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Re: Elemental PnP - Game Thread

Posted: Wed Mar 04, 2020 7:11 pm
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 [ 4/5 ] [ 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]
Tabithe leans to step into a sword strike, but then the thief girl simply turns on her heel and runs for it, leaving her off-balance. It brings to her face a rare displeasure, and she thinks that such distrust in the ones who've thrown their lot in with this Alice is the first reason she's still resorting to highway extortion.
Annor, the conscious one of the two she left behind, seems to agree, and he tries to make peace, even offering to help them fight. Tabithe certainly has no love for needless bloodshed, and normally she would be happy to take the bandit at his word -- but the sluggish weight of the arm she took a deep gash from Alice's sword in bids her hold her tongue.
Either way, she lowers her weapon in deference, taking a moment to exhale during this lull in the action. She reaches into her pack for one of the potions she took from the castle storeroom, and addresses Annor between breaths.
"No need to trouble yourself. Take the mage and chase down your boss if you want -- unless that ship has sailed."

Tabithe uses a Healing Flask.

EDIT: I was unhappy with the narration in this post so I've reworded some of it, and additionally refunded the use of Groundhouse that didn't occur.

Re: Elemental PnP - Game Thread

Posted: Thu Mar 05, 2020 12:02 am
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 | [Cloak, -] | [Mounted]
    Merry | 19/21 | [-, -] | [Dismounted]
    Pippin | 17/21 | [-, -]| [Mounted]

Location: Road to Salcea
Time: Late Morning
Day 1
300 gold
"Thank you, but I never liked her anyway."
*
Tabithe uses a Healing Flask.

Hana waits.
Lux casts a spell.
Reylos's Hit +1 for a turn.
Nox debuffs an ant's movement speed and watches it crawl around slowly.

Nox waits.

Annor can't move.

*
The wolves have finally arrived, and though it seemed a long wait
it didn't really take them long to cross such a far distance.
They don't stop when they reach the group in the road, they keep running...
*

Wolf A attacks Tabithe
(4 + 4) 8 vs (8 + 5) 13
Miss
->The first one runs straight at Tabithe, but she deflects it with her sword when it tries to pounce.

Wolf B attacks Alice
(4 + 4) 8 vs (3 + 7) 10
Miss
->The second one chases after Alice.
It springs at her, but she somehow manages to get away unscathed, turning to face it.
*
  • Axefighter Annor | 05/27 [Front]
  • Mage Albert | -8/23 [Front] | Unconscious
  • Wolf A | 16/16 [Front]
    --
  • Thief Alice | 11/11 [Front]
  • Wolf B | 16/16 [Front]

Re: Elemental PnP - Game Thread

Posted: Thu Mar 05, 2020 6:20 pm
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 [0/1] [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
Without her minions, the thief turned and ran.
No wonder they didn't like her.
Why were they even with her?

They couldn't really pursue her now though.
Reylos shot Annor, and he finally decided to surrender,
to face their common enemy instead.
(Fine.)

(Let's finish this already.)
Instead of an arrow, Reylos draws her dagger and throws it at the nearby Wolf.

Reylos uses Last Shot on Wolf A.

Re: Elemental PnP - Game Thread

Posted: Thu Mar 05, 2020 6:46 pm
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 [ 4/5 ] [ 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 wolves reach the fray, in what would probably be unnaturally good time if Tabithe thought about it. Their intentions are quite clear from the moment one lunges at her, but she has no trouble fending it off, the contents of the now-empty flask already doing their job. Quality stuff, though Tabithe supposes she should expect no less from royal wares.
"Easy there, boy. I'm not sure I taste that good."
She would much prefer not to have to hurt an animal, but the wolf seems determined that this is what it wants. Tabithe hopes she can take the fight out of it gently.

Tabithe attacks Wolf A.

Re: Elemental PnP - Game Thread

Posted: Thu Mar 05, 2020 9:40 pm
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
It wasn't until the wolves joined the fray that the bandits finally decided to give up - while their leader turned tail and ran, her minions offered to help fend off the wild animals instead.
While Hana wasn't sure how trustworthy these men were - and Tabithe seemed to be of the same mind - given the circumstances they weren't exactly in a position to chase them off while dealing with the wolves at the same time, so a temporary truce was probably in everyone's best interests.

However, even for wolves this pack was absurdly quick - to the point they managed to get the drop on them even though the group had noticed them from quite a distance away. Combined with their decidedly abnormal behaviour it seemed obvious these weren't just normal wolves.
"What's up with these!?"

