The Warring States of NPF

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Gorefiend 02-23-2005 08:16 PM

Just tohught I'd let everyone know, RangerAidan has edited the whole list into his previous post. THis post is especuially designed for those like me who check the suscribed threads list adn assume anything not on it has not been updated.

Also, please post up in a new post next time. For the sake of idiots like me....
And, I hope the test went well.

Hurry up with those focus abilities!!! They're my terrain. I need them!!!

RangerAidan 02-24-2005 02:07 AM

At Long Last!
 
The rest of them + the last scores:

[B]DMF abilities[B]:

Divinity-linked abilities
Aura: A passive ability intrinsic to all those of potent faith, it is the natural emanation of one's inner goodness or holiness, and can never be fully blocked, merely suppressed. It appears as anything from a dim halo to a brilliant light streaming from the source, to those attuned to it (demons, holy men/women, undead). As its potency increases, it can deal damage to any evil in the vicinity. Useable only by The Found creed.
D Score: potency of ability
0 : Not present

5 : Dim halo, merely denotes presence of faith

10 : Fairly bright light streaming from character,
can stagger weaker undead and sting the
eyes of lesser demons
15 : brilliant emanation visible for several
hundred yards that can blind lesser demons
and undead, as well as affect the vision of
evil humans and stronger demons

*Auras are as well unique to their users. When you put up your skill sheet, describe its look and effects in detail by the use of the guidelines above.



Smite: Though the details of its effects vary with the warrior, this allows the faithful to call on the power of light to lend incredible strength to his attacks. All weapons borne by the warrior may be affected by this power, which increases in time, potency, and spectacle with a higher D score. This ability may be used for (2 minute/day)x(Spirit score) Only useable by those of The Found creed.
D Score: potency of ability
0 : Unable to use

5 : Unable to use

10: Doubles strength of attack
(>12)+1 special effect
(=14)+2 special effects
15: Triples strength of attack, +3 special
effects
*As said above, the exact effects vary with the individual warrior. Depending on your score, you may have up to 3 effects while smiting. Define your effect(s) when you put up your skill sheet.


Blessing: A passive ability of the divine, this confers increased physical toughness, mentail clarity, and spiritual resistance.

D Score: potency of ability
0 : Not present

5: Wounds heal faster, resistant to infection

10: As above, but bones mend
within 2 weeks + enhanced
mental clarity (focus +1)
resistant to fear effects

15: As above, but all nonlethal injuries
fully heal within 5 days +enhanced focus (+2)
+ spiritual resistance to posession and telepathy
+ soul isolation from human mages

*available to all characters


Mysticism-linked abilities:
Casting: The limit to which one's spirit may capture the now emergent force of magic to one's ends. As more magic is used, the spirit is drained according to the strength of the spell, and must thus be used juidciously.
-Spellcasting per day will be done on a power point system. Max Power points are determined by (M score)x1.5[round up] + spirit bonus. Useable by The Wayward creed only
Spirit bonus table:
1= -3
2= -1
3= 0
4= +1
5= +3
M Score: Potency
0: No casting ability
(4) cantrips
5: minor, self-affecting spells only (protective)
(7) (resistance)
(9) (attack power enhancing)
10: single target spells available
(12) (enchantment)
(14) (multi-target)
15: Area effect & crowd control spells available

*A Wayward, as a sorceror, must create his own spells. You may know a number of spells equal to 1/2 your M score. When you put up your skill sheet, define your spells in detail and I'll give them power point cost if they're reasonable.

Energize/Ennervate: Magical energy from the environment may be channeled directly into a living target by a sorceror for the purpose of instantly healing or harming it. The degree of damage or healing done depends on the amount of power points expended. Useable only by characters with a spirit score of 10 or above.

PP used: damage effect
/Healing effect
<4: 2nd-3rd degree burns on contact area
/healing small cuts and sanitizing wounds
5-10: muscle & ligament damage, ranging from swelling to tearing (extremely painful)
/healing deep punctures, lacerations, & infections
10-20: moderate to serious deep tissue and organ damage, severe burns
/remove deeply embedded objects, repair serious internal bleeding & damage
>20: Depending on the situation and the amount of points spent, damage could be instant death, and healing could be reviving a very recently dead character. It be up to me, yar.

