Roll 27----Mercenary 1You equip your green mask before attempting to stab the gazer again...
(Nix: 1 + 2 + 2 + 2 + 2 + 1 + 1 + 1 + 1 + 1 - 1 - 1 - 2 = 10 vs 7 = 1 - 1 + 1 + 1 + 2 + 2 + 1 Parry Blue Gazer)
(Armor protection: 3 - 2 = 1)
(Nix: 3 + 2 + 2 + 2 + 2 + 1 + 1 + 1 + 1 + 1 - 1 - 1 - 2 = 12 vs 7 = 1 - 1 + 1 + 1 + 2 + 2 + 1 Parry Blue Gazer)
(Armor protection: 5 - 2 = 3)
You manage to land both of your hits, wounding the demon pretty badly. It stumbles backwards before faaling down into a puddle of it's own blood.
Victory! +15 exp. Nix levels up!
"That went pretty well. Frankly, I expected that Gazer to deal more damage." Daxon observed as he walked up to the demon's corpse and took a small bag of gold from it's... stomach? "Lesser demons enjoy eating gold for some reason. That's probably why this one was lurking around here." the man explain before handing you half of the gold and taking the rest. Anyway, with the Gazer out of the way, you could go down the stairs now.---
Enemies:
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(4/8):
- 50 Gold
- 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 (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- White Strawberry (negates pain and gives +1 STR for 3 turns) {3}
--
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: 1
RES: 1
AGI: 0
INT: 1
Exp: 20/45
--
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: 2/5} {Cooldown: Ready on Roll 30}
-- 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 Beginner (+1 parry){Exp: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
- Cold (-2 attack and dodge) {Expires on roll 28}
---
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(5/8):
- 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)
- 600 Gold
- Yellow Mask (+3 to non-damaging debuff skills)
---
Head:
Face: Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
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: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Stats(distribute 1 stat point):
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
EXP: 0/45
--
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) {1/5 Exp} {Cooldown: Ready on roll 29}
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: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
Condition:
- Cold (-2 attack and dodge) {Expires on roll 28}
- Drained energy (-2 AGI)
Mercenary 2You threaten the Queen before releasing the energy of your ghastly armor, returning to your magical form, and then launch two umbra bolts towards her.
(Nayrous: 3 + 2 + 2 + 1 - 2 = 6 vs 7 = 1 + 1 + 2 + 3 Dodge Millipuf Queen)
(Nayrous: 3 + 2 + 2 + 1 - 2 = 6 vs 10 = 1 + 1 + 2 + 6 Dodge Millipuf Queen)
Unfortunately, she dodges both of your shots. Rhunon follows up with two of his arrows...
(Rhunon: 2 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 = 10 vs 10 = 1 + 1 + 2 + 6 Dodge Millipuf Queen)
(Rhunon: 2 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 = 10 vs 5 = 1 + 1 + 2 + 1 Dodge Millipuf Queen)
(Armor protection: 5 - 3 + 1 - 1 = 2 damage)
His second arrow pierces her carapace and lodges itself into her abdomen, inflicting a medium-sized wound. The queen releases a weird noise with it's antenae before charging towards Rhunon...
(Millipuf queen: 2 + 3 + 2 + 2 + 1 + 1 - 2 - 2 = 7 vs 9 = 1 + 1 + 2 + 5 Dodge Rhunon)
But once again Rhunon dodges her attack. The Millipuf Queen then starts backing away and heads for the hole you first her in. In the meantime, you hear a faint buzz sound coming from two of the holes next to the queen's.
"Alright, we have to finish her off before the entire nest gets here and kill both of us." the elf said while drawing another arrow. You also start feeling the acid on you corrode your bones further...---
Enemies:
Millipuf Queen
Race: Millipuf (+2 accuracy/dodge, +1 melee attack, -2 blunt defense, -1 fire defense, paralyzed by cold temperatures)
Element: Nature
--
Head: Long Antenae (+1 accuracy/dodge)
Torso: Thick Shell (+3 armor)
Weapon 1: Big Razor Stinger (+3 stabbing, +2 power, +2 pierce, -2 accuracy)
--
Stats:
STR: 1
DEX: 2
RES: 0
AGI: 1
INT: 0
--
Active Ability:
- Venom Sting (+2 power and inflict venom on an enemy. -3 physical damage.)
