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The Abyss: An AIMHack campaign in the world of Avernum/Exile!


Sarachim

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Originally Posted By: Thin Gypsy Thief
Wasn't wossname in CoH teleporting around willy-nilly at no Stamina cost? Ph-something. Clearly, it's not necessary to have Material Magic's goodies cost Stamina, any more than any other school.


Yes, that was Phulax (played by me), teleporting at no stamina cost, sometimes with a high degree of accuracy, and nothing overpowered or gamebreaking. laugh
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so did you guys just totally miss sarachim's post or what

 

Originally Posted By: Sarachim
This discussion of the new magic system has been both useful and interesting to me, but I think it's better suited to the metathread. Let's keep this one for the campaign.

 

he'd like the discussion of the magic system taken out of this thread if that's okay with y'all

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I have two characters I could run for this. The first is Breaton Whistley, the human mage I had lying around from Creeping and sufficiently modified for this campaign. The other is Urgdnebbot, a goblin samuraish lady that I think would be way cooler to play.

 

Click to reveal.. (Breaton Whistley)

Click to reveal.. (Character Sheet)
Name: Breaton Whistley

Occupation: "Mightie ande Powerfull Magicker of Unrivalled Efficasie", according to the sign.

Race: Human

Alignment: Exuberance

 

HP: 16

 

Acrobatics: 1 (1 points)

Alchemy: 2 (3 points)

Artifice: 2 (3 points)

Athletics: 2 (3 points)

Magic(Force): 4 (10 points)

Magic(Material): 5 (15 points)

Melee(Polearms): 2 (3 points)

Perception: 1 (1 points)

Streetwise: 1 (1 points)

 

Click to reveal.. (Abilities)
Flight(Material)(Free Slot)- Breaton changes his greatcoat into a large pair of wings, which allow him to fly, though rather clumsily. Prolonged use may drain Stamina

Telekinesis(Force)(Free Slot)- Breaton creates a force with his mind up to medium range. In combat, this can't do anything directly useful other than a strong concussive force on a single enemy, but can manipulate all manner of objects in all manner of ways. Heavier items or prolonged usage can drain Stamina.

Lightning Spray(Force)- Hair standing on end, Breaton shoots lightning out of his hands, frying enemies in an area at short or medium range.

Doppelganger(Material)- Breaton summons an imp that takes his shape, including equipment. It can follow commands and convincingly impersonate him, but may not be entirely friendly or reliable. It has mild combat utility.

Summon Steed(Material)- Breaton conjures a magical construct large enough to be ridden, though no guarantees as to what animal it actually is. He can try for a specific one, but the spell is notoriously unreliable. The steed will not do anything at all unless Breaton is somehow touching it.

Rot(Material)- Breaton ruins the equipment of a group of enemies, weakening or rusting metal and rotting wood, leather, or clothing.

Threaten(Polearms)- Breaton uses the superior range of his weapon to keep an enemy at bay for a turn.

 

Click to reveal.. (Inventory)
25 gold coins

Heavy double-headed poleaxe

Small knife

Small hatchet

Needle and thread

Leather pack of blacksmithing tools (Pliers, file, tongs, small hammer, enchanting stuff, etc.)

Alchemy kit

Jeweler's kit (wire, tweezers, solder, snips, magnifying glass, engraving tools, enchanting stuff, etc.)

Heavy, long greatcoat

Leather gloves and boots

Large, ratty wizard hat

Heavy clothing

Whetstone

Flint & Steel

Compass

Food and water

Bedroll

Ring of Mystical Warning - A bland copper ring that informs its wearer of active magic around him.

 

Click to reveal.. (Backstory)
Breaton Whistley owns and operates a small, struggling magic shop on Briar Street in the city of Bargha. He's well-known around the city for being quite a character, but not for any great deeds or magical prowess. He looks more like a lumberjack than a wizard - he's huge and strong, with an enormous bushy red beard and a wild mane of hair. The fact that he uses a double-headed poleaxe as a staff has more than a few people convinced that he's playing a character or just enjoys the confusion. But Breaton's well-acquainted with that ax - once, he was a conscript in the Empire's Army. Not as a mage, but as a grunt.

 

The Whistleys are a large, skilled, and hidden clan of wizards that try that try to survive in the Empire without registering their magical ability, and the best way to do this is to avoid it as much as possible. Still, when an Empire recruiter names you as a conscript, the choice is to serve or be hunted. Breaton, along with an uncle and two cousins, chose to serve. He was split from his cousins and never saw or heard of them again, but he saw his uncle die before his eyes, and saw his own magic fail to save him.

 

The other soldiers saw that too, of course, and Breaton was sent to Exile as an unregistered magic-user and military criminal, the latter being a technicality that saw him consigned to the Abyss on arrival. Struggling for years, despite the edge given to him by his magical ability, he eventually managed to scrape together enough gold to rent his own shop, with which he managed to scrape together enough to continue renting it.

 

Still, Breaton put on a boisterous face, until the Empire came. As their armies approached, he fled, sure that they wouldn't let any Avernites live, let alone a war criminal. Taking from his shop anything he could carry, and on a conjured steed, Breaton fled to the west, towards wilder country where he hoped the Empire would not follow.

 

Click to reveal.. (Urgdnebbot)
Click to reveal.. (Character Sheet)
Name: Urgdnebbot

Occupation: Sellsword and Philosopher.

