Elemental PnP - Game Thread

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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Party
  • Reylos (pf2222) .._ | 09/13 | Lv 1.49 | [Cover] |
  • Tabithe (AoD) ..__ | 12/18 | Lv 1.54 | [Front] |
  • Hana (Shade) ...__ | 08/08 | Lv 1.52 | [Cover] | Unconscious

    Sam | 18/21 | [3 Wood, 5 Torches] | [Mounted]
    Merry | 19/21 | [3 Wood, 3 Rations] | [Mounted]
    Pippin | 17/21 | [-, -]| [Dismounted]

Location: Road to Salcea
Time: Afternoon
Day 1
300 gold
Well I finally wrote something. Writing is difficult sometimes. :/

The group continues on to Salcea, and finally arrives.
The Water City is known for trade and fishing,
but you aren't interested in the markets or docks at the moment.

You head for the inn, the Briny Bracken. Rooms are 10 gold each, according to the stablehand.
......
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 1.54

█████████

[+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 ][/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.[/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 ] [ 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.

Attributes:

[list][*]+4 Str
[*]+2 Dex
[*]+4 Agi
[*]+0 Vit
[*]-4 Int
[*]-1 Wil
[*]+2 Per[/list][/list]
Thankfully, Merry acquiesces, and they're able to reach Salcea without too much trouble. The sunlight hasn't quite started to colour with dusk yet. Tabithe greatly appreciates Reylos' evident familiarity with the city, and they make it to an inn by the name of the Briny Bracken in short course. They're able to leave the horses with the inn's stablehand and head inside -- Tabithe mentions that they'll be back out to retrieve the extra bags Pippin bears soon enough.
Normally Tabithe would be determined to drink in the atmosphere and wind her way to the innkeep with ponderous pace, but she'll have to appreciate the stories and sights of Salcea another time. She greets the innkeep earnestly; as much as the three of them might be a strange sight, Tabithe knows better than to try to pretend otherwise.
"Hello! Could we trouble you for three rooms for the night?"

(Assuming this is no problem:) With Reylos' assistance for the fee and doors, Tabithe crosses to one of the beds they pay for and carefully lays Hana down, and she finally feels like she can truly exhale. Tabithe has encountered a few less than cheery times in her travels, but such prolonged anxiousness is a new thing for her -- suddenly, even though she needs to go get their packs (and her belts...), all she wants to do is sit down for a moment, and she does so, pulling up a chair beside the bed. Sighing deeply, she eventually turns to Reylos.
"She really never mentioned what this could be, right? I didn't just... not think about what she was saying, at some point...?"
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Reylos, Lvl 1.49
HP: 09/13
SP: 0/2

+2 DMG| +4 HIT | +4 AC | +6 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 [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
Salcea is a town Somath is very familiar with,
and she has no trouble guiding them to the inn,
where they park their horses.
She opens the door for Tabithe and Hana,
thinking (Ladies first,) with amusement,
though the situation is otherwise unamusing.

She wondered what this situation
looked like to other people --
strange, because it was strange.
She pays the innkeeper, and they head to a room,
where Tabithe is finally able to put Hana down and sit down, herself.
(She looks tired, and I don't blame her.)

Tabithe speaks again, and Reylos realizes that
they still don't know what happened, or when Hana would wake up.
Hopefully, it would just take some rest...

"Not that I recall.
So you think it's some kind of condition that she knew about already?"

Reylos recalled that Hana had called her story "complicated."
"If so, I wonder why she didn't do anything about it..."

Reylos nervously adjusted the palm of her gloves.
"How about I go get your stuff?
I hate to just stand here..."

She turns toward the door.
(and exits, if not stopped.)
Reylos has no trouble guiding them to the Briny Bracken,
where they park their horses and pay for rooms.

Tabithe sets Hana down and Reylos stands there awkwardly.
After taking a moment to sit down, Tabithe asks if Hana had mentioned anything of this before,
and Reylos replies:
"Not that I recall.
So you think it's some kind of condition that she knew about already?"

