled]
    Merry | 21/21 | [3 Wood, 3 Rations] | [Stabled]
    Pippin | 21/21 | [-, -]| [Stabled]

Location: Apothecary, Salcea
Time: Morning
Day 2
180 gold
"Here you are. Pleasure doing business with you."

Tabithe browses the wares.
There's treatments for everything from hiccups to headaches to stomachaches,
and potions to turn your hair pink or your eyes green,
but none of those seem like they would be very useful.
Apothecary wrote:
  • Healing Flask [1/5] [Restores 05 HP] x10 | 10g each
    Antivenom [1/5] [Removes 10 stacked poison damage] x10 | 10g each
    Poison [1/5] [Causes 10 stacked poison damage] x10 | 10g each
Reylos hands over the empty poison bottle to the shopkeeper.
"We will accept your donation.
Rest assured that we will analyze its previous contents
and remember who gave it to us should anyone come asking about any unfortunate events."
......
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 1.84

█████████

[+3 AC] [-1 AC] [▀▀ ▀▀]
| ✗ ✗

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

[list][*] - Healing Flask [ 5/5 ] [ Restores 05 HP ]
[*] - Antivenom [ 2/5 ] [ 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 ][/list]

Abilities: [ 340/350 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.
-> Tabithe may learn a total of [ 3 + her level / 2 ] Stances.[/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.
-> When Tabithe activates Inner Quiet and at the start of each turn Inner Quiet is active, she gains an Inner Quiet Point.
-> Tabithe can hold a maximum of two Inner Quiet Points, and they are lost when the ability is deactivated.
-> Tabithe may expend two Inner Quiet Points to use an ability she has no uses left for.
-> Each ability can only be used through Inner Quiet once per battle.
-> Tabithe cannot reactivate Inner Quiet on any turn in which it was already active.[/list]

[list][*]Stance: Steel Vigil [ Sustained ] [ 90 AP ]
Tabithe's sheer presence on the battlefield allows her to provide cover to her allies.
-> Tabithe must be two-handing her weapon to activate Steel Vigil, and loses her minor action while it is active.
-> Tabithe guards a party member, forcing any enemies who make an attack against the guarded member to pass a Dex check against Tabithe's Str.
-> If the enemy fails the check, the attack targets Tabithe instead.
-> If an attack hits the guarded party member, Tabithe makes a counter melee attack, if in range, with -2 Hit and dealing -2 damage.
-> Tabithe must be in the same row as or an adjacent row to the guarded party member for Steel Vigil to take effect.[/list][/s][/color][/list]

[list][*]Crushing Steel [ Passive ] [ 40 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]

[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.[/list]

Attributes:

[list][*]+4 Str
[*]+2 Dex
[*]+4 Agi
[*]+0 Vit
[*]-4 Int
[*]-1 Wil
[*]+2 Per[/list]
Most of the tonics and salves available seem to be for very... specific situations. Tabithe was hoping for a little bit more in the way of tangible effects, but wasn't expecting anything all the same.
Still, they might as well stock up on the basics that are available. Tabithe has quickly come to find having a healing flask or two in reach quite reassuring.

Tabithe buys Healing Flask x2 and Antivenom x1 (30g total).

After emerging again from the further reaches of the store, Tabithe turns her attention back to Hana. What she remembers of the medicine from yesterday suggests there's quite a process involved in turning what Hana's just bought into a proper treatment.
"So... How do those herbs get made into the medicine?"
Last edited by Agent of Dread on Thu Apr 09, 2020 4:41 pm, edited 1 time in total.
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Reylos, Lvl 1.49
HP: 13/13
SP: 2/2

+2 DMG| +4 HIT | +4 AC | +6 MR | +5 INIT

Equipment:
Main: Long Dagger [1-5 dmg]
Alt: Shortbow [2-4 dmg] (Arrows [18/50])
Armor [1 AC]
Spoiler: Inventory & Status
Items [7/10]:
[list]
[4/5] Healing Flasks (Heals 5 HP)
[1/5] Antivenom (Heals 10 poison damages)
[5/5] Food Ration (5 qualities)
[5/5] Ropes
[2/5] Armor Kit (+2 AC)
[1/5] Whetstone (+1 DMG)
[1/5] Iron Knife
[/list]

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: [335/350AP]
[list]
Silence [2/2] [Active] [40x2 AP]:
-> Strike a weak point with a dagger. Does Maximized damage and immobilizes enemy for their next turn.