Hana wins by doing absolutely nothing continues to restore her mana. (+3 FP)

Re: Elemental PnP - Game Thread

Posted: Fri Mar 06, 2020 4:27 am
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 | [Cloak, -] | [Mounted]
    Merry | 19/21 | [-, -] | [Dismounted]
    Pippin | 17/21 | [-, -]| [Mounted]

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

Backing off from both Tabithe and Alice, the wolves seem to have gotten slower now.
(Howl's effects wore off.)

->Alice pulls out a bottle and dumps its contents on her sword,
then carelessly discards it on the ground.
Alice poisons her blade and attacks Wolf B
(10 + 3) 13 vs (2 + 1) 3
Critical hit! 1x2 = 2 damage.
Wolf B is poisoned.
-> Alice lands a perfect blow... that hardly leaves a scratch.
However, a scratch is all she needed.

Reylos uses Last Shot on Wolf A
(9 + 2) 11 vs (5 + 1) 6
Hit, 12 damage.
-> The wolf now has a lovely dagger sticking out of it.

Tabithe attacks Wolf A

(6+4 = 10 vs 1-1 = 0)
Hit, 9 damage.
-> Tabithe hits the wolf and it falls still...
...and crumbles into dust.
There's nothing left but a dirty dagger.

Annor is shocked. "That's.. that's that one taken care of."

Hana waits (continues powering Tabithe's sword).
Lux casts a spell
Reylos's hit +2 for a turn
Nox casts a spell at Wolf B
(3 + 4) 7 vs (9 + 0) 9
Missed

Wolf B uses Breath Weapon on Alice
(2 + 4) 6 vs (8 + 7) 15
Miss
-> The wolf opens its mouth in a snarl and a blast of flame escapes it.
Alice backs away and dodges with no trouble.
"What kind of hellhound is this?!"

Annor can move again.
Annor runs after Wolf B.

  • Mage Albert | -8/23 [Front] | Unconscious
  • Wolf A | -5/16 [Front]| Disintegrated
    --
  • Axefighter Annor | 05/27 [Front]
  • Thief Alice | 11/11 [Front]
  • Wolf B | 14/16 [Front]| Poisoned

Re: Elemental PnP - Game Thread

Posted: Fri Mar 06, 2020 11:02 am
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 stared at the remaining wolf in bewilderment. Fire-breathing wolves that just simply crumbled to dust when defeated? ...were these even living beings or were they some kind of magical construct?
"Freaky...!"
...but this just further confirmed that the remaining wolf wasn't going to back off until killed - after all, unlike proper living beings it evidently had no survival instinct.
...however, at this point there wasn't much more she could do to help, so Hana simply gave Reylos the same treatment as Tabithe and enchanted the bow the mercenary was holding with magical power.

Hana casts Enchant Weapon on Reylos' shortbow.

Re: Elemental PnP - Game Thread

Posted: Fri Mar 06, 2020 12:22 pm
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 [ 4/5 ] [ 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]
When Tabithe strikes the wolf with the flat of her sword, it simply crumbles to dust -- making clear that it is not of this world. While she's relieved that she hasn't had to hurt an animal simply obeying its nature, Tabithe is now concerned about what forces designed to send the creatures after them -- and the faint smell of smoke coming from the direction Alice ran to only reinforces that they can't be suffered to remain.
Whether thinking of this or to aid his spiteful leader, Annor runs off towards the remaining altercation, and Tabithe is of a mind to follow. She draws deep, steady breath, searching for calm and clarity from which to draw a decisive blow to settle the matter. Her usual modus operandi is to simply enjoy the contest of wills, but something about the thought of these hounds running free across Imsant to harangue the helpless triggers a different feeling -- not exhilaration, but perhaps... responsibility. Tabithe doesn't dwell on the why, though, and takes off behind Annor.

Tabithe follows Annor, running after Wolf B. Tabithe deactivates Denting Blows and activates Inner Quiet.

Re: Elemental PnP - Game Thread

Posted: Fri Mar 06, 2020 5:40 pm
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] [0/1]
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 [0/1] [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's dagger found its mark and Tabithe followed up.
But instead of simply falling the wolf dissolved.
(It must be some magical effect.
I wonder if it's possible to cast a spell that does that...)

Reylos contemplates disintegration spells
while the other wolf attacks Alice.

Much as she'd like to continue watching Alice try and dodge firebreath,
the better option would be to go over and shoot the darn thing
before it started a wildfire.
Reylos contemplates the first wolf's remains.
Then she heads over to the other one.
"C'mon, Sam."

Reylos rides over to Wolf B.

Re: Elemental PnP - Game Thread

Posted: Fri Mar 06, 2020 7:29 pm
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 | [Cloak, -] | [Mounted]
    Merry | 19/21 | [-, -] | [Dismounted]
    Pippin | 17/21 | [-, -]| [Mounted]

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

Alice attacks Wolf B
(1 + 3) 4 vs (6 + 1) 7
Miss
-> Alice's short sword bounces harmlessly off the wolf's hide.