She seems to be thinking.
"If so, I wonder why she didn't do anything about it..."

Reylos nervously adjusted the palm of her gloves.
"How about I go get your stuff?
I hate to just stand here..."

She turns toward the door.
(and exits, if not stopped.)
......
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 1.54

█████████

[+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 ][/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.[/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 ] [ 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.

Attributes:

[list][*]+4 Str
[*]+2 Dex
[*]+4 Agi
[*]+0 Vit
[*]-4 Int
[*]-1 Wil
[*]+2 Per[/list][/list]
As they ruminate over what's affecting Hana, Reylos puts to words something that Tabithe seemingly only intuited subconsciously.
"I guess I do. If it was just a change in the weather or something, she wouldn't still be out like a light..."
Her eyes fix back on Hana. Her form really does look pallid -- in a way that certainly wasn't present when they left the castle. Her breathing is steady, but sharp.
As Tabithe is about to lose focus again, Reylos speaks up, offering to run the last errand. Tabithe starts to object to the idea that she needs the help -- they have enough to worry about without her making herself another cause for concern, after all -- but she catches herself. It wouldn't do to stifle Reylos expressing her own support. Tabithe's complicated expression untangles itself, becoming honestly heartened.
"Oh, you don't -- ...Yeah. Sure, thanks."
The exchange puts a finer point on that she really is a bit worn out, so Tabithe picks herself up to stretch, and shake out her limbs. It would be much harder to take care of Hana, let alone face the trials for the crystal kept in Salcea, if she didn't take care of herself too.
Last edited by Agent of Dread on Wed Mar 11, 2020 5:18 am, edited 2 times in total.
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Reylos, Lvl 1.49
HP: 09/13
SP: 0/2

+2 DMG| +4 HIT | +4 AC | +6 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 [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
As Reylos heads out the door, Tabithe starts to object, then thinks better of it.

Reylos heads back to the stable, and unfastens Hana and Tabithe's bags from Pippin's saddle.
"Don't worry, Hana will be fine.." but she's not sure if she's trying to reassure the horse or herself.
She swiftly walks past curious onlookers, paying them no mind.

Back in Hana's room, she hands over Tabithe's pack and belts, and sets Hana's pack on a table next to the bed.
Looking at Hana, she suddenly realizes why she felt so anxious to leave the room earlier -
she suddenly remembered standing at a different bed, as someone lay ill, powerless to do anything...
(Faris...)
She averted her face, trying not to cry,
and went to fumble with the door.
(My brother...)
Reylos returns, handing Tabithe her pack and belts,
and setting Hana's on a table next to the bed.
She looks at Hana, lying there, and then..
it's like she isn't seeing Hana at all.
She looks shocked - and though she averts her face
as she heads for the door and fumbles with the handle,
it looks like she's about to cry.
......
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 1.54

█████████

[+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 [ 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 ][/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.[/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 ] [ 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.

Attributes:

[list][*]+4 Str
[*]+2 Dex
[*]+4 Agi
[*]+0 Vit
[*]-4 Int
[*]-1 Wil
[*]+2 Per[/list][/list]
While Tabithe works the stress out of her body a bit, she feels her trousers starting to slip, and as if to illustrate the point, Reylos returns and hands Tabithe her belts. Tabithe snorts with amused gratitude for the fact that things stayed more or less in place as long as they did. Looking up after having fastened everything back in place, she sees Reylos' usually straight face go through a somewhat intense succession of emotions -- Tabithe can't really understand them, but they don't seem tied to here or now... and then, Reylos turns to leave again. Tabithe feels that imprudent curiosity, but knows it's not the time for such things right now. They'll probably be waiting until tomorrow to go and see whoever presides over Salcea anyway, so there's no need to strongarm schedules -- if Reylos needs time to herself, then she shall have it. Though, the scare they've had with Hana does move Tabithe to say one thing, effecting a gentle smile.
"I'll be here if you need me. Be safe, though!"
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Reylos, Lvl 1.49
HP: 09/13
SP: 0/2

+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
Somath hardly heard Tabithe's words as she escaped Hana's room
and retreated to one of the other rooms they had paid for.
(Faris, I - I couldn't do anything... I couldn't help you. I'm sorry.)
She couldn't hold back the tears now. She sat down on the
floor, in the corner, back to the wall. (I never forgot,
I just... it's been so many years, I haven't - I haven't remembered.)

