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Re: Elemental PnP - Game Thread

Posted: Sat Feb 15, 2020 3:50 am
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][*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Abilities: [ 300/300 AP spent ]

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

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

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

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

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

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

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

Attributes:

[list][*]+4 Str
[*]+2 Dex
[*]+4 Agi
[*]-1 Vit
[*]-4 Int
[*]-2 Wil
[*]+2 Per[/list][/list]
After a deep slumber, Tabithe is able to lift herself out of bed with welcomed ease. On to breakfast! Well, maybe.
As she's fastening her belt, she is greeted by the butler who showed her to her room last time.
Following his lead, she meets the other two and they are brought before the King and Queen again. The King seems to ask if there's anything else they want to know, to which Tabithe does perk up a little bit.
"Well, I don't know the stories that well, but the four Crystals are treasures of each of the four cities, right?
But I assume it's not going to be as simple as walking in and asking for them..."

Re: Elemental PnP - Game Thread

Posted: Sat Feb 15, 2020 5:35 pm
by penguinflyer2222
Party
  • Reylos (pf2222) .._ | 12/12 | Lv 0.88 | [Cover] |
  • Tabithe (AoD) ..__ | 16/16 | Lv 0.90 | [Front] |
  • Hana (Shade) ...__ | 11/11 | Lv 0.90 | [Cover] |
Location: Dezas Castle
Time: Morning
Day 1
300 gold
"Correct.
Even if the leaders of each city wanted to simply hand them over they would not be able to.
For their protection, the crystals have been sealed away in temples,
and only by passing trials will you be able to claim them."

Re: Elemental PnP - Game Thread

Posted: Sat Feb 15, 2020 8:27 pm
by Shade
Hana, Lv 0.90
HP: 11/11
MP: ★★
FP: ►►►►►
±0 Dmg | -2 Hit | +2 AC | +3 MR | +4 Init
Skills:
  • 1 Dryad's Curse
Equipment:
  • Oak Staff [1-3 Dmg, +1 AC, 2h]
  • -
Spoiler: Inventory & Status
Items:
[list][*] Special Medicine
[*] Healing Flask (Heals 5 HP)
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] 100 gold[/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
When Hana woke up the next day, it took her a few moments to remember where she was and why she was there. Even after a night's sleep in what might have been the softest bed she had ever slept in, the idea of carrying the future of Imsant on her shoulders felt no less surreal than the night before. None of this felt right.

...but no matter how surreal all of this was, it was reality. Maybe the king had ulterior motives, or maybe there was something he wasn't telling them... but she had already accepted the quest, so her task was the same either way. All she could do at this point was to gather as much information as she could without overstepping any bounds.
"...what kind of trials?"

Re: Elemental PnP - Game Thread

Posted: Sun Feb 16, 2020 12:22 am
by penguinflyer2222
Party
  • Reylos (pf2222) .._ | 12/12 | Lv 0.88 | [Cover] |
  • Tabithe (AoD) ..__ | 16/16 | Lv 0.90 | [Front] |
  • Hana (Shade) ...__ | 11/11 | Lv 0.90 | [Cover] |
Location: Dezas Castle
Time: Morning
Day 1
300 gold
The King smiles.
"What kind of trials, indeed?
Even I do not know exactly, but
the temples are said to be full of
devious traps and fearsome guardians.

Local legends could shed more light than I can,
but you'll have to prove your might to whatever is there.
Prove you are worthy to wield such power!"

The King is grinning.

The Queen merely looks concerned, and says
"To find them, seek out the city leaders. They'll be able to guide you.
Show them this letter to prove your quest."

The Queen hands over a letter.

Re: Elemental PnP - Game Thread

Posted: Mon Feb 17, 2020 5:21 am
by penguinflyer2222
Reylos, Lvl 0.88
HP: 12/12
SP: 2/2

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

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

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

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

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

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

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

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

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

Attributes:
-2 Str
+3 Dex
+2 Agi
-2 Vit
+2 Int
+0 Wil
+2 Per
Spoiler: Thoughts
(...Morning already, is it?)
Reylos picked up her cloak and weapons
which she'd tossed carelessly on the floor.

The butler met the three of them and lead them to
the king, who explained their job.
Reylos listened with half-interest.
They'd have to go to each city and face some kind of trial.
(Very helpful, old man,) she thought sarcastically.

(Worthy to wield power.. hmph.)
She speaks to the King in an unamused, sarcastic tone.
"So basically, you don't know what we're up against.
Great. Thanks.
By the way, what happens if we fail?
If we're not 'worthy'?"
The butler met the three of them and lead them to the king, who explained their job.
Reylos listened with half-interest.
They'd have to go to each city and face some kind of trial.