Spirit charge: As magic is used, the strength of the spirit wanes and can only be fully replenished by a good night's sleep, though, in times of danger, this ability kicks in and can replenish up to 4 PP per minute via ambient magical energy, up to no more than 5 less than one's max PP.
5: 1 PP/minute

10: 2 PP/minute

15: 4PP/minute

I'll generally say in each of my posts how much time has passed. If I don't, ask me.

Focus-linked abilities
Transcendence: Through the Lost's powerfully creative psyche, one of this creed is able to press his body beyond the perceived, and eventually, physical limits placed upon it by the laws of physics. The effects are varied and can range from enahnced speed and endurance to gravity-defying acrobatics and psychic abilities. It is very draining on the character, but confers enhanced recovery speed when not in use. Useable only by The Lost creed.
F score: abilities availible
5: quickened reflexes, enhanced pain resistance, enhanced endurance

10: as above + unnatural reflexes and pain tolerance to the level of ignoring a
bat to the stomach + can hear some thoughts as whispers when concentrating + 1/2 personal gravity*+ hardened body**

15: as above+ precognitive ("spidey sense") reflexes+ immunity to pain + read thoughts when concentrating + 1/4 personal gravity* + stone body**

*Personal gravity is the effect of the Earth's gravity on the individual charcter. 1/2 means that you are only affected as though the force of gravity were 1/2 that it really is.
**hardened body is the resistance of your body to breakage when striking and being struck. Basically lets you punch through walls and take a few more licks before your heart stops its tick

unholy knowledge: Though the Lost lack faith, they are good at heart, and can use this fact to their advantage though use of their psychic abilities to pry into the planar haze connecting a demon to this plane. A powerful character can do anything from learn its true name to instantly banishing it back to hell. This ability is draining and usually always harmful to the character, and requires every bit of focus he has. Useable only by the Lost creed.
5: Nothin' doin'!

10: Cut the link, rendering a demon unable to harness supernatural abilites. Character's eyes begin to bleed
(13) can know the Demon's true name* Eyes and ears bleed, intense headache
15: Banishment** pain as above, with fingernails bleeding, body begins to steam as hell attempts to channel itself into the character as he opens wide a portal beneath the demon, casting it permanently back to the pit

*Calling a Demon by its true name harms it as though a 1000 watt amp blew the compiled works of Fear Factory into its ears, through a 30 inch speaker at max volume...in an instant.
**It's risky and requires at least a full minute of concentration.

The damage to the character increases with each successive use, and can only be reset by a good night's sleep and full healing.

ALL CHARACTERS: For those stats that don't seem to mean anything now, behold
if you ain't Lost, but have a decent F score (8-12), you are clearer headed and can keep track of things much more effectively, that and you enjoy greater concentration skills and a more highly evolved sense of impending danger. Basically, your gut feelings are almost always (80%) correct. You are less likely to be interrupted in any action (casting, anyone?) as well as have a higher pain tolerance.


-Now that you've read all of these, look at all the abilities that apply to your character and post your ability sheet as indicated. When those start coming in, I'll answer any questions you have. Now would also be a good time to get your equipment finalized.


PS> the last scores!

Pyros: I'll do it!
Creed: Wayward
F-3/D=9
S-4/M=14
A-1/F=4

Phobic:
He's too apathetic. Last chance, now. You don't have to be a Holy Rolling crusader, but you need a reason to fight, don't you?

Mintaro 02-24-2005 02:23 AM

I have a question, is Aura available to everyone, or just the found. because if its anyone than the founds only unique ability is smite (not that it isn't kick ass), while the wayward get Spells to themselves and the Lost get transcendence and unholy knowledge. Or am I just totally reading this wrong.

Phobic 02-24-2005 02:44 AM

Its not that the character is apathetic, he just doesn't know what to do. For now he tries to save himself, and help those he can. If he knew there were people fighting back, he'd be there. He wants the world to be a better place, but can only contibute in ways he knows of, all he needs is to be introduced to a way of finding others who resist. Once he finds them, he'll be on the front lines.

Inbred Chocobo 02-24-2005 07:57 AM

When the hell am I going to get scores? Did I forget to fix something or what?

