Roll 18----Mercenary 1Daxon watches you as you go to check the two masks on the wall. One of them is green and has a strange inscription on it which you can't read, while the other one is yellow and has a beard along with different simbols etched into it. Your partner comes closer and inspects the writing on the green one.
"It reads: this shall be the key to what you desire." he explains with a thoughtful look. "Perhaps we'll need to insert it somewhere? Either way, we still have to explore the rest of this room." he adds and you quickly realize that he was right. You still needed to go around the wall to the west in order to see if there was anything else around.---
Enemies:
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(4/8):
- Bronze jewels (+1 magic attack, +1 dodge)
- Sacrificial dagger (+1 stabbing, +1 slashing, +1 attack vs unarmored targets, -1 power, -1 pierce)
- Golden key (Something's written on it...)
- Small bag (7/15):
-- Buala (Removes poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){7}
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Ornated Vest (+1 defense, +1 power, +1 range/radius to all spells, -1 dodge) (Uncommon)
Back: Shimmering cloak (+1 power, negates all parry penalties, -1 dodge) (Rare)
Finger 1: Topaz ring (+1 magic attack)
Finger 2: Emerald ring (+2 accuracy, -1 dodge)
Weapon 1: Dazzle Scimitar (+2 slashing, +1 power, +1 additional power for each enemy that outnumbers you, -1 accuracy, -2 stabbing, -1 pierce)
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: 23/30
--
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) {Exp: 1/5}
-- 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: 3/5}
- Water Null (Placeholder){Exp: 1/5}
---
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(8/8):
- 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)
- Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon) (Weapon)
- 150 Gold
- Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
- Yellow Mask (+3 to non-damaging debuff skills)
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
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: 1
AGI: 0
INT: 0
EXP: 3/30
--
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 Beginner (+1 parry){Exp: 1/10}
- Bladed Null (Placeholder){Exp: 3/5}
Condition:
Mercenary 2You both quickly get up and draw your weapons, switching back to your rod since you're not in your armor anymore. Anyway, before you can even begin your incantations, Thunon looses an arrow towards the closes millipuf...
(Rhunon: 6 + 2 + 1 + 1 + 1 + 1 + 1 + 1 = 14 vs 7 = 1 + 1 + 1 + 1 + 2 + 1 Dodge Red Millipuf)
(Armor protection: 7 - 3 + 1 - 1 = 4 damage)
Her arrow pierce right through the insect, heading towards the second one, which was, fortunately, right behind it...
(Rhunon: 1 + 2 + 1 + 1 + 1 + 1 + 1 + 1 = 9 vs 11 = 1 + 1 + 1 + 2 + 6 Dodge Red Millipuf)
Yet this one manages to dodge the arrow quite easily. Nevertheless, you move in to attack, casting a barrage of umbra bolts!
(Nayrous: 1 + 2 + 2 + 1 = 6 vs 10 = 1 + 1 + 1 + 2 + 5 Dodge Red Millipuf)
(Nayrous: 4 + 2 + 2 + 1 = 9 vs 9 = 1 + 1 + 1 + 2 + 4 Dodge Red Millipuf)
And yet you miss both of your shots. How... unfortunate. In the meantime, the third millipuf was getting dangerously close to your partner...
(Red Millipuf: 1 + 2 + 1 + 2 + 1 + 1 + 1 + 2 - 1 = 9 vs 7 = 1 + 1 + 2 + 3 Dodge Rhunon)
(Damage: 2 - 3 = 0)
The millipuf lands a good hit with it's stinger on his arm, yet it didn't actually inflict much of a wound. Despite that, the elf seems somewhat clumsier than just before when he jumps back and looses two arrows towards the insects...
(Rhunon: 3 + 2 + 1 + 1 + 1 + 1 + 1 + 1 - 1 = 10 vs 9 = 1 + 1 + 1 + 2 + 4 Dodge Red Millipuf)
(Armor protection: 1 - 3 + 1 - 1 = -2)
(Rhunon: 3 + 2 + 1 + 1 + 1 + 1 + 1 + 1 - 1 = 10 vs 9 = 1 + 1 + 1 + 2 + 4 Dodge Red Millipuf)
(Armor protection: 1 - 3 + 1 - 1 = -2)
Yet both of his shots are deflected by their carapace. However, your assault on the two remaining millipuves have made them stagger back for a few moments. Rhunon turns towards you and tosses you something.
"Just drink it." was the only thing he said as you caught it with in your hand. It turns out it was a bottle filled with a concentrated red liquid, which your recognize as a Magicka Energyzer!---
Enemies:
Red Millipuf x 2
Race: Millipuf (+2 accuracy/dodge, +1 melee attack, -2 blunt defense, -1 fire defense, paralyzed by cold temperatures)
Element: Nature
--
Torso: Thick Shell (+3 armor)
Weapon 1: Razor Stinger (+2 stabbing, +1 power, +1 pierce, -1 accuracy)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
--
Active Ability:
- Venom Sting (+2 attack and inflict venom on an enemy. -3 physical damage.)