She put her head in her hands. (When I ran away... from home...
I thought I left it all behind. I wanted to do something
that was right. Brother, I... I hope you could have been
proud of me, of what I've done... you did always look up
to me.)
When she couldn't cry anymore, and had pulled
herself together somewhat, she took out her fletching supplies.
(Keep busy, some nice, monotonous work...)
Her thoughts drifted to Tabithe in the other room.
(I won't face her yet. What did she say?), tapping an arrow
against her chin. ('Stay safe'? What did she expect me to do, go
downstairs and get drunk, get into a fight? That's not a bad idea...)
,
putting the arrow down. (I mean, of course it is, but there's a first
time for everything.)
She continued to make arrows until she
started falling asleep, worn out. (I hope Hana's all right...)

(Sorry for the unformatted wall of text)
Fletchery, but I'm only giving her 10/14 arrows because she fell asleep.
......
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Re: Elemental PnP - Game Thread

Post by penguinflyer2222 »

Party
  • Reylos (pf2222) .._ | 13/13 | Lv 1.49 | [Cover] | Asleep
  • Tabithe (AoD) ..__ | 18/18 | Lv 1.54 | [Front] |
  • Hana (Shade) ...__ | 08/08 | Lv 1.52 | [Cover] |

    Sam | 21/21 | [3 Wood, 5 Torches] | [Stabled]
    Merry | 21/21 | [3 Wood, 3 Rations] | [Stabled]
    Pippin | 21/21 | [-, -]| [Stabled]

Location: The Briny Bracken, Salcea
Time: Evening
Day 1
270 gold
It must be evening by now, though it's hard to keep track of the flow of time. Hana still doesn't look particularly well, but she wakes up.

Hooray.
By the way, you'll notice I've counted everyone as having rested.
......
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Re: Elemental PnP - Game Thread

Post by Shade »

Hana, Lv 1.52
HP: 08/12 08
MP: ★★★
FP: ►►►►►
±0 Dmg | -2 Hit | +2 AC | +3 MR | +4 Init
[ | ▼ -1 PER | ▼ -4 VIT ]
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 (275/350 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.
[*]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
+5 Intellect
+5 Willpower
±0 Perception
...soft...
...wait, soft...?
Hana slowly forced her eyes open and found herself in a quiet room in what appeared to be some kind of inn, safely tucked away in a bed. The look of anxiety on Tabithe's face as the easygoing young woman seemed lost in thought made it painfully obvious that her neglect to tell her companions about her condition had caused them precisely the needless worry she had wanted to avoid burdening them with.
"Ah... good morning, haha..."
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 1.54

█████████

[+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 [ 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 ][/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.[/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 ] [ 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.

Attributes:

[list][*]+4 Str
[*]+2 Dex
[*]+4 Agi
[*]+0 Vit
[*]-4 Int
[*]-1 Wil
[*]+2 Per[/list][/list]
The rustling of sheets stirs Tabithe -- at some point, she must have nodded off... but she quickly snaps to, and almost jumps from the chair she had reclined in, leaning over Hana's bed. She's awake! She's awake... and she says "good morning". Tabithe's emphatic sigh of relief is tinged with a bewildered smile.
"Welcome back. We managed to make it to Salcea and lie you down..."
She glances out the window, and the light looking back at her is deeply rose-hued. She must have taken a respectable nap of her own!
"It's still just the evening of the same day, though. Anyway, how are you feeling?"
- Linktree: linktr.ee/trilbs -
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Re: Elemental PnP - Game Thread

Post by Shade »