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.

Precision [Passive] [100 AP]: Know where to strike..
-> Daggers use DEX instead of STR for calculating +DMG and +Hit.

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
+4 Dex
+2 Agi
-2 Vit
+2 Int
+1 Wil
+2 Per
Spoiler: Thoughts
-
"Rest assured that if I find you've been overcharging for your wares I will take it to the highest authority in this city."
Hearing Tabithe's question, Reylos turns back to the others, to listen to Hana's response.
......
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Re: Elemental PnP - Game Thread

Post by Shade »

Hana, Lv 1.52
HP: 12/12
MP: ★★★
FP: ►►►►►
±0 Dmg | -2 Hit | +2 AC | +3 MR | +4 Init
[ Normal ]
Skills:
  • 1 Dryad's Curse
Equipment:
  • Oak Staff [1-3 Dmg, +1 AC, 2h]
  • -
Spoiler: Inventory & Status
Items:
[list][*] -
[*] [ 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)
[*] Medicinal Herb (Ingredient for Special Medicine)
[*] Medicinal Herb (Ingredient for Special Medicine)
[*] Medicinal Herb (Ingredient for 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 (275/350 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.
[*]Spirit Burst [ Active ] [ 100 AP ] [ Not learned ]
-> Time to weaponize those familiars!
Hana combines the mana from one of her own spellpoints with the mana of her familiars and blasts it at a single target.
This is a magical projectile attack with no elemental affinity and [2 ± DEX ± INT] Hit. If it hits, the target takes [8d4 ± WIL] damage and additionally receives the [Flux] status ailment for 3 turns unless they have immunity (or higher) to all four elements or pass a [VIT ± WIL] check against Hana's [INT ± WIL]. [Flux] lowers the target's resistance to all elements by one stage.
However, using this ability expends enough of Lux' and Nox' energy to force them into a recovery mode afterwards, causing them to dematerialize for 8 hours.
This ability cannot be used if Hana does not have any spellpoints remaining or Lux and Nox already are in recovery mode from a previous use of this ability.

[*]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.

[*]Aegir Battery [ Active ] [ 60 AP / use ] [ Not learned ]
-> Hana's body is perhaps a bit more magical than that of an average person - to the point she can use her very own life force as magical energy if she's in particularly dire need.
Allows Hana to inflict two points of VIT damage to herself as a minor action in order to recover two spellpoints, unless doing so would drop her HP low enough to kill her.

[*]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.
[*]Serenity [ Passive ] [ 40 AP ] [ Not learned ]
-> Her companions' focus helps Hana focus as well.
Whenever Tabithe ends one of her turns with the Inner Quiet Stance active, Hana additionally receives 2 Focus Points.

[*]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
+5 Intellect
+5 Willpower
±0 Perception
While Tabithe was busy browsing the other potions, medicines and tinctures on sale, Hana watched in discomfort as Reylos seemed like she was about to pick a fight with the shopkeeper.
"She's really not very good with people, is she..."
With a sigh, she turned her attention towards Tabithe and showed her the herbs she had just bought.
"Oh, that? Processing these is actually pretty simple - if you add them into boiling water they can be made into a kind of herbal tea, which then needs to be infused with magic. It's done once it has cooled back down to room temperature. At that point the medicine is good for a couple of weeks."
Pocketing the herbs, she added:
"I'll process them once we return to the inn or set up camp somewhere. Don't worry about it."
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 1.84

█████████

[+3 AC] [-1 AC] [▀▀ ▀▀]
| ✗ ✗

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

[list][*] - Healing Flask [ 5/5 ] [ Restores 05 HP ]
[*] - Antivenom [ 2/5 ] [ 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 ][/list]

Abilities: [ 340/350 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.
-> Tabithe may learn a total of [ 3 + her level / 2 ] Stances.[/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.
-> When Tabithe activates Inner Quiet and at the start of each turn Inner Quiet is active, she gains an Inner Quiet Point.
-> Tabithe can hold a maximum of two Inner Quiet Points, and they are lost when the ability is deactivated.
-> Tabithe may expend two Inner Quiet Points to use an ability she has no uses left for.
-> Each ability can only be used through Inner Quiet once per battle.
-> Tabithe cannot reactivate Inner Quiet on any turn in which it was already active.[/list]