Race: Goblin

Alignment: Honor

 

HP: 24

 

Acrobatics: 3 (6 points)

Athletics: 4 (10 points)

Composure: 3 (6 points)

Deep Magic: 2 (3 points)

Melee(Swords): 5 (15 points)

 

Click to reveal.. (Abilities)
Dance(Acrobatics)(Free Slot) - Urgdnebbot twists, contorts, and tumbles her way past an enemy's defenses allowing for an unarmed attack, grapple, or maneuvering.

Unsettle(Composure)(Free Slot) - Urgdnebbot uses her unnerving nature to make anyone conversing with her nervous and off-balance, and inspire fear in any combat opponent.

Contempt(Deep Magic) - Urgdnebbot floods the targets' mind with the impression of their own inferiority, stunning them or compelling them to attack themselves.

Wall of Thorns(Swords) - Urgdnebbot forgoes a direct attack this round, and instead retaliates against any enemy attacking her, riposting or at least parrying their attacks.

Disarm(Swords) - Urgdnebbot cunningly manipulates her blade to rip her opponents' weapon from their hands. Or maybe she just maims their hand. Who knows?

Neat Bifurcation(Swords) - Urgdnebbot focuses her entire being into a single slash, dealing massive damage to a single enemy or closely grouped cluster of enemies. She gives no regard to defense to do this, and is open to counterattacks on failure.

 

Click to reveal.. (Inventory)
Fine, Slender Blade

Simple, sturdy scabbard

Simple Clothes

10 Gold

Paladin's Amulet (not worn)

Belt of rags and beads

Skillfully detailed headband

 

Click to reveal.. (Backstory)
Urgdnebbot was born to a goblin tribe in the cave near Cotra. She never grew to know her tribe beyond the vaguest memories, though, as they were wiped out by a group of adventurers almost before she could walk. Their leader, a paladin, saw him stumbling through the caves, crying for his mother, and couldn't find the heart to kill her or leave her to die.

 

So she brought the toddling goblin back to the city with her, where she used her status and wealth as a successful adventurer to protect and provide for her adoptive daughter, training her to be both skilled and civilized. Urgdnebbot embraced - and perhaps even improved upon - her mother's powerful sense of honor, though she never accepted her gods. Instead, her position in the society of Avernum led him to lengthy wanderings through his own mind and the minds of others, growing to understand them in ways that few others ever could. But where she truly excelled under the paladin's tutelage was in martial training - she became an artist with a blade, mastering all aspects of combat, martial and philosophical. Physically fit though not physically imposing, it is through her skill with a sword that she keeps herself alive and to which she devotes her life.

 

Her mother died, eventually, as adventurers are wont to do, and her protection disappeared. Eloquent and proud, she was not officially sentenced to death, though more than a few tried to take the matter into their own hands. Instead, she was sent to the Abyss, with the secret hope that she would die there, or at least never return.

 

Of course, she did not. She begged in Bargha for a long while, until the rumors her martial prowess reached the right people. The Abyss has no shortage of people that simply don't care, and some of them simply didn't care that Urgdnebbot was a goblin, so long as she could fight. She survived in a more comfortable manner from then on, with a small home and some gold.

 

She had learned of the Empire, of course, and knew of their stance towards non-humans. She had kept herself free of ties that would have left her honor-bound to the dishonorable denizens of the Abyss, and so felt no shame when she fled to the west, away from those would would seek not only her death, but the genocide of her entire race.

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look what i made

 

because they're sure as hell looking at you

 

Click to reveal..
Name: Chadat Eye

Race: Gazer

Occupation: Gazer

Alignment: Observant

 

HP: 10/10

Stm: 10/10

Spd: 5

 

Force Magic: 5

Deep Magic: 5

Nature: 3

Perception: 2

Arcana: 1

 

Special Property: Magic Eye: You are a gazer, a bizarre and innately magical creature native to the caves. You naturally hover up to a few feet above the surface below you at all times, protecting you from ground-based hazards, but you have no arms or legs and will have difficulty using most tools or equipment designed for humanoids.

 

Spells:

 

Heat Ray (Force): Fires a beam of intense heat from an eye, inflicting damage to a single target or setting fire to flammable materials.

 

Antimagic Ray (Force): Fires a beam of disruptive energy that suppresses magical effects, weakening or dispelling enchantments on the target. If used on a target capable of casting spells, temporarily weakens the target's magical abilities.

 

Luminous Ray (Force): Fires a beam of intense light. The illumination provided is comparable to a very bright lantern, and can dazzle or temporarily blind a target if shone directly into the eyes.

 

Kinetic Ray (Force): Fires a beam of telekinetic force, pushing or pulling the target in any direction. Fine manipulation of objects is possible, but difficult.

 

Sonic Pulse (Force): Fires a cone of deafening noise from an eye. Creatures caught in the area of effect may be stunned, and brittle or crystalline materials may shatter if struck at close range.

 

Telepathic Transmission (Deep): Transmits a series of sensations to a single target within sight. The transmission may affect any or all of the target's senses, although the more complex a transmission is the shorter the time it can be maintained for.

 

Confusion Ray (Deep): Fires a ray that clouds a target's mind, rendering them more susceptible to suggestion and making it more difficult for them to act effectively.

