Keeping this in a separate thread so it doesn't clog up the main thread of CvRTD. I'm sending a PM to all players; could you guys post here if you're interested? (Also, @Dwarmin and Tal: I know I said I was gonna let you guys use your waitlist's waitlist characters, but, um... Tala doesn't have a class, and I couldn't think up any good evos for Jakob's merchant class, so I guess I'll just restrict it to characters who have actually been in the game, meaning Marcus (although he's a bit weaker than everyone else due to when he died) is viable.)
Anyway, I'll give everyone a total of 48 hours to see whether they're in or not. I'll mark the checklist below with a Y or an N. Once all the boxes are filled (if by 5:00 Thursday boxes are empty, they'll be noted as N) we;ll get this encounter rolling!
CHECKLIST
Ahra - Malleus [Y]
Krath - Pierre []
Dwarmin - Friar Greenmoore [Y]
IronyOwl - Claire [Y]
Grimmjow6th - Frenz [Y]
Talarion - Zathyran [Y] Marcus [Y]
Riccto - Biernat [Y]
Taricus - Tariq [Y]
adwarf - Alexander [Y]
wolfchild - Alora [Y]
Draignean - Malakai [Y] Qongqothwane [Y]
Darvi - Wymar [Y]
Spartan - Bryan [Y]
Powder Miner - April [Y]
Tiruin - Serrana [Y]
EmpFan - Weiss [Y]
Zako - Daniel [Y] Zanbithar [Y]
Total characters battling so far: 19.
Also... for Taricus, Riccto, adwarf, wolfchild, and the waitlisters: Can you repost your skill choices and post your selected class evos (Quick reminder - you can choose up to four, and if you want a level 2 evo you need the level 1 evo in front of it) in your 'here' post in this thread? It'll help me keep it organized. ^^^
Finally, Class Evos for the waitlisters to pick from, each in their own spoiler. (Also, if you guys have ideas for an evo you'd want, you can suggest them here, too.)
Warlock Lv2: +2 to all rolls involving combat magic
Dark Gifts: Bryan can choose to add the Darkness element to his spells.
Dark Gifts Lv2: All Darkness damage Bryan deals either does +50% more damage if the enemy is weak or neutral to it, or normal damage if the enemy is strong to it.
Demon Blood: When attacked, Bryan can expend 3 MP to lower his attacker's Damage roll by 1.
Demon Blood Lv2: The roll reduction is now -2.
Vrajitoarean Heritage: Being the son of a witch and a priest, Bryan has light and dark magic in his body. As a result, he can cast both Light and Dark Magic at without the required spellbooks, albeit at Level 1.
Vrajitoarean Heritage Lv2: Any spell Bryan casts that has a Light or Dark element in it takes -1 less MP.
Gunslinger: (+1 damage with firearms)
Gunslinger Lv2: (+2 to damage rolls with firearms)
Accurate Gunslinger: (+1 to accuracy rolls with firearms)
Accurate Gunslinger Lv2: (+2 to accuracy rolls with firearms)
Pinpoint Gunslinger: (Targeted shots to arms and legs also inflict damage in addition to lowering accuracy or movement rolls)
Pinpoint Gunslinger Lv2: (April can call shots to the head, which makes her attack less accurate by -2 but inflict +50% damage on a successful hit)
Ricochet Gunslinger: (If April rolls a Major Failure on damage, the bullet has a 25% chance of ricocheting and hitting a different target. Massive Failures have a chance to hit an ally as well as receive an automatic counter from her target.)
Ricochet Gunslinger Lv2: (If April rolls a Minor or Major Failure on damage, the bullet has a 25% chance of ricocheting and hitting a different target. Massive Failures carry no additional penalty.)
Unorthodox Gunslinger: (April can, at the cost of an additional -1 MP, coat her bullets in oil, making them deal Fire damage.)
Unorthodox Gunslinger: Lv2 (April can, at the cost of an additional -1 MP, inscribe crosses onto her bullets to make them deal Light damage.)
Guardian Lv2: Damage roll increases by +2 when counterattacking
Warding Guardian: Serrana can activate this ability to draw enemy aggression towards her. When active, any enemy who attacks has a 25% chance to attack her instead of whoever they were targeting originally.
Warding Guardian Lv2: This chance now increases to 50%.
Final Guardian: Serrana can activate this ability as a free action whenever she is damaged. When activated, the damage will affect her MP, rather than her HP, keeping her alive longer.