[list][*]Stance: Steel Vigil [ Sustained ] [ 90 AP ]
Tabithe's sheer presence on the battlefield allows her to provide cover to her allies.
-> Tabithe must be two-handing her weapon to activate Steel Vigil, and loses her minor action while it is active.
-> Tabithe guards a party member, forcing any enemies who make an attack against the guarded member to pass a Dex check against Tabithe's Str.
-> If the enemy fails the check, the attack targets Tabithe instead.
-> If an attack hits the guarded party member, Tabithe makes a counter melee attack, if in range, with -2 Hit and dealing -2 damage.
-> Tabithe must be in the same row as or an adjacent row to the guarded party member for Steel Vigil to take effect.[/list][/s][/color][/list]

[list][*]Crushing Steel [ Passive ] [ 40 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]

[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.[/list]

Attributes:

[list][*]+4 Str
[*]+2 Dex
[*]+4 Agi
[*]+0 Vit
[*]-4 Int
[*]-1 Wil
[*]+2 Per[/list]
Tabithe snorts when she hears Reylos play the 'highest authority' card. That's not a bad ace to have!

Hmm... so rather than making Hana's medicine being particularly complicated, it just asks for an investment of time. Hana doesn't seem to want to wait around to make some now, though.
"Are you sure? Not having some ready when we set off might be more trouble than it's worth. We don't have to rush."
Tabithe thinks back to the scrunched up face Hana made while drinking the stuff yesterday. She said it wasn't entirely different to making herbal tea, so...
"Have you tried adding some honey to make it taste better?"
Last edited by Agent of Dread on Thu Apr 09, 2020 4:42 pm, edited 1 time in total.
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Re: Elemental PnP - Game Thread

Post by Shade »

Hana, Lv 1.52
HP: 12/12
MP: ★★★
FP: ►►►►►
±0 Dmg | -2 Hit | +2 AC | +3 MR | +4 Init
[ Normal ]
Skills:
  • 1 Dryad's Curse
Equipment:
  • Oak Staff [1-3 Dmg, +1 AC, 2h]
  • -
Spoiler: Inventory & Status
Items:
[list][*] -
[*] [ 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)
[*] Medicinal Herb (Ingredient for Special Medicine)
[*] Medicinal Herb (Ingredient for Special Medicine)
[*] Medicinal Herb (Ingredient for 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 (275/350 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.
[*]Spirit Burst [ Active ] [ 100 AP ] [ Not learned ]
-> Time to weaponize those familiars!
Hana combines the mana from one of her own spellpoints with the mana of her familiars and blasts it at a single target.
This is a magical projectile attack with no elemental affinity and [2 ± DEX ± INT] Hit. If it hits, the target takes [8d4 ± WIL] damage and additionally receives the [Flux] status ailment for 3 turns unless they have immunity (or higher) to all four elements or pass a [VIT ± WIL] check against Hana's [INT ± WIL]. [Flux] lowers the target's resistance to all elements by one stage.
However, using this ability expends enough of Lux' and Nox' energy to force them into a recovery mode afterwards, causing them to dematerialize for 8 hours.
This ability cannot be used if Hana does not have any spellpoints remaining or Lux and Nox already are in recovery mode from a previous use of this ability.

[*]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.

[*]Aegir Battery [ Active ] [ 60 AP / use ] [ Not learned ]
-> Hana's body is perhaps a bit more magical than that of an average person - to the point she can use her very own life force as magical energy if she's in particularly dire need.
Allows Hana to inflict two points of VIT damage to herself as a minor action in order to recover two spellpoints, unless doing so would drop her HP low enough to kill her.

[*]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.
[*]Serenity [ Passive ] [ 40 AP ] [ Not learned ]
-> Her companions' focus helps Hana focus as well.
Whenever Tabithe ends one of her turns with the Inner Quiet Stance active, Hana additionally receives 2 Focus Points.