 

Mystic Sight (Deep): The caster's eyes become attuned to magic for a short time, allowing them to ignore illusions and sense the properties of nearby magical auras.

 

Backstory:

 

Spawned in a tribe of gazers living in a remote section of the Abyss, Chadat Eye was rejected as an inferior mutant for their pallid, mottled grey colouration, and cast out to fend for themself. Chadat is still very young, only about two feet across and vulnerable to the many hazards of Exile. As such, they decided that their best hope for survival was to stay near the outer edges of civilisation, close enough to humanity that most nearby predators had been exterminated but far enough to hide and escape discovery.

 

Of course, then the Empire invaded, forcing groups of refugees to travel through formerly disused lands. One such group, in search of a place to rest, happened upon Chadat's hiding place in an abandoned farmhouse. Chadat, seeing themself outnumbered and at a serious disadvantage, placated the interlopers with promises to lead them to a cache of treasure if they spared Chadat's life. Chadat now reluctantly allows the refugees to share their hiding place, hoping that circumstances will force the refugees to move on before Chadat is forced to find some way to make good on their promise.

 

also: picture (linked for size)

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I'm going for a tank this time around.

Click to reveal.. (Yemirrr)
Yemirrr

Unfettered Male Nephilim Raider

 

Physical Description: Dark fur, large muscles, dark-colored eyes. Has tattered ears and a large scar from his left shoulder to his chest. Wearing ratskin pants and a small, tribal-reminiscent necklace. (If you've played BoA and seen the 5th nephil portrait, it'll give you a pretty good idea. Except with pants.)

 

24/24 HP / 10/10 STM

15 DEF / 12 WIL

5 SPD / 00/40 XP

 

Melee (Axes) - 5

Magic (Force) - 2

Thievery – 3

Athletics – 4

Perception - 2

Stealth - 2

 

Click to reveal.. (AXE TECHNIQUES (4))
BLITZ BARRAGE (1STM) – Unleashes a devastating and lightning-quick barrage of blows onto a target, doing elevated damage and either penalizing or outright stunning the victim for 1 round.

 

GRAPPLE BREAKER (1STM) - Counter-attacks an opponent that has grappled the character, adding the character's Melee skill and bonuses to their save versus the grapple. If successful in breaking the grapple, the opponent will take damage.

 

UNSTOPPABLE RAGE (1PD) – Goes into a berserk rage. All attacks gain a notable bonus to hit and do extra damage, at the cost of defense. The effects last until the end of the current battle.

 

WIDE CLEAVE (1STM) – As a full-round action, winds up and performs a massive cleaving attack, striking up to four adjacent enemies in one hit. Each additional enemy targeted inflicts a -1 penalty to-hit.

Click to reveal.. (FORCE MAGIC (2))
CHILL – Hits the target object with a burst of cold.

 

IMPULSE – Creates a short-range pulse of force. Does minimal damage as an attack, but is capable of throwing, knocking back, or deflecting enemies and objects. Additional stamina can increase the power of the force pulse or spread it out into a small cone of effect.

Click to reveal.. (INVENTORY)
Ratskin Pants – Pants stitched together from ratskins. There's a few pockets for storing things.

Bone Necklace – A necklace made of rat bones.

Battle Axe – A nasty-looking steel battle axe that Yemirrr wields one-handed.

Pack – A slightly-frayed pack that was looted off of an adventurer.

 

PACK

Dried Meat x6 – Portions of dried lizard meat.

Bread x5 – Loaves of bread.

Healing Potion – Restores missing HP.

Potion of Battle – Provides a boost to accuracy and defense for a short time.

Click to reveal.. (BACKSTORY)
Yemirrr was not a nice nephil. One of the few direct descendents of the infamous Ratbane clan, his parents had been cast into the abyss after his father had taken to recruiting bitter nephilim and trying to restart the clan, primarily by raiding caravans for food and weapons. Of course, this didn't actually stop once they were in the abyss; he continued raiding up to the day he was killed.

 

However, he had also been training his son, Yemirrr, in the ways of a raider. Very soon, the brutish and very-slightly magically talented nephil was hitting under-defended caravans and farmhouses alongside his father. And he was terrifyingly good at it, too. After his father passed, he continued raids, striking terror into anyone who traveled the countryside undefended.

 

His greatest moment came when an adventurer was hired to kill him; The adventurer foolishly assumed that he was dealing with an over-rated nephil bandit, and came under-prepared. He was soon given a rather fatal lesson; the training Yemirrr received from his father left him stronger and more competent than any normal nephil bandit. Claiming the adventurer's steel battle axe for his own, he became almost completely unfettered by societal moors. Might made right, and he started exercising that might over anyone who had the misfortune of crossing his path.

 

This continued until the day the Empire invaded. Yemirrr, remembering his father's tales of how the Empire had practically annihilated the Ratbane clan, decided that simply slamming up agains the full might of the Empire was foolish and futile. He quickly moved away, occasionally pillaging a farmhouse as he went but mostly staying on the move. Eventually, he found himself in the presence of several other refugees who had holed up away from the Empire.

 

And that's where things got interesting.

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My character:

Click to reveal.. (Albert)
Albert

Disgraced Empire Soldier / Caravan Guard

 

Physical Description: 31-year old human male, pale and disgruntled from years of living in the Pit.

