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Afrpfg

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After finishing his drink, Cain notices the time and retires to a couch, propping his hat over his eyes. As he drifts to sleep he ponders over today's events and wonders what is in store for tomorrow.

I'll probably be banking my PP for now, if I understand right, if we have W:5, we'd need 18 PP to upgrade it to W:6? That's how I understand it at this point.
 
@9to5
You are correct the PP to next level would go like this
new rank - PP needed
2-6
3-9
4-12
5-15
6-19
7-21
8-24
9-27
10-30
11-33
12-36
and so on at this point there is no limit to how high a skill can go but progress will slow over time of course.
 
Danforth takes you to the wharf and to where his boat is docked. Again you hear the sounds of the sea and now with it being early in the morning, most of you nursing hangovers, it is a loud bustling place. Two ships have just docked and are unloading cargo. Another ship is being loaded. Danforth takes you to his ship
 
@Yeahha
How much PPs required to raise an attribute ?
About Magic skills
How will I raise it using PPs ?
 
@karan
Raise your willpower (21 PP) to 7 then you will gain 2 additional skill points to distribute
 
@yeahha

I am using elemental lightning .
I am assuming two basic spells .
Lightning Bolt (Damage )

and Lightning Shield (It gives other characters(affects only one) enhanced damage, a chance to stun on attack and a chance that enemy 's metallic hit will backfire for two turns )
 
@karan
that sounds fine, bolt can have a primary target if it hits it can have a secondary target at half damage. shield give an addition 5 points of damage upon a successful melee strike by the target, if the target is hit in melee there is a 50% chance (my roll) that the person who struck the target is hit for 1 to 5 points of damage, if they are they are stunned for 1 turn and can not attack, they can move, 10% chance the attacker drops their weapon and falls to the ground for 2 turns.

sound okay?

@all
I have updated post 5 with damages for weapons currently in the game and armor/AC info as well.

@karan edit
the damage amount of bolt is 10 per charge used and shield is 5 per charge used so if you put 3 charges in the lightning bolt it would be a 20 to 30 strike
 
@Yeahha
Also I am thinking of Necromancy (level 2) as well
Options :

Dark Gift : The other character has 60 p.c chance to kill enemy in one strike (L1)(support)
spider's web : makes the entire enemy crew miss a turn (L1)(support)
Weaken : the unit loses health and armor (L1 ,offense)
.
Parasite : Enemy loses health per turn (L2)(attrition offense)
Black Spider Pair :A pair of Black spiders are summoned for three turns (L2 Summon)

@all
update your inventory in the character post for quick view ..

@marc,agentc13
Probably think of some spells since both of you are arcane fire casters before battle .
 
@Yeahha
Sorry, this spell list is huge. Let me know what is good and what isn't. I will just list a name and you can figure out the exact mechanics (unless I specify for some)...

Fire:
Fireball (travels from one spot to another, conal type spell)
Wall of Flame
Rain of Fire (aoe)
Burning Hands
Combustion (setting something on fire)
Fire Shield
Fire Trap
Flame Blade (specify type)
Flaming Sphere
Scorch
Slow Burn (damage over time spell)
Ring of Fire

Evocation:
Battering Ram
Force Field (aoe shield/wall)
Force Shield
Force Hammer
Forceful Grasp (snare type ability)
Floating Disc
Forcewave
Magic Missle(s)
Slapping Hand
Wall of Force (movable force field?)

More to come
 
@Yeahha
Abjuration:
Absorb
Alarm (like a magic security system? Area effect)
Anti-magic Shield
Arcane Lock (lock something with magic)
Break Enchantment
Resist Element (type)
Dispel Magic (type)
Counterspell (like a spell rebound type thing)
Hand of Freedom (snare removal)
Hide Path
Obscure Object
Remove Curse
Remove Fear
Spell Immunity (type)

Alteration (I saw this as like an illusion type magic, if you had other ideas please allow me to pick that instead):
Blur (sort of making people not notice details of something without realizing that they don't see them)
Change Appearance (other)
Decoy Image
Disguise Self
Mislead
Programmed Image
Project Image
Cloak of Shadows (hides one in shadows)

That should be good for now, let me know what fits and what isn't appropriate. :D.
 
@karan
Necromancy
Dark gift: Player casts spell to ready it, next turn if the player has a successful melee attack there is a 10% chance to kill the target (for each charge used the % to kill raises 10 % max 99% chance using 10 charges)
Spiders web: 1 target per charge used is disabled for 1 turn
Weaken: Target loses 1-5 health and 1AC per charge used for 1 turn per charge used.
Parasite: Target loses 1-5 health per charge used for caster gains health lost by target
Black spider pair - this would be a nature spell

Healing
Mass healing- Heals every party member 1-2 HP per charge used caster is unable to exclude party members from effects
Healing - Heals target 1-10 per charge used

Those look fair to me I made the necro a little weaker per charge but it makes you better at combat. You also have the highest damage melee weapon in the party

@AC13
Good lord man! Can you narrow it down a little :o I'm gonna cross a few since those would be reserved for other schools

Fire:
Fireball (travels from one spot to another, conal type spell)
Wall of Flame
Rain of Fire (aoe)
Burning Hands
Combustion (setting something on fire) (if used in a non-combat situation it would be a universal spell "create fire" if you are lighting an campfire or the like)
Fire Shield
Fire Trap
Flame Blade (specify type)
Flaming Sphere
Scorch
Slow Burn (damage over time spell)
Ring of Fire

Evocation:
Battering Ram
Force Field (aoe shield/wall)
Force Shield
Force Hammer
Forceful Grasp (snare type ability)
Floating Disc
Forcewave
Magic Missle(s)
Slapping Hand
Wall of Force (movable force field?)