Final Guardian Lv2: Damage to Serrana's MP is halved, further extending her life.
Rushing Guardian: When Serrana counter attacks, she has a 25% chance of following it up with another melee strike.
Rushing Guardian Lv2: The chance increases to 50%.
Witch Doctor: Effect of status effect Qong inflicts are increased. (You already have this, just listing it so you know what it is)
Witch Doctor Lv2: Duration of status effects Qong inflicts are now doubled.
Master of Counted Sorrows: Qong now has a chance of inflicting status effects with Major+ Successes when using spells.
Master of Counted Sorrows Lvl2: Qong now has a chance of inflicting status effects with Minor Successes+ when using spells.
Voodoo Master: Qong can attempt to remove all status effects from an ally at a cost of 5 MP; each status effect removed (Qong's accuracy+1d8 vs a standard 1d8 roll for each) deals 1d6 damage to the creature that inflicted it. This does not apply to statuses such as Grappled; only magic.
Voodoo Master Lv2: Qong can attempt to remove all status effects from the party, and the cost of doing so has been reduced to 3.
Bad Juju: Qong can choose which elemental ailment he wants to place on his foe, rather than be restricted by which book he is casting from.
Bad Juju Lv2: Qong can choose which two elemental ailments he wants to place on his foe. They cannot be the same ailment, however.
Magician: Weiss has the ability to drain an area of ambient mana, restoring 1d4 MP. Can only be done once per battle/room.
Magician Lv2: Weiss's Mana Collection ability now restores 2d4 mana when used. Additionally, any summons he may learn cost only 2 MP rather than 3.
Necromancer: Weiss can summon a zombie to fight for him. Only one allowed at a time, and its stats are 12 HP with no bonuses.
Necromancer Lv2: Weiss can summon either three weak zombies at once, or one powerful zombie with 30 HP and +2 to Accuracy, Damage, and Defense. Additionally, with this evo, all zombies summoned by Weiss are now strong against Bludgeoning and Piercing attacks, taking less damage from them.
Elementalist: Weiss can summon an elemental of Fire, Ice, Lightning, Wind, Earth, Light, or Shadow to fight for him. The elemental has 8 HP, no stat bonuses, and inflicts/receives damage bonuses as per their element. Additionally, when damaging with Massive Successes, the elemental can inflict their element's status effect.
Elementalist Lv2: Weiss can summon up to three weak incarnations of the seven elements at once, or summon one Greater Elemental that has 16 HP, +2 to Acc/Dam/Def, inflicts/receives damage bonuses as per their element, and can inflict their element's status effect on Major+ damage Successes.
Spiritualist: Weiss can summon a Ghost to fight for him. Only one allowed at a time, and it has five HP and deals untyped damage (meaning no boosts or reductions to damage when it attacks). it has a +2 bonus to the damage it inflicts.
Spirualist Lv2: Weiss can summon either three Ghosts or one Lich to fight for him. The Lich has 10 HP / 30 MP, Level 2 Darkness Spells with +2 damage, and +4 damage on melee (although it has no accuracy or defense bonuses).
Dollmancer: Weiss can create a Golem out of magic to fight for him. Only one allowed at a time, and it has 30 HP, +3 to defense, -3 to accuracy and movement, uses Weiss's initiative -30, and deals Earth/Bludgeoning damage.
Dollmancer Lv2: Weiss can create up to three Golems or one Golden Golem to fight for him. A Golden Golem has 75 HP, +4 to defense, no penalty to accuracy, -2 to movement, has no penalty to initiative, and deals +3 Earth/Bludgeoning damage.
Runic Magician: Weiss can inscribe a spell into a rune before battle, as long as the spell is level 1. He can activate this rune as a free action during his turn. Weiss may only have two runes at any time, and can only use one per turn.
Runic Magician Lv2: Weiss can now carry as many runes as he has class levels (four evos, for example, is five class levels counting the starting one) and can use two per turn as a free action. He may inscribe Level 2 spells into runes, additionally.
Enhanced Magician: Weiss can elect to deal damage over time rather than direct damage with his spells. When doing damage over time, instead of a 1d8 roll to deterimine Damage Success, 2d4 are rolled. The first is the amount of damage the spell will do, the second is how many rounds it lasts. Using a level 2 spell results in 2d4 for damage; level 3 is 3d4. Duration is always 1d4.
Enhanced Magician Lv2: Weiss now rolls d8s when determining damage and duration.