((Even more odd. I made more than one update in a day.))
((Break for a sec, and look at this. This is how combat works: 1 is -2, 2,3 is -1, 4,5 is 0, 6,7 is +1, on a sliding scale based on stats. When one is rolled, the modifier is placed as so.))
SPD 5 Stark (4)
SPD 6 Spider (2+1) Stark gets the first attack.
DEX 4 Stark (5)
SPD 6 Spider (3+1) The spider is unable to dodge.
INT 6 Stark (4+1) The bolt of energy strikes the spider squarely in the right side, immediately causing four of it's legs to fall free of it's body and causing it's exoskeleton to crack open. The spider has suffered a major injury and cannot continue fighting.
STR 2 Spider (1-1) The spider is dead before it falls from it's web.
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Meanwhile, Ellise attepmts to drag (Chink man what is your name) over to to the door.
(6v2) She manages to get him to the door, but he does get a chance to read.
WELCOME. You may be wondering why a pamphlet came in with you. The reason is you need to know some basic rules about the way the Expanse works.
Doors are always shifting, and locations are never the same. This is why you were dumped in a possibly inhospitable area. We strongly suggest you travel together, as splitting up is likely to keep you apart for the rest of your journey, so because the GM is not able to deal with more than one room at a time for your own safety, you will all have to leave a room from the same door together. Hopefully we didn't drop you into a monster den. Have fun!Ellise easily throws open the door. Nothing really happens. The door looks like a hallway, but somehow seems to be more than just a hallway. You cannot see the end of the hall, but it does not stretch on forever or turn. It dosen't make any sense and it sort of hurts your head to think about it. Before Ellise takes a step forward, Chink stops her and reads the pamphlet aloud to the group.
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Kyle attempts to summon a fairy (2) and succeeds, forming a pact for just this one turn. This action did not cost MP, as using Dispel made up for the mana difference (as the Fairy did not count at the end of the turn.)
The fairy floats over to the chest, and floats back.
It's some kinda box, fulla bottles and plants and bottles of plants. And a note. I couldn't read what it says, but then again, I can't read your language anyway...With that, the fairy disappears.
Stark
HP 5
MP 6 (Currently at 3- regenrates 1 next turn)
STR 4
INT 6
DEX 4
SPD 5
Skills:
Decay Bolt 3MP : Fires a magic bolt that induces rotting in what it hits.
Guard Other 0MP: Takes attacks directed at target
Bandaging 2MP: Stops bleeding, treats small wounds.
Soul Stealer PASS: Any time you or a member of your party kills an enemy with a soul, you gain 2MP.
You start with a long polearm reminiscent of a scythe, but the blade is too short and stubby to really be called a scythe. The handle is now adorned with a band of cloth, with a long strand of runes inked on.
(+1 to aiming rolls.) (Enchant: Dispel- Enemies hit by the blade lose buffs.)
Ellise
HP 5
MP 6
STR 4
INT 6
DEX 4
SPD 5
Skills:
Geo Ball 2MP: Takes on different effects based on surroundings.
Double Hit 2MP: attempts to strike twice
Cycle of Change 4MP: Randomly changes environment.
Draw Power 2MP: Enchants weapon for three turns based on surroundings.
You start with a lightweight, straight sword. It's hilt is adorned with many tassels, each holding a differently colored bead.
(+1 STR)
Wedding Ring
NAME
HP: 3
MP: 8
STR:2
INT: 7
DEX:6
SPD:5
Skills:
Lethality PASS (Small chance to instantly kill a target on a hit to the torso or head)
Void Walk (3MP. Opponents cannot target you until your next attack or after 3 turns.)
Mindjack (6MP. Telepathically scrambles electrical signals coming from the target, causing him to lash out at anything nearby before collapsing.
Mana Projectile (1MP. Conjure a small blade to be thrown at an enemy. An enemy has a chance to spot it if already engaged, but can't counter.)
You start with a glove with a concealed knife. (+2 STR during attacks only)
Wedding Ring
Ash
HP: 6
MP: 3
STR:5
INT: 5
DEX: 6
SPD:6
Skills:
Bandaging 2MP: Stops bleeding, treats small wounds.
Hijack 3MP: Can steal the weapon right from an enemy hand. Coinflip chance.
Cloak And Dagger PASS: Unit always goes for dodge. Any successful dodge causes a counterattack.
Brotherhood PASS: Attempts to save a unit about to die in combat by attacking the enemy about to deliver the finishing blow, once per turn. On a d6, requires a 5 or 6.
You start with a large, oval-shaped shield-claw hybrid. You can use it like a claw or use it's shield in combat.
(-2 DEX, +2STR, +1 to blocking rolls) (Successful blocks always result in a counterattack.)
Kyle
HP: 4
MP: 6
STR:4
INT: 7
DEX: 4
SPD: 4
Skills:
Summon Creature 2MP+1MP/turn: Summons a creature to help fight, anywhere from a fairy to kitsune.
Dispel Creature +2MP: Ends the current pact and returns some mana.
Pickpocket 1MP: Can steal items or gold from people or monsters.
Fairy Touch PASS: Can hit and steal from ethereal targets.
You start with a small dagger.
Wedding Ring.
(+2DEX , -1 STR)
Donnoly
HP: 4
MP: 7
STR:3
INT: 6
DEX: 5
SPD: 4
Skills:
Disabling Shot 1MP: Stops enemies from moving if hit.
Night Vision 1MP/turn: Allows you to see in the dark.
Sunbeam 4MP: A rain of light beams comes down, doing damage. Can banish creatures weak to the sun.
Solar Cannon 7MP: Fires a giant bolt of energy from your bow, focused on an arrow. Eradicates what it goes through.
You start with a whitewood bow, the design of which has wide, thinner arms allowing for easier pullback but reducing range.
(+1 SPD, -1 DEX)
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