 

 

HP 21/21

STA 10/10

 

Acrobatics 2

Artifice 3

Athletics 3

Composure 2

First Aid 3

Melee (Swords) 4

Perception 2

Missile (Archery) 2

 

Click to reveal.. (Melee TECHNIQUES (4))

Disarming Twist: A deft thrust that does no damage to the target, but instead attempts to dislodge an object from the target’s grasp.

 

Blitz Barrage: Pay 1 Stamina. Unleashes a devastating and lightning-quick barrage of blows onto a target, doing elevated damage and either penalizing or outright stunning the victim for 1 round.

 

Masterful Flourish: Instead of attacking, dazzle nearby foes with a display one’s martial skill; this functions as an enhanced intimidate check based on melee skill.

 

Hurricane Spin: Lashes out at multiple targets around the character, making attacks against each one. The character takes a penalty to defense the next round equal to the number of additional targets.

 

Click to reveal.. (INVENTORY)

Equipped

Iron Short Sword

Iron Buckler

Leather Cuirass

Leather Gloves

Leather Boots

Bronze Helmet

Cavewood Bow

 

PACK

Healing Potion x2

Stamina Potion x3

50 Coppers

13 Iron arrows

Click to reveal.. (BACKSTORY)

I never planned to be a “dissident.” One week, I was a “promising” young junior officer, fresh out of training. The next week, they were posting fliers in all the barracks, showing my face and the heading “traitor.” In between was my first mission…they said we had to stamp out some monsters, a band of “marauding” Nephils. But…they weren’t monsters, they…they were children. Even with all my training, I… Well, the Army doesn’t take kindly to those who don’t follow orders. And that’s how I wound up in the Pit. I’ve scraped by, escorting merchants the last few years. Looks like that’s over. Now I just want to get out of here. I don’t know if anyone in the Army will recognize an old “traitor” like me, but if they do…

 

One Missile Technique TBD when I get the chance.

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Here's what I have so far. I'll fill the rest out as soon as I think of something cool or useful or you know, whatever.

 

Also, subject to approval.

 

Click to reveal.. (Stats)
Lady Arabella of Felannis.

Human. Female.

Travelling Healer/Saleswoman.

 

HP: 14/14

ST: 10/10

 

Life Mg: 5

Composure: 4

Arcana: 3

Streetwise: 3

Melee: 2

 

Click to reveal.. (Techniques)
Step Right Up! (Composure): Grants a hefty bonus to Arabella's Composure score. When used on individual targets, the bonus is low, but with more listeners present Arabella's command of the audience increases.

 

Like the Back of My Hand (Streetwise): With a well-honed knowledge of finding the best marks in the city, Arabella is able, using backalleys and side-streets, to get herself (and her cohorts, when present) around the city without attracting any unwanted attention.

 

Flick Step (Melee): Does a quick slash or jab at a sensitive area; if it connects, it briefly staggers the opponent, enabling the character to disengage and move away that turn without provoking an AoO.

 

Click to reveal.. (Life Magic)
Arabella's Remedy: Restores health to an injured target.

 

Extraction: Caster is able to remove toxins or disease from a target. Physical contact is necessary, and more complex toxins, or those that have been left to spread, may require stamina.

 

Mark of Death: The target's life force is carefully drained, giving them the appearance of being at Death's door. Normally used merely for show, there is no danger of injury (or death) to the target unless the caster maintains the spell for an extended period, or doesn't use care and restraint when casting (for example, on an enemy) (has no effect on Undead creatures).

 

Click to reveal.. (Inventory)

Equipped

Dark hooded robes.

Black face mask.

Iron dagger.

Black girdle.

Various pieces of costume jewellery; beads, glass "jewels", string chains, etc.

 

Pack

4x Healing Potions

1x Stamina Potion

Ancient Spellbook

5 candles.

2 Gold, 3 Silver, 14 Coppers.

 

Click to reveal.. (Backstory)

Lady Arabella was originally born a Formellan, though she would shiv anybody who dared to suggest that to her face. She spent her childhood in Avernum, under the adoptive care of several priests, learning as much of their arts as her short attention span (and limited talents) would allow. It wasn't long after this, during her teenage years, that Arabella discovered her true calling in life: lying.

 

Very soon, she learnt that she could tell people something, anything, and they'd usually believe her. She could lay her hand on a cripple's leg, mutter some garbage, and he'd gladly give her money. She could sell the weakest strength tonic for several gold pieces more than most other people could sell a powerful one for. Using the little magic she knew, she always made sure to cast a little something, just to keep customers coming back for more, and soon, she become almost wealthy.

 

Of course, one doesn't usually enter the Abyss by choice. As well as being a liar, Arabella was also greedy, and a thief. Growing up with nothing but the charity of others to depends on the money she made was hoarded away, and the potions she sold were 'liberated' from the shelves of Avernite stores, or worse, army storerooms. She was performing her usual mix of promised miracles and minor magic one particular day, and had just placed her trademark spell upon a customer. Looking around, waiting for the perfect moment to remove the "curse" upon him in order to "cure" him, she spotted several soldiers pushing their way through the crowd towards her. Her concentration broke, and the soldiers arrived just in time to arrest her for murder.

 

Fortunately, she used her talents to reduce her sentence to banishment to the Abyss, where she began practising her trade again. Not long after, the Empire invaded, and fleeing from them, Arabella quickly found herself hiding out with a group of fellow refugees.