[*]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
+5 Intellect
+5 Willpower
±0 Perception
Hana smiled awkwardly upon Tabithe's insistence that it was for the best to get the medicine ready as soon as possible. Tabithe was probably still worried that this frail young girl in front of her might just collapse again.
"The effects of this medicine last for about a day. It was evening when I took my last one yesterday, and it's not like I collapse the instant it wears off, so I'll be okay for a while longer, really."
Her suggestion to add honey to the medicine further suggested that she had noticed the expression Hana had probably been making while drinking it. For someone with such a carefree demeanor she was surprisingly observant and sensitive!
"Honey, huh? I've tried it, but its sweetness was nowhere near enough to cover the bitterness of the herbs, so I eventually stopped bothering.
...it's pretty bad, haha."
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 1.84

█████████

[+3 AC] [-1 AC] [▀▀ ▀▀]
| ✗ ✗

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

[list][*] - Healing Flask [ 5/5 ] [ Restores 05 HP ]
[*] - Antivenom [ 2/5 ] [ 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 ][/list]

Abilities: [ 340/350 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.
-> Tabithe may learn a total of [ 3 + her level / 2 ] Stances.[/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.
-> When Tabithe activates Inner Quiet and at the start of each turn Inner Quiet is active, she gains an Inner Quiet Point.
-> Tabithe can hold a maximum of two Inner Quiet Points, and they are lost when the ability is deactivated.
-> Tabithe may expend two Inner Quiet Points to use an ability she has no uses left for.
-> Each ability can only be used through Inner Quiet once per battle.
-> Tabithe cannot reactivate Inner Quiet on any turn in which it was already active.[/list]

[list][*]Stance: Steel Vigil [ Sustained ] [ 90 AP ]
Tabithe's sheer presence on the battlefield allows her to provide cover to her allies.
-> Tabithe must be two-handing her weapon to activate Steel Vigil, and loses her minor action while it is active.
-> Tabithe guards a party member, forcing any enemies who make an attack against the guarded member to pass a Dex check against Tabithe's Str.
-> If the enemy fails the check, the attack targets Tabithe instead.
-> If an attack hits the guarded party member, Tabithe makes a counter melee attack, if in range, with -2 Hit and dealing -2 damage.
-> Tabithe must be in the same row as or an adjacent row to the guarded party member for Steel Vigil to take effect.[/list][/s][/color][/list]

[list][*]Crushing Steel [ Passive ] [ 40 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]

[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.[/list]

Attributes:

[list][*]+4 Str
[*]+2 Dex
[*]+4 Agi
[*]+0 Vit
[*]-4 Int
[*]-1 Wil
[*]+2 Per[/list]
"Ahh, I see. I was just worried about the trial of this temple maybe taking us all night... but we can probably bunker down for a while if we need to."
Rather than Tabithe's suggestion being something Hana hadn't considered, it turned out to be something she had tried, but in vain. It must not be merely a sweet tooth making it unpalatable... Tabithe is again reminded of how grateful she is for her good health. She offers her sympathy to Hana with a faint smile.
"That's a shame. Better bitter medicine than no medicine at all, though, hm?"
Tabithe turns to their other companion, who's still glaring at the shopkeeper.
"Ready to go, Reylos?"
Last edited by Agent of Dread on Thu Apr 09, 2020 4:42 pm, edited 1 time in total.
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Reylos, Lvl 1.49
HP: 13/13
SP: 2/2

+2 DMG| +4 HIT | +4 AC | +6 MR | +5 INIT

Equipment:
Main: Long Dagger [1-5 dmg]
Alt: Shortbow [2-4 dmg] (Arrows [18/50])
Armor [1 AC]
Spoiler: Inventory & Status
Items [7/10]:
[list]
[4/5] Healing Flasks (Heals 5 HP)
[1/5] Antivenom (Heals 10 poison damages)
[5/5] Food Ration (5 qualities)
[5/5] Ropes
[2/5] Armor Kit (+2 AC)
[1/5] Whetstone (+1 DMG)
[1/5] Iron Knife
[/list]

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: [335/350AP]
[list]
Silence [2/2] [Active] [40x2 AP]:
-> Strike a weak point with a dagger. Does Maximized damage and immobilizes enemy for their next turn.

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.

Precision [Passive] [100 AP]: Know where to strike..
-> Daggers use DEX instead of STR for calculating +DMG and +Hit.

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
+4 Dex
+2 Agi
-2 Vit
+2 Int
+1 Wil
+2 Per
Spoiler: Thoughts
Reylos listens to Hana and Tabithe's conversation.
Hana's medicine is some sort of magic tea- not too complicated-
but even honey can't sweeten its bitterness.
(That's unfortunate.)

