Roll 12----@_DivideByZero_ I will consider it. Although I suppose that I shall post the roll instead of turn when the ability will be ready.
---
I'll be adding another player slot this weekend. The first character in the waitlist will be added in that slot.
---Mercenary 1Unfortunately, you're too far right now for the enemy to hear your taunt, so you take half the way back in order to get in range. Meanwhile, Daxon attack the ghost.
(Daxon: 1 + 2 + 1 - 1 = 3 vs 3 = 2 + 1 Parry Ante Spirit)
The warrior struggles a bit but manages to parry his attack. He then strikes...
(Ante Spirit: 1 + 3 + 1 + 1 - 1 = 5 vs 9 = 1 + 2 + 6 Parry Daxon)
But he expertly blocks the blow with his counter-scimitar before counter-attacking.
(Daxon: 5 + 2 + 1 - 1 = 7 vs 7 = 2 + 5 Parry Ante Spirit)
Despite his best efforts, the spirit once again parries his blow. You are finally close enough to use your taunt, and you do so.
(Nix: 1 + 1 + 1 = 3 vs 4 = 2 + 2 Parry Ante Spirit)
He glares at you for a moment but otherwise ignores your insult.---
Enemies:
Ante Spirit
Race: Ghost (Spirit form: +2 magic, immune to physical attacks, -2 holy defense; Physical form: +2 magical defense, +2 dodge, +1 accuracy, immune to pain, -3 parry, -1 power)
Element: Fire
--
Weapon: Worshipper's Katana (2H) (+3 slashing, +1 power, +2 parry, +1 attack if DEX is above 4) (Uncommon)
Torso: Blue Breastplate (+2 armor, +1 magical defense, -1 accuracy/dodge)
Back: Shimmering cloak (+1 power, negates all parry penalties, -1 dodge) (Rare)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
--
Active Ability:
- Darkness:
-- Aura Seal (??)
- Fire:
-- Slashing Fireballs (??)
Passive Ability:
- Adaptive posession (??)
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(2/8):
- Bronze jewels (+1 magic attack, +1 dodge)
- Sacrificial dagger (+1 stabbing, +1 slashing, +1 attack vs unarmored targets, -1 power, -1 pierce)
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Finger 1: Topaz ring (+1 magic attack)
Finger 2: Emerald ring (+2 accuracy, -1 power)
Weapon 1: Dazzle Scimitar (+2 slashing, ??)
Weapon 2: Counter-Scimitar (+2 parry, -1 power, 50% to counter parried attacks)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 1
Exp: 9/30
--
Active Ability:
- Water:
-- Water Blaster (Attack with +3 power and +1 accuracy. Hits targets beyond the first one up to the range of 3. Cooldown: 5) {Cooldown: 4 turns remaining}
-- Cleansing rain (??)
Passive Ability:
- Relic Hunter (Easily spots hidden items when you search a room)
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Parry Null (Placeholder){Exp: 4/5}
- Bladed Null (Placeholder){Exp: 2/5}
---
NRDLName: Nix The Deceased Duelist
Race: Skeleton (Cannot feel pain, cannot bleed, +1 power/parry, -2 defense against blunt attacks, -1 to all magic except dark)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(6/8):
- Aquapunga Potion (+2 health, heals broken bones, stops bleeding, doesn't reduce pain) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- Sacj'dil apple (+1 RES on use. Bonus is permanent)
- Sacrificial dagger (+1 stabbing, +1 slashing, +1 attack vs unarmored targets, -1 power, -1 pierce) (weapon)
- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
- Champion Bracers (+1 parry, +1 attack, -1 magic defense) (Arms)
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 9/20
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/3} {1/5 Exp}
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
- Parry Null (Placeholder){Exp: 4/5}
- Bladed Null (Placeholder){Exp: 1/5}
Condition:
Mercenary 2"Don't worry about it." Rhunon replies as you switch to your rod. You the follow him through the woods, completely ignoring the main paths until you get to a relatively large cave. You can see that the lower part of the entrance being blocked by the trunk of a fallen tree, which you notice that was cut by something razor sharp.
"Alright, this is the entrance. We can both get through this opening, here." he explains, pointing towards a medium-sized gap at the top that the tree trunk didn't cover. He easily slips through, and you follow...
(Roll for success {AGI}: 5)
You manage to get inside without much trouble, although the process was slightly uncomfortable for your bones. Anyway, you go up to the elf who in the meantime lighted up a torch. You can hear a buzz sound coming from deeper inside.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (45/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {10}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (??)
Passive Ability:
- Quick Reflexes (??)
WunderKatzeName: Nayrous
Race: Skeleton (Cannot feel pain, cannot bleed, +1 power/parry, -2 defense against blunt attacks, -1 to all magic except dark
Gender: Male
Appearance: Nayrous is a skeleton adorned in old incantations and the seals of various wizards, upon his forehead rests rubies and amethyst. His eyes glow with a velvet color, displaying the name of his soul in a circular rune.