 

 

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Character:

Click to reveal..
Name: Pepper Grinder

Race: Human

Sex: Female

 

HP 10/10

STM 10/10

SP 5/5

 

Acrobatics: 2

Alchemy: 3

Arcana: 1

Material Magic: 6

Perception: 3

Stealth: 2

 

Spells:

Click to reveal..
Stone Warrior: Create a stone creature that fights for its summoner.

 

Earth Manipulation: Change stone into metal and metal into stone and shape it during the process.

 

Rock Maze: Reshape the ground to form a four foot tall spiked maze over an expanse of ground 30 feet long and 10 feet wide extending from the caster.

 

Stoneskin: Form the ground around a target and meld it to the surface of their body, allowing them to move and melee attack while coved with stone for 2 rounds.

 

Liquid Stone: Caster is able to tune a small spot of ground into a deep pool of liquid stone and the harden it once more.

 

Backstory:

Click to reveal..
While everyone was being thrown into Avernum, I chose to go. After hearing that Emperor Hawthorne had died I knew what was coming; the last scouring of the surface. One last call to be sent to Avernum and I am not one to miss out on such a great opportunity. Once in Avernum I spent a few months at the Tower of Magi but found it to be restrictive. I left for the Abyss and freedom. I never thought twice about my new home until the Empire showed up.

 

Inventory:

Click to reveal..
Thread worn brown robes and leather boots

2x Energy Potion

Two days worth of mushroom bread

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Originally Posted By: Trenton the uncreative namer.

Is that some sort of new experimental gazer that was drawn out?


that's not really what i was going for. in D&D, beholders have a naturally high mutation rate so you end up with all kinds of weird variation. also every beholder thinks that only beholders that look like themselves are "real" beholders and everything else is a mutant
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dude?.. i don't know what you got in your head but it's clearly not enough to think decently..

 

***RULE NUMBER ONE*** when you want to say or do something? keep it as simple as possible - it's like computer programming. if you write source-code, then you want other programmers to understand your code and not waste hours only to decypher ok?

 

***RULE NUMBER TWO*** everything you say or do MUST have a purpose. there should never be something only because it is... i took my time and i FULLY read your post.. it was horrible.. i didn't understand ANYTHING from your stupid aimhack "campaign" - you use such big words like "campaign" for a thing which is so small and stupid..

 

sorry about this, but i had to be honest - i always am. if you can't deal with my honesty? it's your problem

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MUMTAZ CLOSED-FIST, this thread is of value to the people it's intended for. If you don't understand or appreciate it, don't participate.

 

You've made three posts so far and all of them have been needlessly combative. Consider this an official warning from a forum moderator: tone it down.

 

EDIT: Upon checking your IP, you appear to be banned member mad_dog_killa so I'm just going to ban you again now.

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Dear sir or madam,

I've done my best, but I fear I cannot, in fact, deal with your honesty. At the first word I turned red and started to sweat. I fanned myself and clutched at my pearls to keep my cool, but soon I started to get dizzy. Finally, at the conclusion of your post, I fainted, and had to be revived with smelling salts.

 

My doctors have advised me not to attempt anything so rash again, and to expose myself to honesty in smaller, gentler doses until I have built up enough of a tolerance to handle pure, unadulterated honesty of the kind you typically display. As this is, as you noted above, entirely my problem, I will not be so presumptuous as to ask you to modify your posting style in any way. Instead, I will politely ignore you until such time as it is safe for me to read your posts. If I never respond to you again, please do not be offended, as I will be holding back purely for the sake of my health.

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Click to reveal..
Character:
Name: Pepper Grinder
Race: Human
Sex: Female

HP 10/10
STM 10/10
SP 5/5

Acrobatics: 2
Alchemy: 3
Arcana: 1
Material Magic: 7
Perception: 3
Stealth: 2
Stored Spells: 3


Spells:
Stone Warrior: Create a stone creature that fights for its summoner.
Earth Manipulation: Change stone into metal and metal into stone and shape it during the process.
Rock Maze: Reshape the ground to form a four foot tall spiked maze over an expanse of ground 30 feet long and 10 feet wide extending from the caster.
Stoneskin: Form the ground around a target and meld it to the surface of their body, allowing them to move and melee attack while coved with stone for 2 rounds.
Liquid Stone: Caster is able to tune a small spot of ground into a deep pool of liquid stone and the harden it once more.
Grind: Quickly erode a bit of stone or metal over a few seconds.

Inventory:
Thread worn brown robes and leather boots
2x Energy Potion
Two days worth of mushroom bread
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Click to reveal.. (Urgdnebbot)
Click to reveal.. (Character Sheet)
Name: Urgdnebbot
Occupation: Sellsword and Philosopher.
Race: Goblin
Alignment: Honor

HP: 24

Banked: 3 (+3)

Acrobatics: 3
Athletics: 4
Composure: 4 (+1)
Deep Magic: 3 (+1)