RangerAidan 02-24-2005 12:42 PM

Phobic: Ok, that's what I needed to hear. Hope you understand my concern.
Creed: Lost
F-3/D=11
S-1/M=5
A-4/F=13
I'm giving you a D bocus because your faith is concieved of something entirely differnent than the normal

Chocobo: I did say you'd get some, didn't I?
Creed: Wayward
F-1/D=4
S-4/M=15
A-3/F=9

And thanks for reminding me, Mintaro, I had originally intended for the Aura to be a Found ability only. Kinda slipped out with the rest of everything that let before my test. I have edited that in, but for reference, Aura is only useable by the Found creed.

Note that all scores are subject to change over the course of the RP, depending on awesome (or reprehensible) things that you do.

Note also that your NPC will be posted soon. BUt he'll be more of a PC than most NPCs, just another member of the group, not having any special knowledge. That will be left to the real NPCs, if that makes sense.

TheBlindMime 02-24-2005 12:57 PM

I'll just try my hand at some spell creation.

Golden Bullet(Enchantment):Shaun has learned that having some power at the ready is always a good idea. And with this spell he has just that, Shaun can enchant any bullet to discharge all of the energy he put into it on contact. After the spell is cast the bullet also appears to be made of gold but holds its initial properties.

Golden Gun(Attack Power Enhancing): Instant transference of energy into his gun that will add to the power of his shot. This spell is instantaneous and any energy disperses if the gun isn’t immediately fired. The drawback of this spell is that the first few spirit points put into it are wasted in the discharge of the gun while the rest add to the bullets power.

Faith of the Faithless (Protective): Shaun fears nothing and with this spell he makes sure it stays that way. After casting this spell for a half hour Shaun is immune to the effects of fear.

Leap (Protective): The spell enhances any jump that Shaun attempts. With this power he is able to make incredible leaps and bounds. This spell can also be used to safeguard against long drops as well, if there is something solid to land on anyways. (Think howlers in half-life 2.)

Silver Knuckles (Attack Power Enhancing): Channeling energy into his fists before he strikes Shaun has learned to do extra damage with his punches, its effects are just as crippling to evil creatures as a weapon made of silver.

Healing Hand (Single Target Heal): It’s a healing spell... who would have guessed it with that title. Shaun touches the person and they are healed.

Knights Armor (Protective):Shaun creates a magical armor to protect himself. It acts like full plate mail armor without any added weight. The armor lasts a half hour before dispelling.

Agony (multi-target): Shaun uses an ennervate spell to cause massive amounts of pain onto a group of people. The more targets that the spell is focused on the more draining it is.

Any problems let me know.

Otherwise it looks like this:

Shaun Pegg
Creed: Wayward
Faith-1 / D-4
Spirit-5 / M-16
Artistry-2 / F-7

27 pp/day

Equipment:
Laser Sight Revolver w/ hip holster
36 silver bullets
2 speed loaders
Leather Vest
Kevlar Vest
Axe w/ strap so he can put it on his back.
Leather Fedora
lighter
pack of cigarettes with 3 left
1 days rations of food
canteen of water

And with 7 focus do I get any bonuses to taking damage? Or did I fall under the threshold of any ability?

Mintaro 02-24-2005 01:03 PM

Name: Richard Gryphon

Nom Du Guerre (callsign): Talon

Age: 23

Sex: Male

Creed: The Found (I don't know if we were supposed to put that in but here it is.)

Appearance: Richard Has long black hair pulled back and out of his eyes by a leather headband with his families Crest in it. A small egg with three talons emerging from it. His eyes are the color of polished gold, while his face is worn years beyond his age. He has a sharp nose and a strong jaw. He wears a loose cotton shirt with a fur lined leather jacket over it that he made himself. His pants are also made from patch work animal hides. His boots are combat boots with metal bindings on the side. He Carries a large sword on his back with a cross carved into the blade and the word “Glaube” (German for Faith) carved into the center of the cross.

Personality: Richard's mountain town was destroyed by the armies of the Antichrist when he was fourteen. His family had been the primary land owner there for fifteen generations. So when the town was hit they killed his entire family off. The only reason Richard managed to live was because a house servant was mistaken for him. Frightened by the death of his family. Richard ran deeper into the mountains and stumbled across a monastery where there lived a solitary monk. The monk took pity on the young boy and raised him in the ways of worshiping God. Richard Having always been a very large boy Grew up to be a very large man.