- Queen's Command (Give to all allies in a radius of 3 centered around the caster a buff of +1 major actions and +2 attack for 3 turns. Has a 6 turn cooldown.) {Cooldown: ready on roll 30}
- Nature:
-- Acidic Residue (Shoots a projectile of acid to the ground, creating a field that debuffs all enemies with -2 armor and decreases their defense by 1 for each turn they stay in the AoE. Has range and radius of 2. Acid lasts 3 turns and debuff persists for 2 turns after the target gets out of the AoE. Cooldown: 3)
Passive Ability:
- Hivemaster (gains +1 to all rolls for each living ally and grants other allies +1 to all rolls)
- Winged (+1 dodge, -1 parry)
Conditions:
- Medium wound (-2 to all rolls)
- Poisoned (-0 to all rolls)
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (28/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {13}
--
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: 25/30
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 3/10) {Cooldown: ready on roll 28}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 0/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
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)
--
Head:
Face:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 dodge, 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: 17/30
--
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:3/5} {Cooldown: Ready on Roll 29}
- 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.) {Exp: 3/5} {Cooldown: Ready at the end of roll 28}
-- 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) {Exp: 1/5}
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) {0/10}
- Bladed Beginner (+1 to bladed weapons) {0/10}
- Darkness Null (Placeholder) {4/5}
Conditions:
- Medium damage (-2 to all rolls)
- Acid corrosion (-2 armor, -2 defense)
Mercenary 3The blacksmith takes a few moments to understand your words before nodding and taking the payment and your Zweihander outside along with the carnelian gem. In the meantime, you decide to ponder on Nez'gol's reply. Perhaps he meant that you'll probably meet him again guarding the western entrance of Metrolia along with that other lizardman. What was his name again... Sar'nir? Anyway, it could mean a lot of things... You continue thinking about the possibilities for about half an hour until the blacksmith came back into the shop and handed over Zweihander back to you. You inspect your sword and see that it's blade was repaired and sharper than ever and there was now a carnelian gemstone embedded into the hilt.
"Here your sword, make sure not to break again." he says, giving back your weapon. There are only a few things that you can buy now with your remaining gold.- Weapons:
-- Battleaxe (2H) (+4 slashing, +2 power, -2 accuracy, -2 stabbing, -2 parry if STR is below 5) 220 Gold
-- Fine Broadsword (2H) (+3 slashing, +2 power, -2 dodge, +1 parry if STR is above 4) 255 Gold {Uncommon}
-- Sharp Shortsword (+2 slashing, +1 power, +1 pierce, -1 accuracy/dodge) 220 Gold {Uncommon}
-- Fiery Cutter (shortsword) (+2 slashing, +2 power, -1 dodge. Attacks has a 25% chance to set the enemy on fire, which bypasses armor and parry rolls, and ignore armor. All melee attacks get a +1 attack and are counted as fire damage) 955 Gold {Renowed}
-- Saber (+2 slashing, +1 additional slashing when mounted, +1 power, -1 dodge) 125 Gold
-- Fine Dagger (+1 stabbing, +1 slashing, no penalty when dual wielded with a dagger or blade) 205 Gold
-- Hammer (2H) (+2 impact, +2 power, -2 speed is STR is below 4) 150 Gold
- Utility:
-- Quality Small Sharpening Stone (Give +2 attack to a choosen weapon for 4 attacks. The buff stacks two times. This item has 4 uses) 125 Gold
-- Armor patch (fix 1 point of damage of a piece of armor and give it +1 defense against the following 2 attacks) 45 Gold
- Upgrades:
-- Weapon/armor fix (Fully repairs the selected piece of equipment) 50 Gold per damage point
-- Sharpen (Permanently gives +1 attack to bladed weapon. This upgrade doesn't stack with itself) 150 Gold
-- Gem Embedding (Embed a gem infused with elemental power into a weapon. Can only embed one gem into a weapon unless otherwise specified.) 450 each
--- Carnelian (+1 attack, physical attacks are counted as fire damage)
--- Aquamarine (+1 attack, physical attacks are counted as water damage)
--- Geode (+1 attack, physical attacks are counted as thunder damage)
--- Opal (+1 attack, physical attacks are counted as holy damage)
---
Enemies:
---
Allies:
---
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):
- 124 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}
- 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)
- Zweihander (2H) (+3 power, +2 slashing, +1 attack, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging. All melee attacks get +1 attack and are counted as fire damage)
---
Head:
Face:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hands: Leather gloves (+1 defense, +1 power)
Finger 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Finger 2: Bone Ring (+1 magic defense, has a 50% chance to reduce the duration of any debuff to 1, makes you feel lucky) {Rare}
Waist:
Legs: Leather leggins (+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}
Weapon 2:
--
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 2/45
--
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: 2/5}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
Mercenary 4You gulp down a healing potion, feeling a bit of relieving cool as your wounds start closing quickly. (+2 health, -1 pain)
You then proceed to swing your blades towards one of the lizards...