Melee(Swords): 5


Click to reveal.. (Abilities)
Dance(Acrobatics)(Free Slot) - Urgdnebbot twists, contorts, and tumbles her way past an enemy's defenses allowing for an unarmed attack, grapple, or maneuvering.
Unsettle(Composure)(Free Slot) - Urgdnebbot uses her unnerving nature to make anyone conversing with her nervous and off-balance, and inspire fear in any combat opponent.
Contempt(Deep Magic) - Urgdnebbot floods the targets' mind with the impression of their own inferiority, stunning them or compelling them to attack themselves.
Meditation(Deep Magic) - Urgdnebbot falls into a deep trance that allows her to wander around the surrounding area as an incorporeal, invisible spirit, but still capable of sight, hearing, and faint speech. Wandering to far risks becoming lost.
Wall of Thorns(Swords) - Urgdnebbot forgoes a direct attack this round, and instead retaliates against any enemy attacking her, riposting or at least parrying their attacks.
Disarm(Swords) - Urgdnebbot cunningly manipulates her blade to rip her opponents' weapon from their hands. Or maybe she just maims their hand. Who knows?
Neat Bifurcation(Swords) - Urgdnebbot focuses her entire being into a single slash, dealing massive damage to a single enemy or closely grouped cluster of enemies. She gives no regard to defense to do this, and is open to counterattacks on failure.


Click to reveal.. (Inventory)
Fine, Slender Blade
Empire Blade (Unmarked)
Simple Clothes
Empire Chainmail (Unmarked)
10 Gold
Paladin's Amulet (not worn)
8-year old sickly girl
Belt of rags and beads
Skillfully detailed headband


Click to reveal.. (Backstory)
Urgdnebbot was born to a goblin tribe in the cave near Cotra. She never grew to know her tribe beyond the vaguest memories, though, as they were wiped out by a group of adventurers almost before she could walk. Their leader, a paladin, saw him stumbling through the caves, crying for his mother, and couldn't find the heart to kill her or leave her to die.

So she brought the toddling goblin back to the city with her, where she used her status and wealth as a successful adventurer to protect and provide for her adoptive daughter, training her to be both skilled and civilized. Urgdnebbot embraced - and perhaps even improved upon - her mother's powerful sense of honor, though she never accepted her gods. Instead, her position in the society of Avernum led him to lengthy wanderings through his own mind and the minds of others, growing to understand them in ways that few others ever could. But where she truly excelled under the paladin's tutelage was in martial training - she became an artist with a blade, mastering all aspects of combat, martial and philosophical. Physically fit though not physically imposing, it is through her skill with a sword that she keeps herself alive and to which she devotes her life.

Her mother died, eventually, as adventurers are wont to do, and her protection disappeared. Eloquent and proud, she was not officially sentenced to death, though more than a few tried to take the matter into their own hands. Instead, she was sent to the Abyss, with the secret hope that she would die there, or at least never return.

Of course, she did not. She begged in Bargha for a long while, until the rumors her martial prowess reached the right people. The Abyss has no shortage of people that simply don't care, and some of them simply didn't care that Urgdnebbot was a goblin, so long as she could fight. She survived in a more comfortable manner from then on, with a small home and some gold.

She had learned of the Empire, of course, and knew of their stance towards non-humans. She had kept herself free of ties that would have left her honor-bound to the dishonorable denizens of the Abyss, and so felt no shame when she fled to the west, away from those would would seek not only her death, but the genocide of her entire race.
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Yay, 10 XP! Also, a new spell that's basically elemental ward, with a slight twist. (Approved!)

Click to reveal.. (Yemirrr XP-50)
Yemirrr

Unfettered Male Nephilim Raider

 

Physical Description: Dark fur, large muscles, dark-colored eyes. Has tattered ears and a large scar from his left shoulder to his chest. Wearing ratskin pants and a small, tribal-reminiscent necklace. (If you've played BoA and seen the 5th nephil portrait, it'll give you a pretty good idea. Except with pants.)

 

26/26 HP [+2] / 10/10 STM

16 DEF [+1] / 13 WIL [+1]

5 SPD / 01/50 XP

 

Melee (Axes) - 6 [+1]

Magic (Force) - 3 [+1]

Thievery – 3

Athletics – 4

Perception - 2

Stealth - 2

 

Click to reveal.. (AXE TECHNIQUES (4))
BLITZ BARRAGE (1STM) – Unleashes a devastating and lightning-quick barrage of blows onto a target, doing elevated damage and either penalizing or outright stunning the victim for 1 round.

 

GRAPPLE BREAKER (1STM) - Counter-attacks an opponent that has grappled the character, adding the character's Melee skill and bonuses to their save versus the grapple. If successful in breaking the grapple, the opponent will take damage.

 

UNSTOPPABLE RAGE (1PD) – Goes into a berserk rage. All attacks gain a notable bonus to hit and do extra damage, at the cost of defense. The effects last until the end of the current battle.

 

WIDE CLEAVE (1STM) – As a full-round action, winds up and performs a massive cleaving attack, striking up to four adjacent enemies in one hit. Each additional enemy targeted inflicts a -1 penalty to-hit.

Click to reveal.. (FORCE MAGIC (3))
CHILL – Hits the target object with a burst of cold.

 

IMPULSE – Creates a short-range pulse of force. Does minimal damage as an attack, but is capable of throwing, knocking back, or deflecting enemies and objects. Additional stamina can increase the power of the force pulse or spread it out into a small cone of effect.

 

DISPERSION – Creates a temporary shield around the target tuned to a specific element or form of energy (heat, electricity, cold, etc.), deflecting and dispersing it into the recipient's surroundings. This reduces its damage/effects while also potentially dumping it into nearby creatures or objects. Stronger castings can disperse greater amounts of energy, and multiple energy types can be shielded against at 1STM per additional type.