In combat Nayrous summons the armor of his old self, a well fit (to a human body) suit of black steel with purple drapings and a galea style helmet with a face plate.
Faction: Mercenaries.
Starting Location: Indinera forest
Element: Darkness
Inventory(2/8):
- Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Carnem deleo (rod) (Range: up to 6. +1 power)
Weapon 2:
--
Stats:
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 12/20
--
Active Ability:
- Estuans mortem (Nayrous can focus his power, removing Spiritus sepulturam, to summon a ghastly suit of armor. This suit negates the defensive weakness' of his skeletal form. In addition this form provides +1 STR and +1 RES. In this form he can also convert INT points into STR points. Estuans mortem lasts 3 turns. When the buff expires, all converted STR goes back to INT. Casting this does not use up a major action. Has a 5 turn cooldown.) {XP:1/5}
- Darkness:
-- Saaris' Touch (+1-2 healing, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.)
-- Shadow Blast (Releases a large concentration of energy that strikes enemies with +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4)
Passive Ability:
- Spiritus sepulturam (Nayrous general form does not lend itself well to physical combat, however; this form with all of its seals and incantations lends itself well to magic in this form Nayrous suffers -1 to defense and STR but gains +2 to magic rolls.)
- Parry Null (Placeholder) {3/5}
- Bladed Null (Placeholder) {3/5}
Mercenary 3You respond affirmatively and he nods towards you. You both then lie in wait for about two minutes until a group of three lizardmen, two with brown runes and shields and one with black runes dual wielding daggers, came across your spot. Nez'gol jumps out of his hiding spot and lunges towards one of them...(Nez'gol: 5 + 2 + 1 + 1 = 9 vs 5 = 1 + 1 + 1 + 2 Parry Lizardman Guard)
He easily takes down the first one. You then follow in with a swing of your sword...
(Antaeus: 6 + 2 + 3 = 11 vs 7 = 1 + 1 + 1 + 4 Parry Lizardman Guard)
The enemy attempts to parry your attack, but you easily overwhelm and kill him. The last lizardman lets out a shriek before turning around to run, but you catch up to him.
(Antaeus: 6 + 2 + 3 = 11 vs 2 = 1 + 1 Parry Lizardman Rogue)
You slay him too.
Victory! +12 exp
Unfortunately, his shriek attracted another patrol, and this one seemed better equipped.
---
Enemies:
Lizardman Shaman
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Holy
--
Torso: White Runes (+1 magical defense, +1 defense)
Legs Left and Right: Red bracers (+2 dodge, -1 attack)
Weapon 1: Rod (Range: up to 6. +1 power)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
--
Active Ability:
- Holy:
-- Flash heal (??)
-- Scield (??)
Passive Ability:
- Empower (??)
Lizardman Rogue
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Darkness
--
Hands left and right: Heavy Leather Gloves (+1 defense, +1 power/parry, -1 accuracy)
Torso: Black Runes (+1 magical defense, +1 darkness magic)
Weapon 1: Dagger (+1 stabbing, +1 slashing, -1 power, no penalty when dual wielded with a dagger or blade)
Weapon 2: Dagger (+1 stabbing, +1 slashing, -1 power, no penalty when dual wielded with a dagger or blade)
--
Stats:
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
--
Active Ability:
- Darkness:
-- Cripple (??)
Passive Ability:
- Preparation (??)
- Dual-wielding (Dagger) (+1 accuracy, +1 parry)
Lizardman Guard x 2
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Nature
--
Torso (over): Chestpiece (+2 defense)
Torso (under): Brown Runes (+1 magical defense)
Weapon 1: Medium hammer (+2 impact, -1 accuracy)
Weapon 2: Wood Buckler (+1 defese, +1 parry)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
--
Active Ability:
Passive Ability:
- Defender (??)
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (??)
Weapon: Geode Encrusted Shortsword (+2 stabbing, ??) (Uncommon)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 12/30
--
Active Ability:
- Lightning:
-- Cloud Strike (??)
Passive Ability:
- Swiftness (??)
- Bladed Null (Placeholder) {Exp: 1/5}
---
Rethi-EliName: Antaeus
Race: Human
Gender: Male
Appearance: A plain-clothed man with a giant sword strapped to his back. A wide-brimmed hat hides his face.
Faction: Mercenary
Starting Location: The outskirts of Metrolia
Element: Fire
Inventory(8/8):
- 24 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
- Runed cloak (+1 defense, +1 magical defense, +1 magic, -2 physical attack) (Torso)
- Cane (Base Range = Up to 4. +1 major actions when casting spells, -1 magical attack)
---
Head:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 2 (+1)
AGI: -1 (-1)
INT: 0
EXP: 15/20
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.)