Hana, Lv 1.52
HP: 08/12 08
MP: ★★★
FP: ►►►►►
±0 Dmg | -2 Hit | +2 AC | +3 MR | +4 Init
[ | ▼ -1 PER | ▼ -4 VIT ]
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 (275/350 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.
[*]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
+5 Intellect
+5 Willpower
±0 Perception
Hana gaze wandered towards the window, where she was greeted with the sunset.
"Oh... I hope I didn't cause you two too much trouble..."
Turning back towards Tabithe she forced a smile upon her lips.
"I'm... okay, more or less.
...though I suppose I do owe you two an explanation.
...is Reylos nearby?"
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Re: Elemental PnP - Game Thread

Post by Agent of Dread »

Tabithe, Lv 1.54

█████████

[+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 [ 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 ][/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.[/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 ] [ 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.

Attributes:

[list][*]+4 Str
[*]+2 Dex
[*]+4 Agi
[*]+0 Vit
[*]-4 Int
[*]-1 Wil
[*]+2 Per[/list][/list]
Hana's first thought is to worry that she's inconvenienced them. Was it too early for Tabithe to think this typical of her?
"Not at all! You only weigh slightly more than my pack did."
She gives a conspiratorial wink, choosing not to elaborate, then Hana's question reminds her that Reylos has been gone this whole time as well.
"I'm not sure -- she left not long after I sat down... it seemed like she had a lot on her mind."
Tabithe stands herself up properly, straightening out her back.
"There's a bed for each of us, so I'll have a quick look to see if she's in one of the other rooms."
At the door, she turns back to give a smile of reassurance -- as if to say, just relax for now, before slipping through and checking the rooms adjacent.

Two doors down, she spots Reylos only on her second glance -- not being the first woman Tabithe would expect to see curled up in the corner, fast asleep. It looks like she was fletching until she dozed off...
Tabithe's instinct is not to disturb her, but she'll want to know about Hana, and besides, if she's going to sleep she ought to do it on a mattress. Tabithe crosses the room, the only sound the gentle, measured knocking of her bootheels, and kneels down to try to stir Reylos with a hand on the girl's shoulder, before softly speaking: (If Reylos wakes up at any point before this, Tabithe instead moves straight to talking.)
"Hey... You alright? Hana's awake."
- Linktree: linktr.ee/trilbs -
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penguinflyer2222
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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
She felt a hand on her shoulder. Why..?
Someone was speaking. It was Tabithe.
She'd come to inform her that Hana was awake.
That was a relief.
Reylos sat up. "I'm.. I'm fine."
She moved to gather the arrows that lay scattered about,
standing to put them in her quiver.
"I'm sorry if I made you worry..."
She crossed to the door, looking back at Tabithe before opening it and entering the hall.

Hana was waiting for them.
Reylos sat up. "I'm.. I'm fine."
She moved to gather the arrows that lay scattered about,
standing to put them in her quiver.
"I'm sorry if I made you worry..."
She crossed to the door, looking back at Tabithe before opening it and entering the hall.

Hana was waiting for them.
......
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Shade
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Re: Elemental PnP - Game Thread

Post by Shade »

Hana, Lv 1.52
HP: 08/12 08
MP: ★★★
FP: ►►►►►
±0 Dmg | -2 Hit | +2 AC | +3 MR | +4 Init
[ | ▼ -1 PER | ▼ -4 VIT ]
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 (275/350 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.
[*]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
+5 Intellect
+5 Willpower
±0 Perception
Shortly afterwards, Tabithe returned with the mercenary in tow.
...however, Reylos looked awful! Had she cried?
"...whoa. Did something happen? Are you okay?"
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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
This was not what Reylos had expected.
(I guess it shows...)
She adopts a somewhat confused expression.
"I'm fine, how are you? I think that's the matter of more concern right now..."
Reylos finds a chair and sits in it.
Reylos adopts a somewhat confused expression, though she still looks weary.
"I'm fine, how are you? I think that's the matter of more concern right now..."
Reylos finds a chair and sits in it.
......
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