Click to reveal.. (INVENTORY)
Ratskin Pants – Pants stitched together from ratskins. There's a few pockets for storing things.

Bone Necklace – A necklace made of rat bones.

Battle Axe – A nasty-looking steel battle axe that Yemirrr wields one-handed.

Pack – A slightly-frayed pack that was looted off of an adventurer.

 

PACK

Dried Meat x6 – Portions of dried lizard meat.

Bread x5 – Loaves of bread.

Healing Potion – Restores missing HP.

Potion of Battle – Provides a boost to accuracy and defense for a short time.

Industrial Axe - A heavy axe meant for industrial use.

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Originally Posted By: Sarachim
Dear sir or madam,
I've done my best, but I fear I cannot, in fact, deal with your honesty. At the first word I turned red and started to sweat. I fanned myself and clutched at my pearls to keep my cool, but soon I started to get dizzy. Finally, at the conclusion of your post, I fainted, and had to be revived with smelling salts.

My doctors have advised me not to attempt anything so rash again, and to expose myself to honesty in smaller, gentler doses until I have built up enough of a tolerance to handle pure, unadulterated honesty of the kind you typically display. As this is, as you noted above, entirely my problem, I will not be so presumptuous as to ask you to modify your posting style in any way. Instead, I will politely ignore you until such time as it is safe for me to read your posts. If I never respond to you again, please do not be offended, as I will be holding back purely for the sake of my health.

*clap*
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Click to reveal.. (Character!)
Arwel Laserie - Vengeful Human Female (Sylae)

PHYSICAL DESCRIPTION------------------------------------------------------------
22 years old, muscular, average appearance. Skin is too tanned for her to have been born and raised in Avernum.


STATISTICS----------------------------------------------------------------------
HP - 20/20
STM - 10/10

DEF - 3
WIL - 3

XP - 0/50

Melee (Pans) - 3

Athletics – 4
Perception - 3
Stealth - 2
Streetwise - 4
Composure - 3
First Aid - 2
Acrobatics - 2
Artifice - 2

TECHNIQUES----------------------------------------------------------------------
Click to reveal..
Panhandler - Arwel two-hands her frying pan, using it as a makeshift shield to block an attack.

Cookin' Grits - Arwel flings dirt (or a similar material) at an enemy, obscuring its vision.

Breakfast is Served - Arwel sneaks up behind an enemy and delivers a powerful blow to the back of the enemy's head.

Cast Iron Fury - Arwel enters a martial trance, repeatedly striking enemies with her frying pan. However, this leaves her vulnerable and open to attack.

INVENTORY-----------------------------------------------------------------------
Click to reveal..
Cast iron frying pan - For cooking, but serves just as well as an efficent form of justice.
Tunic - Like pants for your chest!
Pants - Like a tunic for your legs!
Gold [2] - Money makes the world go 'round
Pack - Useful for putting stuff in
-Spare change of clothes - Because even fugitives have to change once in a while
-Bar of soap - Useful for cleaning blood off of yourself. Or your pan.
-Mushrooms [2] - Avernum's finest variety of cave mushrooms
-Loaves of Bread [2] - At some point this was fresh-baked. Could probably serve as a makeshift club.


BACKSTORY-----------------------------------------------------------------------
Click to reveal..
For five years, Arwel Laserie has lived in this pit.

Five long yaers, she hasn't seen the sun.

These five years have felt like an eternity.

It had all started one fateful afternoon, when a company of Empire soldiers passing through had stayed the night in in the village. The local barracks hadn't been large enough to house the transient group, so it had come upon the townspeople to quarter and feed the troops. Late winter, and the harvest had been poor. Times were hard enough without the greedy mouths of the Empire's finest. But the townsfolk made do, the mayor emptying the coffers to pay for food from neighboring villages.

But the officers, they couldn't settle for the mere hovels the townsfolk lived in. No, they demanded housing in The Harper and Candle, advertised as the finest establishment outside of city walls. Arwel and her father had complied with the mandates, just as the rest of the townspeople. But unlike the townspeople, they had to deal with the officers, the glorious leaders of the Empire's soldiers.

The company stayed in town for three days, tired soldiers putting off their travels as long as possible. The officers enjoyed their free board at the inn, every night it was more ale, more food, more of everything. Soon enough, though, on that fateful third night, one officer demanded much more than ale and food.

Arwel didn't remember what had happened, the only memory she has of that night is her, alone, stadning in ashes among the ruins of the smoldering inn, her hand faintly clutching a cast-iron frying pan at her side. Empire soldiers running towards the chaos, towards her. A mixture of grease and blood slowly dripping from the black metal. She felt the pan slide from her weak grasp, falling towards the ground. Towards Avernum.

Five years, in the pits of Exile. Then, out of the blue, the Empire invaded. Memories pouring forth, no longer restrained by the years of work, building a living for herself in Bargha. The city was occupied before Arwel could escape, she'd had no choice but to carry on life as normal. But all that changed when an Imperial commander walked in. Another inn, another place, but the same man. The man who stole her life. Arwel knew she'd never see the sunlight again. But neither would he.