(As long as she doesn't wait too long to make it, it should be fine.)

Tabithe asks Reylos a question.
(Right, guess we're done here.)
"Yes.
She said the temple's east of the city-
shouldn't be too hard to find,
as long as we're not forgetting anything."
"Yes. She said the temple's east of the city- shouldn't be too hard to find,
as long as we're not forgetting anything."

Reylos leaves the store, stepping back out into the rain.
......
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 1.84

█████████

[+3 AC] [-1 AC] [▀▀ ▀▀]
| ✗ ✗

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

[list][*] - Healing Flask [ 5/5 ] [ Restores 05 HP ]
[*] - Antivenom [ 2/5 ] [ 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 ][/list]

Abilities: [ 340/350 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.
-> Tabithe may learn a total of [ 3 + her level / 2 ] Stances.[/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.
-> When Tabithe activates Inner Quiet and at the start of each turn Inner Quiet is active, she gains an Inner Quiet Point.
-> Tabithe can hold a maximum of two Inner Quiet Points, and they are lost when the ability is deactivated.
-> Tabithe may expend two Inner Quiet Points to use an ability she has no uses left for.
-> Each ability can only be used through Inner Quiet once per battle.
-> Tabithe cannot reactivate Inner Quiet on any turn in which it was already active.[/list]

[list][*]Stance: Steel Vigil [ Sustained ] [ 90 AP ]
Tabithe's sheer presence on the battlefield allows her to provide cover to her allies.
-> Tabithe must be two-handing her weapon to activate Steel Vigil, and loses her minor action while it is active.
-> Tabithe guards a party member, forcing any enemies who make an attack against the guarded member to pass a Dex check against Tabithe's Str.
-> If the enemy fails the check, the attack targets Tabithe instead.
-> If an attack hits the guarded party member, Tabithe makes a counter melee attack, if in range, with -2 Hit and dealing -2 damage.
-> Tabithe must be in the same row as or an adjacent row to the guarded party member for Steel Vigil to take effect.[/list][/s][/color][/list]

[list][*]Crushing Steel [ Passive ] [ 40 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]

[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.[/list]

Attributes:

[list][*]+4 Str
[*]+2 Dex
[*]+4 Agi
[*]+0 Vit
[*]-4 Int
[*]-1 Wil
[*]+2 Per[/list]
"Nothing that we can't sort out as we go, I'm sure. Should we bring the horses, or is the lake close by?"
Last edited by Agent of Dread on Thu Apr 09, 2020 4:42 pm, edited 1 time in total.
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Reylos, Lvl 1.49
HP: 13/13
SP: 2/2

+2 DMG| +4 HIT | +4 AC | +6 MR | +5 INIT

Equipment:
Main: Long Dagger [1-5 dmg]
Alt: Shortbow [2-4 dmg] (Arrows [18/50])
Armor [1 AC]
Spoiler: Inventory & Status
Items [7/10]:
[list]
[4/5] Healing Flasks (Heals 5 HP)
[1/5] Antivenom (Heals 10 poison damages)
[5/5] Food Ration (5 qualities)
[5/5] Ropes
[2/5] Armor Kit (+2 AC)
[1/5] Whetstone (+1 DMG)
[1/5] Iron Knife
[/list]

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: [335/350AP]
[list]
Silence [2/2] [Active] [40x2 AP]:
-> Strike a weak point with a dagger. Does Maximized damage and immobilizes enemy for their next turn.

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.

Precision [Passive] [100 AP]: Know where to strike..
-> Daggers use DEX instead of STR for calculating +DMG and +Hit.

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
+4 Dex
+2 Agi
-2 Vit
+2 Int
+1 Wil
+2 Per
Spoiler: Thoughts
"Shouldn't be too far to walk, but whatever you want." Reylos says indifferently, walking mindlessly.
(Either way, let's get going. I'm itching for a fight.) ..not really sure why.
"Shouldn't be too far to walk, but whatever you want." Reylos says indifferently, still walking.
......
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penguinflyer2222
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Party
  • Reylos (pf2222) .._ | 13/13 | Lv 1.49 | [Cover] |
  • Tabithe (AoD) ..__ | 18/18 | Lv 1.84 | [Front] |
  • Hana (Shade) ...__ | 12/12 | Lv 1.52 | [Cover] |
    Spoiler: Horses
    Sam | 21/21 | [3 Wood, 5 Torches] | [Stabled]
    Merry | 21/21 | [3 Wood, 3 Rations] | [Stabled]
    Pippin | 21/21 | [-, -]| [Stabled]

Location: Lake outside Salcea
Time: Morning
Day 2
150 gold
You follow a road leading east out of the city.
Travel 1/1 (200) 942

The lake soon becomes visible, trees surrounding it.
The rain continues to fall, sometimes becoming heavier, sometimes almost stopping.
Fortunately it doesn't seem about to turn into a storm, and the wind is relatively calm.

