Roll 31----Mercenary 1"Really? Because I only stumbled upon you by chance. For all I know it could've been a Fu'hin'Il in my place." the imp replies, eyeing your rapiers suspiciously. You continue to keep on a straight face, despite the green mask hiding your features and skeletons being unable to change their expression very much. Anyway, your ruse doesn't seem to be working very well.
"You know what? I'm just going to bring you to Aakbul-Dahma. It'll know how to... take care of you." it said after pondering for a few moments, snickering at the end. The little demon suddenly flies up to your waist and grabs your arm and starts chanting. You suddenly realize that letting the imp finish whatever plan it had wasn't going to be very good for you.---
Enemies:
---
Allies:
Daxon (Unavailable)
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 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:
---
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:
STR: 1
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:
Mercenary 2You decide to equip your ring while turning your head towards the direction of the sound, which would be the far end of the ceiling. At first you only see a bunch of blurred shadows, but soon about four bats with grass green eyes come into view. Rhunon, who followed your followed your look towards the mammals, sighs he takes his bow from his back.
"Those are Zoid Bats. They're rather territorial when in numbers and I would be surprised if they didn't have at least one fight with the millipuves here." he explains while loading an arrow in his weapon. "Oh, and their bite is venomous, so try not to get hit." the elf added before loosing the arrow towards the nearest bat.
(Rhunon: 4 + 1 + 1 + 1 + 1 + 1 + 2 = 11 vs 9 = 1 + 2 + 2 + 2 + 2 Dodge Zoid Bat #1)
The projectile hits and it falls down into the abyss below. Two more to go.---
Enemies:
Zoid Bat x 3
Race: Bat (+2 dodge/accuracy, -1 power, susceptible to light)
Element: Nature
--
Hands and arms: Wing membrane (+2 dodge while flying)
Weapon: Venomous teeth (+2 stabbing, +1 accuracy, +1 pierce, -1 power, inflicts venom if attack injures the target)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 2
INT: 0
Exp: 0/30
--
Active Ability:
- Missile bat (??)
Passive Ability:
- Winged (+1 dodge, -1 parry while flying)
---
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}
- Fire Garnet (Can be embedded into a magic enhancer to give it +1 power and +1 to all fire spells. Can also be used to infuse the next three offensive spells with the fire element and give them +2 attack and +1 power) {2}
--
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: 2
INT: 0
Exp: 20/45
--
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: 2/15}
- 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(4/8):
- 195 Gold
- Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
- Wanaeyis Ring (+1 RES, +1 power, +1 magical defense, -1 dodge) {Rare}
- Small leather book (Read it)
--
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(distribute 1 stat point):
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 3
EXP: 12/45
--
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}
- 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}
-- 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)
Mercenary 3"My friend says that this is a fertile Cockatrix egg, but..." Nez'gol shakes his head before studying it's shell more closely. It was a milk white with orange spots laid all over it, nearly forming some sort of pattern. But that might be just your imagination. "Well, all cockatrixes are very defensive of their offspring, so it makes no sense for a female to just leave her eggs like this, unless she's dead." he explains with uncertainty in his tone. "Anyway, Sar'nir wishes to give it to you as a gift for not letting anyone harm me during our mission." the lizardman adds, his reptilian eyes meeting yours. "So, will you accept it?" he asks.---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory:
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
--
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: 18/45
--
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}
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:
---
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 (+1 power for 2 turns. Buff stacks up to 3 times. Consuming 3 at a time also gives +1 DEX for 3 turns) {4}
- 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 proceed to swing your blades again towards the anaconda, trying to kill it this time.
(Geralt: 6 + 2 + 2 + 1 + 2 + 1 + 1 + 1 + 1 - 1 - 1 - 1 = 14 vs 5 = 1 + 1 + 2 + 1 Dodge Blue Anaconda)
(Armor protection: 9 - 2 = 7 damage)
Your attack inflicts a long gash across the reptile's body and a large stab wound on it's middle head. It falls to the ground limp, spilling blood everywhere, which only added to the already existing puddle from the other two corpses.
Victory! +18 exp. Vanina levels up! Geralt levels up!
You take a look around the section of the cave you find yourself in, seeing a small pond and a pink crystal orb sitting on top of a strange formation of rocks towards the north, a chest on the west side and finally two batches of tiny flowers with white petals. Finally, there's an opening you can go through towards the south from which came some light. It most probably led outside.
--
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)
- 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: 1
RES: 0
AGI: 1
INT: 1
Exp: 0/45
--
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 (Flames sprout out from the ground in the targeted area, incinerating any character caught in them. +2 power, additional +3 attack against ground targets. Radius of 3. Has a range of 2. Cooldown: 7) {Exp: 2/5} {Cooldown: ready on roll 36}
- 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) {4/5}
--
ChroseName: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- 75 Gold
- 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}
- Thinner stone sword (+2 stabbing, +1 power, -2 accuracy. 6 uses) {6/6}
--
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)
--
Stats (distribute 1 stat point):
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 11/30
--
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: 2/5} {Cooldown: Ready on roll 33}
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) {2/5}
- Parry Null (Placeholder) {3/5}
- Bladed Null (+1 to bladed) {2/10}
Condition:
- Small injury (-1 to all rolls)
- Pain (-1 to all rolls)
Empire 1"I fully agree." Carola replies with an unnerved tone as the orc attacks her again. In the meatine, you look around and notice the bridge is going over what appears to be a small river. Considering it's depth and distance from you, you deduce that you'd probably break half the bones in your body if you try to jump.