She speaks to the King in an unamused, sarcastic tone.
"So basically, you don't know what we're up against.
Great. Thanks.
By the way, what happens if we fail?
If we're not 'worthy'?"

Re: Elemental PnP - Game Thread

Posted: Mon Feb 17, 2020 5:26 am
by penguinflyer2222
Party
  • Reylos (pf2222) .._ | 12/12 | Lv 0.88 | [Cover] |
  • Tabithe (AoD) ..__ | 16/16 | Lv 0.90 | [Front] |
  • Hana (Shade) ...__ | 11/11 | Lv 0.90 | [Cover] |
Location: Dezas Castle
Time: Morning
Day 1
300 gold
The King is equally unamused.
"Hmph. It's not as if you believe you'll fail, is it?
But, if you do end up going missing,
I suppose we'd simply have to find replacements.
So, do try to succeed."


But the King's smile returns as he asks,
"Were there any more questions?
I'm confident you three will find a way to complete this quest."

Re: Elemental PnP - Game Thread

Posted: Mon Feb 17, 2020 7:07 am
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][*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Abilities: [ 300/300 AP spent ]

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

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

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

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

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

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

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

Attributes:

[list][*]+4 Str
[*]+2 Dex
[*]+4 Agi
[*]-1 Vit
[*]-4 Int
[*]-2 Wil
[*]+2 Per[/list][/list]
Tabithe is impressed by the moxy Reylos demonstrates in talking even more snappily with the King & Queen than they did with her and Hana. She's also rather taken aback by the matter-of-fact way that the King suggests the three of them would be... succeeded... if need be -- while some part of her welcomes being on less of a pedestal, being called disposable in so many words was not first on her list of affirming that. With that, they more or less have the details of the task set before them, though. The King asks if there's aught else. Coughing off her surprise, Tabithe continues.
"I suppose the only other thing we need to know is if you're providing anything in terms of travel, or supplies."
Trying to turn back the tone, though, she grins a bit, turning to Reylos and Hana.
"Though I personally wouldn't hate having to walk the whole way, right?"

Re: Elemental PnP - Game Thread

Posted: Mon Feb 17, 2020 3:53 pm
by penguinflyer2222
Reylos, Lvl 0.88
HP: 12/12
SP: 2/2

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

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

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

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

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

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

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

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

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

Attributes:
-2 Str
+3 Dex
+2 Agi
-2 Vit
+2 Int
+0 Wil
+2 Per
Spoiler: Thoughts
(No, we won't fail.)
Reylos wears an amused smirk as the King continues,
but it fades as quickly as the King's smile returns.

Tabithe suggests they wouldn't mind walking.
"Not at all," Reylos replies sincerely.
It would be enjoyable, really..
though maybe not the most efficient.
Reylos wears an amused smirk when the King replies,
but it quickly fades.

Tabithe suggests they wouldn't mind walking.
"Not at all," Reylos replies sincerely.

Re: Elemental PnP - Game Thread

Posted: Mon Feb 17, 2020 4:04 pm
by penguinflyer2222
Party
  • Reylos (pf2222) .._ | 12/12 | Lv 0.88 | [Cover] |
  • Tabithe (AoD) ..__ | 16/16 | Lv 0.90 | [Front] |
  • Hana (Shade) ...__ | 11/11 | Lv 0.90 | [Cover] |
Location: Dezas Castle
Time: Morning
Day 1
300 gold
The King answers Tabithe's question.
"For those things you may simply ask around the castle, if you're interested.
I'm sure we have plenty to spare,"
he says as if it's not important.

Re: Elemental PnP - Game Thread

Posted: Mon Feb 17, 2020 5:51 pm
by Shade
Hana, Lv 0.90
HP: 11/11
MP: ★★
FP: ►►►►►
±0 Dmg | -2 Hit | +2 AC | +3 MR | +4 Init
Skills:
  • 1 Dryad's Curse
Equipment:
  • Oak Staff [1-3 Dmg, +1 AC, 2h]
  • -
Spoiler: Inventory & Status
Items:
[list][*] Special Medicine
[*] Healing Flask (Heals 5 HP)
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] 100 gold[/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 expression darkened. What in the world kind of response was that? It felt as if the King couldn't care less about the success of his 'heroes' despite how important their mission supposedly was. And - as his response to Reylos confirmed - it turned out that he really did think of them as disposable. The young girl felt appalled to the point she forgot her manners.
"If our task really is as important as you claimed, shouldn't you be a bit more concerned with all of this!? I don't think the crystals we're supposed to retrieve would be very secure if these trials could just be completed by any random passerby!"
What was this man thinking!?