Reylos comes over

Tabithe comes over
Hana casts Enchant Weapon
Reylos's shortbow +4 hit and +2 damage.
Lux casts a spell
Reylos's hit +3 for a turn
Nox casts a spell
(2 + 4) 6 vs (8 + 0) 8
Failed.

Wolf B uses Breath Weapon on Alice
(8 + 4) 12 vs (10 + 7) 17
Miss
-> The wolf tries again to char Alice. Again it fails.
Wolf B takes poison damage.
3 damage.

Annor attacks Wolf B
(9 + 7) 16 vs (8 + 1) 9
Hit, 7 damage
-> Annor's axe cleaves into the wolf.
  • Mage Albert | -8/23 [Front] | Unconscious
  • Wolf A | -5/16 [Front]| Disintegrated
    --
  • Axefighter Annor | 05/27 [Front]
  • Thief Alice | 11/11 [Front]
  • Wolf B | 04/16 [Front]| Poisoned

Re: Elemental PnP - Game Thread

Posted: Fri Mar 06, 2020 7:44 pm
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] [0/1]
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 [0/1] [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's bow started glowing. Hana's work?
"Hm? Oh.. thanks."

Though Alice failed to harm the wolf further, it couldn't harm her, either.
And Annor's axe finally got to show its strength.
Reylos took aim at the remaining wolf, if there was any wolf remaining when she got there.
Reylos's bow started glowing.
"Hm? Oh.. thanks."

Reylos takes aim at the remaining Wolf.

Re: Elemental PnP - Game Thread

Posted: Fri Mar 06, 2020 7:47 pm
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 [ 4/5 ] [ 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]
It doesn't take them long to catch up to the thief girl -- in the end, the wolf stopped her in her tracks sooner than it had seemed. Following the lead of the remaining bandits, Tabithe flies in blade-first to put an end to the second of these hounds.

Tabithe uses Lunge on Wolf B. Assuming Alice misses again, anyway.

Re: Elemental PnP - Game Thread

Posted: Fri Mar 06, 2020 8:18 pm
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 | [Cloak, -] | [Mounted]
    Merry | 19/21 | [-, -] | [Dismounted]
    Pippin | 17/21 | [-, -]| [Mounted]

Location: Road to Salcea
Time: Late Morning
Day 1
300 gold
Was continuing with the battle anyway because it would likely end.
*
Turn order:
Alice [8], Reylos [5], Tabithe [4], Hana [3], Wolves [3], Annor [-2]

Alice attacks Wolf B.
(5 + 3) 8 vs (10 + 1) 11
Miss.
->Alice again fails to do any damage.

Reylos attacks Wolf B.
(4 + 5+3) 12 vs (4 + 1) 5
Hit, 4 damage.
->Reylos's shot is just enough to fell the wolf,
and it crumbles just like the other.
*

Alice lowers her weapon, but doesn't sheath it.
"I didn't need your help, you know."

"And you aren't getting it," Annor replies.
"Just leave, unless you still want to face them?" he says, gesturing to Tabithe, Reylos, and Hana.

Alice, surrender before Tabithe decides to use her turn to Lunge+Groundhouse. Can't run this time!
  • Mage Albert | -8/23 [Front] | Unconscious
  • Wolf A | -5/16 [Front]| Disintegrated
    --
  • Axefighter Annor | 05/27 [Front]
  • Thief Alice | 11/11 [Front]
  • Wolf B | 00/16 [Front]| Disintegrated

Re: Elemental PnP - Game Thread

Posted: Fri Mar 06, 2020 9:17 pm
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's couldn't avert her gaze from the wolves' remains... or the lack thereof, rather. While it would have been easy to take the magical nature of these wolves as a side effect of Deimos' impending revival, Hana got the feeling that there was more to this encounter. ...that this was the work of someone who wanted to get rid of any would-be heroes as soon as possible.
"..."
...but first things first there was still the issue with the bandits. While the axefighter encouraged his boss to give up and leave, said boss still seemed reluctant to comply.
"...please give up this way of life and try to find proper, honest work. I don't know your circumstances, but I'm certain that the path of a bandit holds no future for you."

Re: Elemental PnP - Game Thread

Posted: Fri Mar 06, 2020 9:53 pm
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 [ 4/5 ] [ 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]
In her sheer speed, Tabithe dashes right through where the wolf would have been if Reylos' keenly fired arrow didn't cause it to so much as evaporate. She finally comes to a stop, kicking up the dust it left behind, and turns to face Alice -- who continues to be stubborn, despite everything. Even her former comrade attests to the futility of trying to face Tabithe and the others down.
"Come on. Nobody has anything to gain from continuing all this."