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Null (Placeholder){4/5}
- Parry Null (Placeholder){3/5}
Empire 1"Oh, don't worry about it." Carola replies, returning her gaze towards the window. You decide to follow her example, watching the brown road ridden with holes as the carriage went on. It has been rainning a lot recently, so the ground was somewhat muddy, although it ought to dry up by the end of the day. You can also see a bridge built over a steep slope that led up a hill and to Saaris', the god of bloodshed, shrine. Fortunately it had been cleared of cultists and monsters some time ago by Tyrine's Crusader, so all that was really left of it was a tall building looming over you. As you continue analizing the building, the carriage stops abruptly. You glance at Carola who grips one of her swords before getting out, and you decide to do the same. Outside, you notice two red orcs talking to the man in grey coat.---
Enemies:
---
Allies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (??)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Hand Left and Right: White Gloves (+1 defense, ??)
Weapon 1: Shortsword (+2 stabbing, +1 power, -1 accuracy/dodge)
Weapon 2: Battle-Erika (+2 stabbing, ??)
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 0/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 5 turn cooldown. ??)
- Holy:
-- Mend (??)
-- Saint Waves (??)
Passive Ability:
- Enduring Soul(Injury debuffs take effect after 1 turn, ??)
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Parry Null (Placeholder) {4/5}
---
CrimsonName: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(1/8):
- Bag (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Ability:
- Battle Focus (Sharpen your senses in order to gain +1 attack and +2 accuracy for 3 turns. Does not use up a major action. Cooldown: 5) {Exp: 1/5}
- Thunder:
-- Thunder Impulse (Send a bolt of charged lightning towards the target with +2 power, -2 accuracy and additional +2 attack if it's armored. Debuffs the target if hit with -3 attack. Range: 2. Cooldown: 5)
-- Magnet Body (Inflicts Magnet Body on self, giving +1 dodge, -2 parry and -1 accuracy. Attracts most attacks towards you and allows you to counter any melee attack for the duration. Lasts 2 turns. Cooldown: 4) {Exp: 1/5}
Passive Ability:
- Honed Senses (May be toggled between giving +2 dodge and -1 parry or +2 parry and -1 dodge to self. Currently toggled for: Dodge bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Null (Placeholder){3/5}
- Dodge Null (Placeholder){4/5}
Conditions:
Empire 2You attempt to use your recently acquired spell to heal Saraqael's teeth, but realize that it cannot actually heal bone injuries. It looks like you'll have to find some other way to mend him and until then he'll have to endure. Despite that, the wolf studies you closely for a few moments before looking at you satisfied. Anyway, you move to the now dead tree and loot his acorns, although you are unable to place them in the basked since it's full of berries.---
Enemies:
---
Allies:
Saraqael
Race: ?? (+1 parry, +1 melee attacks, +2 power, +1 slashing defense, -1 dodge/accuracy, -1 ranged defense)
Element: Ice
--
Weapon: Jaws (+2 stabbing, +1 slashing, +1 power, -1 accuracy) {Damaged: -1 to all rolls. Can be healed by items that cure broken bones.}
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 13/20
--
Active Ability:
- Flesh Bite (+2 attack vs unarmored targets, gets all bonuses from weapon, -2 piercing. Inflicts heavy bleeding. 2 turn cooldown.)
Passive Ability:
- Melee Null (Placeholder){Exp: 2/5}
- Parry Null (Placeholder){Exp: 1/5}
--
_DivideByZero_Name: Cyfraith
Race: Wraith (+2 to magic, +1 dodge, -2 physical attack, -1 parry)
Gender: Female
Appearance: A puppet of wood, string, and leather that moves by itself. It looks deceptively human, having a real face and expressions, and most people wouldn't know what she is at first glance... until they hear the clattering of wooden limbs moving against each other. She wears thick, ornate dresses that she weaves herself, this helps to muffle the sound a bit.
She has white hair and red eyes.
Faction: Human Empire
Starting Location: Indinera forest
Element: Air
Inventory(4/8):
- Razor Wire (Can be used for attaching things together, crafting, or self-repair to restore 1 health and remove 1 pain point. Can consume for +1 STR for 1 turn) {4}
- Magicka Energyzer (+2 to magic for 3 turns, speeds up cooldowns by 1 upon use) {2}
- Basket (40/40):
-- Luna Berry (-1 pain, cures pox/plague) {40}
- Blood-Acorn (?? There's some sticky red liquid on them) {8}
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 19/20
--
Active Ability:
- Air:
-- Tempest(Creates a howling gale that pushes objects and people with +2 accuracy and -1 power. Range 3. Has an area of effect of 2. Cyfraith will also be affected by the gale if she isn't holding onto something. Has a cooldown of 3.) {Cooldown: 1 turns left.} {2/5 XP}
- Nature:
-- Healing charm (creates a charm that gives +1 health, -1 pain and -1 bleeding upon cast and at the end of each turn for 2 turns. Range of 2. Cooldown: 3)
Passive Ability:
- Accelerator(Cyfraith moves not by physical power, but by focusing elemental energy. Objects she touches tend to become more lightweight, giving +1 accuracy to melee and throwables. Can be activated to apply whatever magic modifiers you have to your next physical attack. 2 turn cooldown.)
- Air Null (Placeholder) {2/5 XP}