While growing up the monk taught him everything he knew of God and the Bible. The prophecies of the anti-Christ. And even some basic marital arts though the monk only practiced them as a way of meditation. Richard would work his muscles by chopping wood and carrying water. He also used all his spare time to work on his balance and learn how to hunt and track in the wild mountains around him.

When he was finally old enough (19) he left the monastery bidding his Adoptive father farewell and headed back to where his town used to be. When he arrived there he found the entire town had long been destroyed and the people dead, there corpses desecrated. Richard Spent the next several days properly burying the bones of the bodies still there. He then began going through the remains of the city getting what supplies he could to face the world outside. While going through the remains of his house he found a small chest in the basement miraculously not destroyed or raided. It had his family crest on it. When he opened it. Inside he found a small bad with precious stones and a note that said, "I have hidden this bag away in the walls. Because no matter how time passes, Gems will always be sought." Richard used the gems to get himself a sword made for him by a sword smith in the first town he managed to find. He had them put a cross on the blade and inscribe the word “Glaube” into the center of the cross. The sword was a monster of a weapon just as he was a monster of a man.

He asked the smith if he knew of a man that could teach him the art of sword play. The smith told him of an old man who had learned to use swords in his youth. Richard went to investigate. The man remembered very little of what he had been thought but it was enough to keep Richard from cutting his own feat off. He began to practice with his sword all day living off the money his ancestor had thankfully stashed away. After a four more years of practicing with his weapon, Richard felt he was ready to try and avenge his family and help restore Beauty and faith to the world he had been born into. So he made himself a headband as was his families ceremonial way before war and Vowed never to remove it until his war was finished.

Richards life has turned him from a rich mountain boy with no worries; into a well trained, and pain hardened warrior. He Believes that the Anti-Christ and his followers have done him and the world a great wrong. So he intends to use his strength and rage to Blindly destroy all who serve the forces he sees as evil. He Believes that there is a God but that his will is wrought through his creations; and that only through the strength of man can the world be returned to its beauty. He is the strong arm of God and he shall smite evil in his name until his heart no longer beats, and if possible, beyond.

Quote: 'May my blade send you into the next world, Amen!'
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

1)Big Freakin sword...if that wasn't already expected. I'm kinda picturing a slimmer version of clouds sword. Big, long, In controll.
2)A combat shotgun, Probably liberated from a soldier. With seven shots. I imagine ammo would be hard to get ahold of. With a self made leg sheaf for it.
3)Half a kevlar vest that covers the left side of his body, he keeps it hidden under his Jacket.
4)A wooden cross that he keeps tied with a rope around his neck.
5)two gems left for emergency money.
6)Fanny pack, with odd bits like matches and a lighter, needle and thread, Sharpening stone, hoaning oil, a pocket version of the bible miniature Maglight.
7)Combat knife
8)and just for a cute touch, a leather sling that he keeps his right arm in while he isn't fighting.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------



OK lets see if I have this all straight then.
Richard Gryphon - Statistics

Creed: Found
Faith-5/ D-15
Spirit-3 / M-10
Artistry-1 / F-5 (7?)

Aura:15: brilliant emanation visible for several hundred yards that can blind lesser demons and undead, as well as affect the vision of evil humans and stronger demons

Aura Description - Richards aura blazes bright, all day, all night, all the time! Its a Great golden glow that pulsates from his body Fulled by his inner faith in God. The holy Glory Blinds lesser daemons as well as the undead, and hurts the eyes of even the strong daemons.


Smite:15: Triples strength of attack, +3 special effects

Smite Abilities:
Righteous Cleave - When enough damage is dealt with this ability to kill an enemy he may immediately attack another enemy within reach with Righteous cleave.
Holy Blade - Makes his weapon do aggravated damage to all evil and unholy creatures. Including the greatest of daemons.
Godly strength - Adds yet another multiplier to his attacks.


Blessing:15: Wounds heal faster, resistant to infection, all nonlethal injuries fully heal within 5 days, +2 to focus, + spiritual resistance to posession and telepathy, + soul isolation from human mages



Is that plus 2 to focus already added in or do we still need to do that?

lazy man 02-24-2005 05:57 PM

Alright, lets see here. So far, this is what I (possibly) have.