There's a sailboat at the edge of the water.
Its owner greets you as you approach, in a familiar cheery voice-
"Bit wet, isn't it?"

The leader of Salcea bears a wide grin.
"All aboard, mateys!
See that building over there?"


In the middle of the lake, on a small piece of land, is a stone building.
It's not particularly large or impressive, but it is somewhat pyramid shaped.
......
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 1.84

█████████

[+3 AC] [-1 AC] [▀▀ ▀▀]
| ✗ ✗

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

[list][*] - Healing Flask [ 5/5 ] [ Restores 05 HP ]
[*] - Antivenom [ 2/5 ] [ 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 ][/list]

Abilities: [ 340/350 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.
-> Tabithe may learn a total of [ 3 + her level / 2 ] Stances.[/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.
-> When Tabithe activates Inner Quiet and at the start of each turn Inner Quiet is active, she gains an Inner Quiet Point.
-> Tabithe can hold a maximum of two Inner Quiet Points, and they are lost when the ability is deactivated.
-> Tabithe may expend two Inner Quiet Points to use an ability she has no uses left for.
-> Each ability can only be used through Inner Quiet once per battle.
-> Tabithe cannot reactivate Inner Quiet on any turn in which it was already active.[/list]

[list][*]Stance: Steel Vigil [ Sustained ] [ 90 AP ]
Tabithe's sheer presence on the battlefield allows her to provide cover to her allies.
-> Tabithe must be two-handing her weapon to activate Steel Vigil, and loses her minor action while it is active.
-> Tabithe guards a party member, forcing any enemies who make an attack against the guarded member to pass a Dex check against Tabithe's Str.
-> If the enemy fails the check, the attack targets Tabithe instead.
-> If an attack hits the guarded party member, Tabithe makes a counter melee attack, if in range, with -2 Hit and dealing -2 damage.
-> Tabithe must be in the same row as or an adjacent row to the guarded party member for Steel Vigil to take effect.[/list][/s][/color][/list]

[list][*]Crushing Steel [ Passive ] [ 40 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]

[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.[/list]

Attributes:

[list][*]+4 Str
[*]+2 Dex
[*]+4 Agi
[*]+0 Vit
[*]-4 Int
[*]-1 Wil
[*]+2 Per[/list]
Even having to weather the rain, Tabithe agrees that Reylos had the right of it -- they arrive in short, uneventful order. Rocking gently in the slight breeze, the boat Pyris promised sits by the shore... and she atop it, Tabithe and the others soon find. Her initial reaction is surprise, but Tabithe supposes that the leader of a port city probably should know her way around a ship. Pyris comments on the weather.
"You wouldn't know it, what with your good cheer!"
She wastes no time proceeding to their quarry, pointing them to the quaint isle in the middle of the lake. The temple's appearance is really quite unassuming.
"There's not much building to it, is there? The true size of it must be underground..."
As much as Tabithe would like to entertain the thought that the supposed hydra guardian matches the reserved scale of the temple, such wishful thinking will likely only serve to lower her guard.
Taking Pyris' invitation, Tabithe climbs aboard the vessel, turning to offer assistance to Hana. The gap must seem bigger at her size... and they're all wet enough as is, so no quick dips would be preferable.
"Let's be about it!"
Last edited by Agent of Dread on Thu Apr 09, 2020 4:42 pm, edited 1 time in total.
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Re: Elemental PnP - Game Thread

Post by Shade »