Inside the inn, tables of Avernites dead silent as the man fell to the ground. None of them moved a muscle as he landed, blood flowing from his crushed skull, flowing across scars five years old. What was started then was finished today. The faces stared, and suddenly it hit her. There was no going back now. Her only hope would be to make it outside the walls before the gates were closed. From there, who knew?

All she knew was that the true battle had only just begun.
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Hey guys, it's the log for Session 1!

 

Originally Posted By: quotes!
Albert: "Oh look, the Empire politely invites you to surrender so that they don't have to work as hard to kill us."

 

Yemirrr: "So, what'rrre we doing with the lizards? Are we eating them?"

 

Chadat: "There is no need for you to be concerned, travellers. Our food supplies are adequate and we have no need to devour you at this time."

 

Arabella: "You probably want to stamp that out while you still have one good leg."

 

Pepper: "I am, umm, sorry that I am, ermm, a fugitive." I say to the broken leg man.

 

Urgdnebbot: "There is no safe place in the caves."

 

Remember, session 2 is this Wednesday, the 28th, at 8PM EST! Also, Nikki, you still need to level up Arabella.

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session's over! we lived! well, i mean, the party did at least

 

level up

 

Click to reveal..
Name: Chadat Eye

Race: Gazer

Occupation: Mascot

Alignment: Spiteful

 

HP: 1/10

Stm: 4/10

Spd: 5

 

Force Magic: 7

Deep Magic: 5

Nature: 4

Perception: 3

Arcana: 1

Spare Skill Points: 2

 

aaand new spell

 

Click to reveal..
Watchful Warding (Force, 1 STM): Projects shields of force from several eyes all around the caster, deflecting physical and elemental attacks. For the duration of the spell, the caster uses their Force Magic skill in place of Melee, Missile or Acrobatics to calculate physical defence. May cost additional stamina to maintain for more than a few rounds.
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Yemirrr: Unfettered. Deadly. Getting another point in axes. (And also in perception and stealth). Oh, and a new martial technique that at the moment is only tentatively approved.

 

EDIT: Swapped out questionable technique for one a bit saner to balance and judge. And it's approved!

 

Click to reveal.. (Yemirrr, XP-62)
Yemirrr

Unfettered Male Nephilim Raider

 

Physical Description: Dark fur, large muscles, dark-colored eyes. Has tattered ears and a large scar from his left shoulder to his chest. Wearing ratskin pants and a small, tribal-reminiscent necklace. (If you've played BoA and seen the 5th nephil portrait, it'll give you a pretty good idea. Except with pants.)

 

10/28 HP [+2] / 7/10 STM

17 DEF [+1] / 13 WIL

5 SPD / 01/50 XP

 

Melee (Axes) - 7 [+1]

Magic (Force) - 3

Thievery – 3

Athletics – 4

Perception - 2 [+1]

Stealth - 2 [+1]

 

Click to reveal.. (AXE TECHNIQUES (5) +1)
BLITZ BARRAGE (1STM) – Unleashes a devastating and lightning-quick barrage of blows onto a target, doing elevated damage and either penalizing or outright stunning the victim for 1 round.

 

GRAPPLE BREAKER (1STM) - Counter-attacks an opponent that has grappled the character, adding the character's Melee skill and bonuses to their save versus the grapple. If successful in breaking the grapple, the opponent will take damage.

 

UNSTOPPABLE RAGE (1PD) – Goes into a berserk rage. All attacks gain a notable bonus to hit and do extra damage, at the cost of defense. The effects last until the end of the current battle.

 

WIDE CLEAVE (1STM) – As a full-round action, winds up and performs a massive cleaving attack, striking up to four adjacent enemies in one hit. Each additional enemy targeted inflicts a -1 penalty to-hit.

 

SHATTER STRIKE – As a full-round action, delivers a savage strike against an enemy, targeted to harm both the enemy and a specified item; a successful hit will, depending on the targeted item and strength of hit, either damage the item (reducing its effectiveness) or destroy it beyond usability (although not necessarily beyond repair). Magical items are far more resistant to the sundering effect. This technique can also be used outside of combat to provide a bonus to breaking an inanimate object when using the appropriate weapon type.

Click to reveal.. (FORCE MAGIC (3))
CHILL – Hits the target object with a burst of cold.

 

IMPULSE – Creates a short-range pulse of force. Does minimal damage as an attack, but is capable of throwing, knocking back, or deflecting enemies and objects. Additional stamina can increase the power of the force pulse or spread it out into a small cone of effect.

 

DISPERSION – Creates a temporary shield around the target tuned to a specific element or form of energy (heat, electricity, cold, etc.), deflecting and dispersing it into the recipient's surroundings. This reduces its damage/effects while also potentially dumping it into nearby creatures or objects. Stronger castings can disperse greater amounts of energy, and multiple energy types can be shielded against at 1STM per additional type.

Click to reveal.. (INVENTORY)
Ratskin Pants – Pants stitched together from ratskins. There's a few pockets for storing things.

Bone Necklace – A necklace made of rat bones.

Battle Axe – A nasty-looking steel battle axe that Yemirrr wields one-handed.

Pack – A slightly-frayed pack that was looted off of an adventurer.

 

PACK

Dried Meat x6 – Portions of dried lizard meat.

Bread x5 – Loaves of bread.

Healing Potion – Restores missing HP.

Potion of Battle – Provides a boost to accuracy and defense for a short time.

Industrial Axe - A heavy axe meant for industrial use.

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