(Geralt: 3 + 2 + 2 + 2 + 1 + 1 + 1 + 1 + 1 - 1 - 1 - 2 = 10 vs 6 = 2 + 1 + 2 + 1 Dodge Basilisk #3)
(Armor protection: 4 - 1 = 3)
You manage to cut a deep wound across it's back. It writhes in agony for a few seconds before going still. The last one hisses menacingly and attacks you again.
(Basilisk #1: 2 + 2 + 1 - 1 = 4 vs 2 = 2 - 1 - 1 + 1 + 1 + 1 + 1 Parry Geralt)
It lands yet another bite, this time on the left part of your waist. In the meatime, Vanina throws yet another fireball at the basilisk.
(Vanina: 1 + 2 + 1 + 1 = 5 vs 7 = 2 + 1 + 2 + 3 Dodge Basilisk #3)
"Alright, that does it." she says, her irritation at it's peak. She begins chanting a few words before launching a blast of a bright orange light towards the basilisk.
(Vanina: 5 + 2 + 1 + 3 = 11 vs 6 = 2 + 1 + 2 + 2 Dodge Basilisk #3)
(Armor protection: 5 - 1 = 4)
The animal is utterly incinerated by the intense light, leaving nothing but a pile of ashes.
Victory! +12 exp
"Are you okay?" the girl asks with concern in her voice while walking next to you, holding a potion filled with dark blue liquid. She inspects your wounds. "Here, this should make you feel good as new." she explains, handing the bottle over to you.
--
Enemies:
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox) {2}
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 12/30
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a succesful hit. Has a range of 3) {Exp: 1/5}
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy. Has +2 attack if the target is flying. Range of 4. Cooldown: 3) {Exp: 1/5} {Cooldown: ready on roll 30}
-- Crazy Firewall (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
- Dodge Null (Placeholder) {1/5}
- Fire Null (Placeholder) {2/5}
--
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)
- Khromre map (Leads to the Khromre island)
- Crude stone sword (+2 slashing, +1 power, -1 pierce, -2 accuracy. 4 uses) {4/4}
- 75 Gold
--
Head:
Face:
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: 13/20
--
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.) {Exp: 1/5} {Cooldown: Ready on roll 27}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {1/5}
- Parry Null (Placeholder) {2/5}
- Bladed Null (Placeholder) {4/5}
Condition:
- Small left arm injury (-1 to all rolls)
- Medium injury (-2 to all rolls)
- Pain (-2 to all rolls)
Empire 1"I can't believe this is happening..." the man mutters in reply as you try to place some distance between the enemies, and the only way to do that right now is to go back on the bridge. As you back away, the wizard prepares to cast another spell towards you, but the man says one quick word and a small concentration of shadows erupts from his wand towards the elf.
(Man: 5 + 2 + 2 + 1 = 10 vs 6 = 1 + 1 + 1 + 1 + 1 + 1 Dodge Elf mage)
(Ward protection: 4 - 2 + 1 = 3 damage)
The projectile pierces through an imaterial shield and hits him square in the chest. The elf is thrown on the ground, but he slowly gets up, spitting blood. The wand-wielding man throws another bolt in another to finish his opponent, but one of the orcs jumps in to intercept it.
(Man: 3 + 2 + 2 = 7 vs 5 = 1 + 1 + 2 + 1 Intercept Red Orc #2)
(Armor protection: 2 - 2 + 1 = 1 damage)
His bolt pierces through the orc's armor and inflicts a minor wound. He then slashes towards him in retaliation...
(Red Orc #2: 3 + 2 + 2 + 1 + 1 + 1 - 1 = 9 vs 7 = 1 + 1 + 1 + 4 Parry Man)
(Armor protection: 2 - 1 = 1)
The red orc's swords make a shallow cut on the man's shoulder. The other one also moves in to attack, but your ally was already running back towards you. During all of this you used the rest of the reagant on your wound, closing it a little and warding off the pain for some time. You also see Carola finally running through the ring of flames and coming towards you.
"It looks like our only escape was cut off by that mage's spell. We need a plan to deal with these bandits, otherwise they might kill us." the swordswoman said as she healed the burns she got from going through the flames. Some of them still remained when she was done, though.
"I hope it doesn't involve me being on the front line again." the man replied as he finally got next to you. You see that the two red orcs were straight towards the three of you.---
Enemies:
Elf mage
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Fire
--
Neck: Warding Pendant (+1 defense, +2 armor against magic)
Torso: Wizard Robes (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry)
Hands: Red gloves (+1 dodge, +1 accuracy to fire spells)
Weapon: Runed Rod (Range: up to 6. +2 power, +1 magic attack) {Rare}
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 1
Exp: 0/30
--
Active Ability:
- Fire
-- Fire blast (??)