Hana, Lv 1.52
HP: 12/12
MP: ★★★
FP: ►►►►►
±0 Dmg | -2 Hit | +2 AC | +3 MR | +4 Init
[ Normal ]
Skills:
  • 1 Dryad's Curse
Equipment:
  • Oak Staff [1-3 Dmg, +1 AC, 2h]
  • -
Spoiler: Inventory & Status
Items:
[list][*] -
[*] [ 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)
[*] Medicinal Herb (Ingredient for Special Medicine)
[*] Medicinal Herb (Ingredient for Special Medicine)
[*] Medicinal Herb (Ingredient for 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 (275/350 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.
[*]Spirit Burst [ Active ] [ 100 AP ] [ Not learned ]
-> Time to weaponize those familiars!
Hana combines the mana from one of her own spellpoints with the mana of her familiars and blasts it at a single target.
This is a magical projectile attack with no elemental affinity and [2 ± DEX ± INT] Hit. If it hits, the target takes [8d4 ± WIL] damage and additionally receives the [Flux] status ailment for 3 turns unless they have immunity (or higher) to all four elements or pass a [VIT ± WIL] check against Hana's [INT ± WIL]. [Flux] lowers the target's resistance to all elements by one stage.
However, using this ability expends enough of Lux' and Nox' energy to force them into a recovery mode afterwards, causing them to dematerialize for 8 hours.
This ability cannot be used if Hana does not have any spellpoints remaining or Lux and Nox already are in recovery mode from a previous use of this ability.

[*]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.

[*]Aegir Battery [ Active ] [ 60 AP / use ] [ Not learned ]
-> Hana's body is perhaps a bit more magical than that of an average person - to the point she can use her very own life force as magical energy if she's in particularly dire need.
Allows Hana to inflict two points of VIT damage to herself as a minor action in order to recover two spellpoints, unless doing so would drop her HP low enough to kill her.

[*]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.
[*]Serenity [ Passive ] [ 40 AP ] [ Not learned ]
-> Her companions' focus helps Hana focus as well.
Whenever Tabithe ends one of her turns with the Inner Quiet Stance active, Hana additionally receives 2 Focus Points.

[*]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
+5 Intellect
+5 Willpower
±0 Perception
And so they finally set out to tackle their task, arriving at the lake after an uneventful short trip through the rain.
...yet Hana couldn't help but feel a little underprepared when the strange pyramid-shaped building in the middle of the lake came into view. Were they really going to have to fight a hydra? No, even before that - weren't there supposed to be traps and other monsters in there as well? Were they really going to be okay...?
...
...well, there was no turning back at this point, so it was little use worrying about it. She would just have to make sure it was going to be okay.

Silently greeting Pyris with a shy nod, Hana entered the boat with Tabithe's assistence and sat down, trying to hide her nervousness.
"...y-yeah, let's go."
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Reylos, Lvl 1.49
HP: 13/13
SP: 2/2

+2 DMG| +4 HIT | +4 AC | +6 MR | +5 INIT

Equipment:
Main: Long Dagger [1-5 dmg]
Alt: Shortbow [2-4 dmg] (Arrows [18/50])
Armor [1 AC]
Spoiler: Inventory & Status
Items [7/10]:
[list]
[4/5] Healing Flasks (Heals 5 HP)
[1/5] Antivenom (Heals 10 poison damages)
[5/5] Food Ration (5 qualities)
[5/5] Ropes
[2/5] Armor Kit (+2 AC)
[1/5] Whetstone (+1 DMG)
[1/5] Iron Knife
[/list]

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: [335/350AP]
[list]
Silence [2/2] [Active] [40x2 AP]:
-> Strike a weak point with a dagger. Does Maximized damage and immobilizes enemy for their next turn.

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.

Precision [Passive] [100 AP]: Know where to strike..
-> Daggers use DEX instead of STR for calculating +DMG and +Hit.

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
+4 Dex
+2 Agi
-2 Vit
+2 Int
+1 Wil
+2 Per
Spoiler: Thoughts
Reylos is glad for the chance to stretch her legs on this short journey-
and there's no rude surprises this time. Those would surely lie ahead...

As expected, Pyris is going to sail their ship,
and is undaunted by their task. It's not her task, after all.

Reylos couldn't help agreeing with Tabithe's assessment of the temple's size.
(We'll find out, won't we?)

She comes aboard and shoots a comment at Pyris.
"Couldn't resist a chance to go sailing, could you?"

Now they just had to wait until they could see what was in store..
Reylos comes aboard and shoots a comment at Pyris.
"Couldn't resist a chance to go sailing, could you?"
......
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