John Orion
Creed: Wayward
Faith- 2/ D-7
Spirit-5/ M-16
Artistry-/ F- 4

PP a day- 24 (This is without the bonus and I don't get how the bonus system works, care to enlighten me?)

Divinity Linked Ability:
Blessing: 5 (Wounds heal faster, resistant to infection)

Mysticism Linked Abilities:
Casting: Potency- 15 (Area effect & crowd control spells available)

Energize/Ennervate (Do I get this? It said a Spirit of 10, but did you mean Mysticism?)

Spirit Charge: 15 (4 PP/day)

Spells: Kindness of the Heart- Like the bio says, John is just a really nice guy outside of battle. He can even manifest that kindness into a healing spell.

Ill Will- John has an extreme hatred for anything that follows the Anti-Christ, and he can turn that hatred into a harmful force which can destroy this evil.

Successive Destruction- A form of Ill Will that is slightly weaker, but can bounce from enemy to enemy, getting weaker as it goes along.

Primal Strength- After his little incident, John realized that if he was going to be reckless in the future, he would at least have to be reckless with a little extra strength. Using the magical energy around him as a stimulant, he gets a bit of a speed and strength boost so he can at least take a little more punishment before he falls over half dead.

Wrath of Nature- With all the destruction going on in the world, Nature is pretty much getting the short end of the stick. Being a little closer to the energies of the world, John can feel this and let Nature work a little bit through his own spells. It produces a random effect using anything natural that would harm its own enemies. (I'll let you decide, oh almighty GM, what the effect will be when I cast this in the RP)

Earthly Protection- When John started getting a closer link to nature, he wanted to at least return the favor and start rejeuvinating the ruined world. Even if it was only a couple trees that he planted, John still got a return from nature in the form of a small spell. When the spell is cast, the ground around John comes up around him and his companions, making a quick barrier for evil to try and get through, which could give the group time to think about what to do.

Nature's Blessing- With more time and more helping of the earth, John recieved another spell, this time more helpful for a singular person. It covers a person in rock armor that is magically enhanced to move more easily and not feel like it's there. He rarely ever uses it on himself, only in very extreme circumstances does he do that.

Selfless Sacrifice- John's most powerful spell, this thing is a last ditch effort. Channeling almost all of the energy he has into one spell, he uses everything he can to destroy what he sees. Of course, this is very taxing and can put him down for half a day at least, depending on how much he puts into it. He calls it a sacrifice because he knows that if he can't kill it whatever is trying to kill him and other defenders, then he at least he delayed it from getting to his friends and family so they could get away. It's never failed him before, but then again he's never really faced anything too powerful.

Equipment: A hunting rifle.
A knife.
Extra ammo.
And the good old sword, just in case something gets close up.



And there you have it. I know some of the spells seem kind of powerful, but you're the one running it, I won't question any changes. Just answer my questions, recommend changes, and I'll be happy.

Inbred Chocobo 02-24-2005 06:38 PM

Creed: Wayward
F-1/D=4
S-4/M=15
A-3/F=9


Alright then, I'll give this spell making a try.

Clearing the minds (Area affect allies only) -Surpresses the emotions of fear and hatred in any friendly person around the caster. This allows them to gain faster reacting time and without fear to hold them back, they tend to show new feats of strength. Most people under this spell act on common sense, and not courage or stupidity.

Opening the paths - Makes a stone wall that streches directly from the caster for 20 feet. The wall then splits in have and shows a 5 foot wide path for the caster. The wall has a great amount of power behind it, so only the strongest of metals can stop it.

Entrapment - Causes a 5 foot radius wall to form around a single target. The wall is 15 feet high and holds together for about 6 hours.

True magic - This is a spell enchancement spell. When a caster starts to cast a spell, another caster can use this spell to make it even more power. It can make a spell deal or heal more hp, cause it to become or gain range, etc.

Unbreakable Wall - Makes a wall of stone in an area. Wall's length and height depends on the amount of power put in. The wall normally last for 6 hours.

Self Isolation - Creates a stone wall around the caster. The wall tends to go with the caster where ever he goes, though the caster muyst focus to keep it up.

Breaking the barrier - Makes a stone wall, yet this wall then falls over with great force and speed. Length and size depends on energy input.

Weapons:
2 revolvers
extra ammo
a hunting knife

And there you have it.


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