Passive Ability:
- Hivemind (gains +1 to all rolls for each living ally)
- Winged (+1 dodge, -1 parry)
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (42/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) {12}
-- 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
Exp: 10/30
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +1 accuracy, -1 power and -2 pierce and buff yourself with +2 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 2/5)
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Beginner (+1 attack when wielding bows) {Exp: 0/10}
Conditions:
- Venom (-1 dodge/accuracy)
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(3/8):
- 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)
- Magicka Energyzer (+2 to magic for 3 turns, speeds up cooldowns by 1 turn)
--
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: 2
EXP: 2/30
--
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.) {Exp:2/5} {Cooldown: Ready on roll 19}
- Darkness:
-- Saaris' Touch (+1-2 health, -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.) {Cooldown: Ready at the end of Roll 18}
-- 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) {4/5}
- Bladed Beginner (+1 to bladed weapons) {0/10}
Conditions:
Mercenary 3"Do your worst." Zal'har replied before drawing out his trident. Meanwhile, the earth elemental whips out a spellbook. You and Nez'gol both draw your swords and finally, you all rush at each other, except for the sylvan, who stays in the back. You clash with the rogue leader...
(Clash {AGI}: Antaeus 5 vs 2 Zal'har)
(Antaeus: 1 + 2 + 3 + 2 + 1 + 2 = 11 vs 9 = 2 + 1 + 1 + 1 + 4 Parry Zal'har)
(Armor protection: 2 - 1 - 1 = 0 damage)
(Antaeus: 2 + 2 + 3 + 2 + 1 + 2 + 2 = 12 vs 10 = 2 + 1 + 1 + 1 + 5 Parry Zal'har)
(Armor protection: 2 - 1 - 1 = 0 damage)
Despite beating the lizardman in terms of speed, his armor protects him from the brunt of both of your attacks. Nevertheless, the sheer force of your blows still sends your opponent a few steps back. Your partner profits from this and lunges towards him...
(Nez'gol: 3 + 2 + 2 + 1 + 1 + 1 = 10 vs 8 = 2 + 1 + 1 + 1 + 3 Parry Zal'har)
(Armor protection: 2 - 1 - 1 = 0 damage)
But his shortsword can barely penetrate his leather armor, leaving only a tiny hole in it. Meanwhile, the earth elemental begins chanting.
(Sylvan: 1 + 2 + 1 + 1 + 2 + 1 = 8 vs 11 = 1 - 1 + 3 + 1 + 2 + 5 Parry Antaeus)
(Sylvan: 3 + 2 + 1 + 1 = 7 vs 8 = 1 + 1 + 6 Dodge Nez'gol)
You and Nez'gol are left mostly unhurt by the debris caused by the earthquake she summoned. But it's not over yet...
(Sylvan: 5 + 2 + 1 + 1 + 1 = 10 vs 7 = 1 - 1 + 3 + 1 + 2 + 1 Parry Antaeus)
(Sylvan: 3 + 2 + 1 + 1 + 2 = 9 vs 4 = 1 + 1 + 2 Dodge Nez'gol)
You feel a strange sensation taking over your body. You feel a small resistance whenever you try to move your limbs.---
Enemies:
Zal'har
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Ice
--
Torso (under): Blue-White Runes (+1 magical defense/attack, +1 accuracy)
Torso (over): Leather Vest (+1 defense, +1 armor)
Hands Left and Right: Leather gloves (+1 defense, +1 power)
Legs Left and Right: Leather pants (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: Shatter-Ice (Trident) (2H) (+3 stabbing, +1 piercing, +1 accuracy, +1 defense if RES is above 3, -1 slashing, -1 dodge. Each hit has a 20% chance to damage the enemy's weapon if they're parrying.) (Rare)
--
Stats:
STR: 1
DEX: 0
RES: 2
AGI: 0
INT: 0
--
Active Ability:
- Ice:
-- Chill Wave (??)
-- Ice Jail (??)
Passive Ability:
- Flash-Freeze (??)
Sylvan
Race: Earth Elemental (+2 to earth magic, +1 power, -1 physical actions, -1 parry)
Element: Earth
--
Torso: Earth Barrier (+2 defense, +2 armor, -1 blunt defense)
Weapon 1: Brown spellbook (Range: up to 6. +1 accuracy, +1 to earth spells)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
--
Active Ability:
- Earth:
-- 7.5 Earthquake (Attack with +2 power. Radius of 3. Range of 2. Cooldown: 4) {Ready on roll 22}
-- Magnetize (Attempts to manipulate the metal elements inside the body, giving enemies a debuff of -1 to all rolls for 3 turns. Stacks up to 3 times. +2 accuracy. Radius and range of 3. May be used 3 times before a 3 turn cooldown) {2/3}
-- Stone Throw (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always acts last.)