(Red Orc: 2 + 2 + 2 + 1 + 1 + 1 + 1 + 1 - 1 = 10 vs 12 = 1 + 1 + 1 + 1 + 1 + 1 + 2 + 4 Parry Carola)
"Why exactly do you keep attacking only me?" the girl asks as she manages to bat away his blow.
"You're the only one who can even hit me." the red orc replies, gripping his shortswords as his eyes dart towards Fenrir, who rolls his eyes.
"Anyway, don't expect any objections from me." the man says towards you as your partner retaliates...
(Carola: 4 + 2 + 2 + 2 + 2 + 1 + 1 - 1 = 13 vs 7 = 1 - 1 - 1 + 1 + 1 + 1 + 1 + 2 + 2 Parry Red Orc)
(Armor protection: 6 - 2 = 4 damage)
The enemy falls to the ground bleeding from two large cuts across his chest. He stares blankly towards the sky before finally giving his last breath. The whole exchange only lasted for a few seconds so the three of you run across the bridge, stumbling upon the black mark left by the mage's spell and finally making it back to the end with the burning carriage. Unfortunately, the cloaked woman nearly catches up to you before you can go any further, but Fenrir quicly launches another dark fragment towards her.
(Fenrir: 1 + 2 + 1 - 1 - 2 = 1 vs 11 = 1 + 1 + 2 + 2 + 5 ??)
Again, she doesn't even bother with trying to dodge it, the projectile's doing no damage and not even slowing her down. After that, she does an acrobatic jump and lands right in front of you, forcing you to stop.
"This is starting to get annoying." the woman says, gripping one of her dai-katas with her left arm.---
Enemies:
??
Race: Human
Faction: ??
Element: Darkness
--
Neck: Yseerlan Necklace (+2 to darkness magic, protects against Paralysis, -1 darkness defense) {Rare}
Torso and Waist: Magdalena Leather Suit (??) {Legendary}
Back: Black Cloak (+1 defense, can be worn over most armors, +2 attack when attacking an unalerted enemy) {Uncommon}
Hands: Black leather gloves (+1 defense, +1 accuracy, +1 darkness attack, -1 parry)
Finger 1: Occixion (+2 power, creates a barrier around wearer at the start of the battle which gives +2 armor and lasts against 4 hits) {Rare}
Finger 2: Blasteroid (Inflicts Weapon Boost on the wearer for 3 turns after a succesful attack) {Rare}
Feet: Silken leggins (+2 AGI, all attacks get Pre-empetive - always goes first -) {Renowed}
Legs: Kad'jin Boots (+1 defense, +3 speed, +2 dodge, -1 power) {Rare}
Weapon 1: Overlord Dai-Katana (+3 slashing, +1 STR, +2 pierce, -1 accuracy, damages armor on succesful hit) {Renowed}
Weapon 2: Blood Assassin Dai-Katana (??) {Legendary}
---
Stats:
STR: 3 (+1)
DEX: 4 (+2)
RES: 0
AGI: 9 (+5)
INT: 1
---
Active Ability:
- Darkness
-- Saaris' Touch (??)
-- Undead Curse (??)
-- Lucien Konikcut (??)
- Water:
-- Healing Tsunami (??)
- Weaponry:
-- Iron X-Slash (??)
Passive Ability:
- Preparation (??)
- Shadowstep (??)
- Watchful (??)
- Dual Wielding Melee (Dai-Katana) (+1 dodge, +1 accuracy, -1 power, -1 parry)
---
Allies:
Fenrir
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: 3/5}
-- 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) {2/5}
- Dark Null (Placeholder) {4/5}
Condition:
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
Carola
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. ??) {1/2}
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 33}
-- 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) {Exp: 2/5} {Cooldown: ready on roll 33}
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 Beginner (+1 parry) {2/10}
- Bladed Null (Placeholder) {4/5}
- Light Null (Placeholder) {2/5}
Condition
- Light burns (-1 to all rolls)
- Small left arm injury (-1 to all rolls)
- Pain (-2 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 7 charges of 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)
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: 2/5} {Cooldown: ready on roll 33}
- 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 33}
-- 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}
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: Parry bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Beginner (+1 to bladed weapons){2/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){0/10}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-1 to all rolls)
Empire 2"My name is Brussian and I used to be an Elf who chose to live in the wilderness." it replied with a distant look. Or sorrowful, since it's opaque eyes made the emotions hard to distinguish. "One day I was kidnapped by a group of people who brought me to a strange place. I can't remember what happened to me after that, except that they forced some mixture down my throat. After that there was only a blur of pain and bloodshed and I finally end up waking up somewhere in the forest, looking like... this." the canine explains with a small growl at the end. "I am a werewolf now, I believe, although unlike the others I cannot see with my eyes, so instead I have to rely on my other senses. It was odd at first but now I simply see it as a new perspective on the world." it finishes, now staring directly at you. As you listen to his words, you also notice Saraqael staring up towards you with a questioning look in his eyes from the bush he's hidden in.---
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}