Abjuration:
Absorb
Alarm (like a magic security system? Area effect) Reserved for Protection for divine casters
Anti-magic ShieldReserved for Protection for divine casters
Arcane Lock (lock something with magic) Reserved for Protection for divine casters
Break Enchantment
Resist Element (type) provides 5 resistance to selected element per charge used for 3 turns
Dispel Magic (type)
Counterspell (like a spell rebound type thing)
Hand of Freedom (snare removal)
Hide Path
Obscure Object
Remove Curse
Remove Fear
Spell Immunity (type) too close to resist magic would be too powerful you could make it Resist Magic (school) provides 5 resistance to selected element per charge used for 3 turns

Alteration (I saw this as like an illusion type magic, if you had other ideas please allow me to pick that instead): Nope I was thinking this creates temporary physical on physical objects, the "illusion" school is used for illusions. Your spell list looks like an "illusion" school spell list if you want you can change.

Blur (sort of making people not notice details of something without realizing that they don't see them)
Change Appearance (other)
Decoy Image
Disguise Self
Mislead Not sure how this is an illusion if you have a good description I may take it ;)
Programmed Image
Project Image
Cloak of Shadows (hides one in shadows)

Let me know what you think :D
 
"Seems like a decent setup."
(Winks slyly at Danforth)
"You have any inside info on security at the director
 
Danfroth to Smith "With that letter Cain has you will be able to get into the church and Leonard will have more items for you to get into the embassy you can take this" Danforth hands you an envelope with 500 GC contained.

@AC13
Lets both keep track of it, you could put it on your character sheet I will keep it in my character sheet doc as well just in case I figured everyone would bank them for now ;)
 
@Yeahha
I revised the spell list a bit, added explanations. If you can figure numberwise what makes them balanced, it would be great :D. Also let me know if you think some would require a higher level magic skill.
Fire:
Fireball (travels from one spot to another, conal type spell, immediate damage, can affect multiple targets)
Wall of Flame (self explanatory, damaged if walking through it)
Rain of Fire (immediate damage to multiple targets in an area. )
Burning Hands (hands on fire, touching others causes damage. Lasts e rounds?)
Create Fire (non-combat) (could this be used on an object while in combat? Not a person.)
Fire Trap (set up on ground, when triggered causes fire damage)
Flame Blade (creates temporary blade of fire, type of blade specified used in melee combat)
Flaming Sphere (a contained ball of fire, can be used as a light, also can be thrown, when hitting an object it causes fire damage)
Slow Burn (damage over time spell)
Ring of Fire (like wall of fire, but in a circle, can be used as a trap, for imprisonment, damaged if walked through)

Evocation:
Battering Ram (invisible force to break doors/walls/etc)
Force Field (aoe shield/wall)
Force Shield (individual shield of pure force)
Force Hammer (like a smaller battering ram spell)
Forceful Grasp (snare type ability, think of an invisible hand closing around someone)
Floating Disc (self explanatory, could fit 1-5 people?) (maybe a single person version for lower level skill, higher level skill would hold more people?)
Magic Missle(s) (invisible magic bullets larger caliber .50? Larger? Maybe like grenade size)
Slapping Hand (basically an invisible hand slap, good for gags :p)
Wall of Force (movable force field?)

Abjuration:
Absorb (absorbs a spells effect)
Break Enchantment/Charm (self explanatory)
Resist Element (type) provides 5 resistance to selected element per charge used for 3 turns
Dispel Magic (dispels a magic effect, like a damage over time spell or a debuff)
Counterspell (like a spell rebound type thing)
Hand of Freedom (snare removal)
Hide Magic (hides evidence of magic)
Obscure Object (Hides an object from magical, and normal, scrutiny)
Remove Curse (self explanatory)
Remove Fear (self explanatory)
Resist Magic (school) provides 5 resistance to selected element per charge used for 3 turns

Illusion:
Blur (sort of making people not notice details of something without realizing that they don't see them)
Change Appearance (on others)
Decoy Image (makes a stationary decoy, can move itself a bit but not walk/travel)
Disguise Self (self explanatory)
Programmed Image (makes an image that repeats when triggered, or on a timer)
Project Image (makes a copy of one's self that you can project in the distance, within 1 mile?)
Cloak of Shadows (hides one in shadows)
 
Looking around the boat, "It is bigger than I thought it'd be," Cain says to no in particular.
Looking back at Danforth, "So, these SD cards, how many should there be? I'm a little hazy of the details - that chromium really hits the spot," Cain says with a cheap smile.
Updated my character sheet with inventory and pp
 
@everyone
"Unless this thing has SONAR/RADAR we ought to stay above deck while travelling in case we run into any of those pirates. Or at least have someone set up as a lookout. I didn't drink much, I can handle the first watch after we set off."
@Yeahha
how far do we need to go by boat, I have no idea of the setting here. I know Karan was working on a map. From my character history I should have at least a vague idea. If it isn't far I will ammend my RP a bit.
 
Danforth to Cain "Yes it is a nice size boat but it is a little dated. I am not sure how many SD chips there will be but Leonard should have more information when you see him"

Danforth to Smith "There is sonar and a siren to alert all crew of any issues. You can see the sonar in the Control deck and set off the alarm having someone up there and awake at all times is needed"

@AC13
You know it takes between 4 to 7 days depending on the weather

@karan
yes it did and that would throw a kink in the plot I had worked out
 
@all
I can't have marc log off to progress to the next part of the story I know I said 12 hours so if he doesn't log in by 2:15 or so I will post the next story part and resume when I get to work
 
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