---
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 (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 0/45
--
Active Ability:
- Lightning:
-- Cloud Strike (Create a cloud charged with static energy that attacks a random enemy each turn. The attacks get +1 power and whatever magic modifiers the user has and cannot be intercepted Lasts 3 turns. Range: 2, cloud has a radius of 3. Cooldown: 5) {Exp: 3/5} {Cooldown: 1 turn remaining}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 2/5}
- Dodge Null (Placeholder) {Exp: 3/5}
- Lightning Null (Placeholder) {Exp: 3/5}
- Conditions:
-- Magnetized (-1 to all rolls) {Expires on roll 21}
---
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: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 13/30
--
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.) {Exp: 1/5} {Cooldown: Ready on roll 20}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 4/10}
- Parry Null (+1 parry){Exp: 0/10}
Condition:
- Magnetized (-1 to all rolls) {Expires on roll 21}
Mercenary 4"Huh? Oh hi..." the girl replies rather shily. You take a moment to study her: despite having a cheerful expression, you can notice a glint of nervousness in her blue eyes. Her body was quite well proportioned and she was wearing a rather simple black dress. You also notice a rod slung behind her. "W-well, yes, I do have something that needs doing... but first, um... what's your name? I'm Vanina." she adds, her tone becoming more confident.
--
ChroseName: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- Healing Potion (+1-2 health, -1-3 pain) {2}
- Khromre map (Leads to the Khromre island)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 1/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.)
Passive Ability (1 only):
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
Empire 1You don't have to search too long as you find an old tree growing near a sign pointing the nearby locations. You equip the shortsword and enchant it once again with your newly acquired spell before giving it a few test swings on the tree while being careful to not damage the blade in the process. The result is that whenever you hit the tree with your weapon, some electricity is discharged into the tree, which... starts a small fire. You easily put it out though, it wasn't that big of a deal. Anyway, it looks like you now have a nice way to complement your crippling weakness against parrying enemies. You proceed to re-equip your dai-katanas after releasing the rest of electrical energy infused within your testing-shortsword.---
Enemies:
---
Allies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Hand Left and Right: White Gloves (+1 defense, +1 accuracy, +1 holy magic, -1 darkness defense)
Weapon 1: Shortsword (+2 stabbing, +1 power, -1 accuracy/dodge)
Weapon 2: Battle-Erika (+2 stabbing, +1 parry, +1 attack if DEX is above 3, -1 dodge)
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??)
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 18}
-- Saint Waves (Area of effect attack with -1 accuracy and +2 power. Has +2 attack vs undead. Radius of 3. Has a cast range of 2. 5 Turn Cooldown) {Cooldown: ready on roll 19}
Passive Ability:
- Enduring Soul (Injury debuffs take effect after 1 turn, +1 RES)
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Parry Null (Placeholder) {4/5}
- Bladed Null (Placeholder) {1/5}
---
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(4/8):
- Bag (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagent {Half} (+1 health, -2 pain, 50% chance to cure poison)
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Head:
Neck:
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Back:
Arm Left and Right: Wood bracers (+1 parry)
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: 10/20
--
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 for 3 turns. Ignores armor protection. Range: 2. Cooldown: 3) {Exp: 2/5}
-- 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}
- Weaponry:
-- Thunder:
--- Electric enchantment (Infuses a weapon with electricity for 3 attacks, which will trigger an electrical discharge that inflicts light burns on the enemy. This discharge ignores armor and is triggered when your attack hits or is parried. Cooldown: 3)
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){4/5}
- Dodge Null (Placeholder){4/5}
- Lightning Null (Placeholder){1/5}
Conditions:
Empire 2You decide to leave your body in order to refresh your energy, thinking that Saraquel will protect you despite you not telling him anything about what you were up to. Basically all he sees is your now limp doll body falling on the ground. Anyway, while you are resting outside your body, you fell a strange yet familiar pressence reaching towards your soul.---
Enemies:
---
Allies:
Saraqael
Race: Xerberus (+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)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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}
Condition:
- Well fed (+1 to all rolls) {Expires on roll 21}
--
_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(5/8):
- 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}
- Blood-Acorn (?? There's some sticky red liquid on them) {8}
- 90 Gold
- Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
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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: Broken Axe (+2 slashing, +1 power, -2 stabbing, -1 pierce) {Broken: -3 attack}
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
EXP: 0/30
--
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.) {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}