Re: Elemental PnP - Game Thread

Posted: Mon Feb 17, 2020 6:36 pm
by penguinflyer2222
Party
  • Reylos (pf2222) .._ | 12/12 | Lv 0.88 | [Cover] |
  • Tabithe (AoD) ..__ | 16/16 | Lv 0.90 | [Front] |
  • Hana (Shade) ...__ | 11/11 | Lv 0.90 | [Cover] |
Location: Dezas Castle
Time: Morning
Day 1
300 gold
"Oh, but you're not just any random passersby,"
the King responds calmly.
"You demonstrated the willingness and ability to take down those demons.
That's what makes you heroes.
And I never said I wasn't concerned- in fact, it's quite the opposite.
It would be rather unfortunate if you failed, and I don't expect you to-
but if you did, we would have to send someone else,
because it's so important."

Re: Elemental PnP - Game Thread

Posted: Tue Feb 18, 2020 3:27 am
by Shade
Hana, Lv 0.90
HP: 11/11
MP: ★★
FP: ►►►►►
±0 Dmg | -2 Hit | +2 AC | +3 MR | +4 Init
Skills:
  • 1 Dryad's Curse
Equipment:
  • Oak Staff [1-3 Dmg, +1 AC, 2h]
  • -
Spoiler: Inventory & Status
Items:
[list][*] Special Medicine
[*] Healing Flask (Heals 5 HP)
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] 100 gold[/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 took a deep breath - and then, having calmed down a little, decided against pressing her luck further.
She didn't believe a word the king was saying - at this point she was convinced he wasn't telling them the truth. However, even so it was still the king she was talking to - and while he had designated the three of them as 'heroes', she nonetheless wasn't exactly in a position to argue with someone of his standing.
"...I see. Please forgive my rudeness."
She turned to her companions, her expression glum.
"In that case, let's be on our way, shall we?"

Re: Elemental PnP - Game Thread

Posted: Tue Feb 18, 2020 5:06 am
by penguinflyer2222
Reylos, Lvl 0.88
HP: 12/12
SP: 2/2

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

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

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

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

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

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

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

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

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

Attributes:
-2 Str
+3 Dex
+2 Agi
-2 Vit
+2 Int
+0 Wil
+2 Per
Spoiler: Thoughts
Hana seemed to lose her temper at the king's attitude towards all this,
and Reylos couldn't really blame her.
They weren't learning much from this other than
how unhelpful the king could be... which wasn't necessarily a bad thing to learn.

Of course, he remained collected, for now, calmly disputing Hana's outburst,
and Hana calmed down as well.
She didn't seem to believe what the king said,
but she didn't argue further.

Reylos wouldn't have minded arguing-
wouldn't have minded making the king angry-
but it probably wasn't the best idea.
They might as well just leave.

But as they were leaving, she didn't mind
if she was rude on the way out.
Replying to Hana, she says
"Yeah, let's, I'm tired of talking to this guy."
To the king,
"Thanks for the piece of paper. Sure it'll come in handy."
"Yeah, let's, I'm tired of talking to this guy."
Reylos doesn't even attempt to hide her rudeness.
"Thanks for the piece of paper. Sure it'll come in handy."

Re: Elemental PnP - Game Thread

Posted: Tue Feb 18, 2020 11:36 am
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][*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -
[*] -[/list]

Abilities: [ 300/300 AP spent ]

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

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

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

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

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

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

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

Attributes:

[list][*]+4 Str
[*]+2 Dex
[*]+4 Agi
[*]-1 Vit
[*]-4 Int
[*]-2 Wil
[*]+2 Per[/list][/list]
The discussion becomes quite animated, but for just a moment, and the King more or less smooths things over. Tabithe's to-be companions are quite ready to be on their way, though, and Reylos especially doesn't mince words about it, causing Tabithe to wince a little. She's not really of a mind to disagree, though, let alone to keep them here. As the other two turn to leave, Tabithe makes a rather barebones bow in deference to the King and Queen -- being the only sensible formality she can imagine -- with a complicated expression.
"Your Majesties."
And with that, she follows Hana and Reylos.

Re: Elemental PnP - Game Thread

Posted: Wed Feb 19, 2020 12:09 am
by penguinflyer2222
Party
  • Reylos (pf2222) .._ | 12/12 | Lv 0.88 | [Cover] |
  • Tabithe (AoD) ..__ | 16/16 | Lv 0.90 | [Front] |
  • Hana (Shade) ...__ | 11/11 | Lv 0.90 | [Cover] |
Location: Dezas Castle
Time: Morning
Day 1
300 gold
"Dismissed," you hear the King say as you leave,
as if he wished to retain some control over the conversation,
even after it was already over.

The hallway outside the chamber is empty.
There's no one around, only suits of armor lining the walls.