-- Pyro-ball (??)
-- Ring of flames (Trap enemies in a ring of flames with a radius of 2. While in the ring, they are unable to dodge spells that have an equal or bigger AoE than the ring itself unless they go through the flames, getting 2 burn damage. +3 accuracy and cannot be parried. Ring lasts 3 turns. Range of 3. Cooldown: 5) {Cooldown: ready on roll 31}
Passive Ability:
- Explosive impact (All fire spells get -1 power but explode in an AoE of 1. Only applies to spells which don't have an area of effect)
Condition:
- Big wound (-3 to all rolls)
Red Orc
Race: Orc (+1 to blunt weapons, +1 power, +1 parry, -2 magic, -1 dodge)
Element: Fire
--
Arms: Wood bracers (+1 parry)
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Feet: Reinforced leather boots (+1 defense, +1 armor, -1 dodge)
Weapon 1: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
Weapon 2: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
--
Active Ability:
- Weaponry:
-- Fire
--- Burning Slasher (Strike an enemy with +1 attack and +1 power. Inflicts burns instead of bleeding, if the target is parrying then inflict minor burns on them regardless of the result of the roll. 1/4 chance to inflict minor burns on self while attacking. Has a cooldown of 2) {Cooldown: ready on roll 28}
Passive Ability:
- Berserking (??)
- Dual wielding melee (+1 parry, +1 accuracy, -1 power, -1 dodge)
Red Orc
Race: Orc (+1 to blunt weapons, +1 power, +1 parry, -2 magic, -1 dodge)
Element: Fire
--
Arms: Wood bracers (+1 parry)
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Feet: Reinforced leather boots (+1 defense, +1 armor, -1 dodge)
Weapon 1: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
Weapon 2: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
--
Active Ability:
- Weaponry:
-- Fire
--- Burning Slasher (Strike an enemy with +1 attack and +1 power. Inflicts burns instead of bleeding, if the target is parrying then inflict minor burns on them regardless of the result of the roll. 1/4 chance to inflict minor burns on self while attacking. Has a cooldown of 2)
Passive Ability:
- Berserking (Injuries don't count for attack rolls)
- Dual wielding melee (+1 parry, +1 accuracy, -1 power, -1 dodge)
Condition:
- Small wound (-1 to all rolls)
---
Allies:
Man
Race: Human
Faction: Human Empire
Element: Darkness
--
Torso (under): Leather vest (+1 defense, +1 armor)
Torso (over): Brown coat (+1 defense, +1 dodge, can be worn over most armors)
Legs: Old Boots (+1 defense)
Weapon 1: Wand (Range: up to 6. +1 pierce)
---
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 0
Exp: 0/20
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 2/5}
-- Dark focus (The caster gets +2 to dark magic and +1 major actions when casting spells during the next turn. Has 3 turn cooldown.) {Exp: 1/5} {Cooldown: ready on roll 29}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {1/5}
- Dark Null (Placeholder) {3/5}
Condition:
- Small wound (-1 to all rolls)[spoiler]
Carola
[spoiler]Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Bracers (+1 parry)
Hands: 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) {Uncommon}
---
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) {3/5}
Condition
- Light burns (-1 to all rolls)
---
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}
-- 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) + (Electrical enchantment)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 12/20
--
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} {Cooldown: Ready on roll 29}
-- 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) {Exp: 1/5} {Cooldown: Ready on roll 30}
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 Beginner (+1 to lightning){0/10}
Conditions:
- Small wound (-1 to all rolls)
Empire 2As you equip the the ring given to you by Amarethon you feel power course into your soul along with a feeling of a massive raw energy locked away in the ring itself. Nevertheless, you decide to meet the two creatures but you accidentally step on some of the blood-oak's red resin which was spilled on ground during your fight. You come to the conclusion that the beasts must be scavengers, so you expertly throw a knife towards a nearby tree, making the wire attached to it loop around a branch before pulling yourself up into the tree in order to hide. As the creatures get close, Saraquel suddenly gets up from his slumber and quietly walks behind a bush near your hiding place. A few moments later two animals walk into the clearing, one of them covered in red fur and seemingly blind while the other one's fur was a cyan-blue and it's eyes were bright yellow. Both of them were walking on two legs.---
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:
--
_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
- Broken Axe {Broken: no stats. Needs extensive repair}
--
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:
Finger 1: Astral Ring (+1 magic, +1 magic defense, magic defense also counts as physical defense. Total INT is multplied by 1.5, rounded up. Gains exp from the difference between your spell's attack and the enemy's defense roll) {Ultimate} (Exp: 0/15)
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: 1
INT: 2 (x1.5)
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}