Roll 34----Well, it 'only' took me one week to fix my Internet. Better late than never, I suppose.
--
@Crimson Fixed.
--
@WunderKatze Looks like Lady Luck isn't with you this roll.--
Mercenary 1"A... chest?" the imp replies, taken aback. "I thought that you were bani- nevermind." it cuts itself off before finishing the sentence. You can't help but feel a little suspicios as the little demon takes a second to compose itself. "Anyway, I have nothing to gain from killing you, and since you can't really hurt me... I suppose we can help each other." it finally says, now glaring at your mask, as if trying to see through it's painted visage. "I know a Fu'hin'Il, which is Demon Warlock in your language by the way, that can... help transport you back from where you came. I'll say what I want you to do for me when we get to him." it explains with a mysterious tone before stopping to think for a few moements. "Oh, and I'm called Hazrafol if you wanted to know."---
Neutral:
Hazrafol
Race: Imp (+1 magical attack, +2 magical defense, -2 defense against own element and elemental weakness, +1 dodge)
Element: Darkness
--
Torso: Shifting Rune (+1 defense, +2 armor against magic, +1 magical attack, bonuses can be dispelled for 3 turns by any 'purge' spell)
Arms: Golden bracers (+2 magical attack)
Weapon 1: Essence Claws (Range: up to 4. Gives all magic spells a +1 slashing bonus)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 2
--
Active Ability:
- Darkness:
-- Shadow Rend (Attack with +2 power and -1 accuracy. Inflicts heavy bleeding. Cooldown: 1) {Cooldown: Ready at the end of roll 33}
- Fel
-- Psyche Spark (??)
-- Soul Shard (??)
Passive Ability:
- Ethereal {Moral}(Only affected by holy, darkness and unaligned abillities. Immune to everything else, including physical attacks)
- Winged (+1 dodge, -1 parry while flying)
---
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)
--
Level 3
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)
- 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)
--
Level 3
Stats:
STR: 1
DEX: 1
RES: 2 (+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. Harmless. Radius of 2 centered around the caster. May be used 3 before a 3 turn cooldown. Radius: 2) {1/5 Exp} {2/3}
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:
- Major left leg damage (-2 to all rolls, -2 dodge)
- Obsidian Bones (+2 defense, +1 RES)
Mercenary 2"I know, but staying here won't make my condition go away and those bats would rather get in here than calm down, so..." Rhunon trails off for a split second. "Not much of a choice here." he finishes with a sigh. After that, the elf rights himself before motioning towards the left passage. "We go both at once and don't stop." he says, waiting for you to get next to him. After that, he counts to three and you both sprint off through the passage and onto a mostly straight path that led to a faraway hole, just big enough of you to crawl into.
(Roll to go fast {AGI} Nayrous: 2 - 1 = 1, Rhunon: 8 + 3 - 3 - 1 - 1 = 6)
You trip on a stone half-way and nearly slide off into the abyss while your companion rushes past you and manages to make it to the hole-exit. It takes him a moment to realize what happened and then gesture towards something behind you. You get up and look behind your shoulder and see... nothing, but then you catch a glimpse of something moving above. A quick glance reveals five zoid bats flying towards you and before you can do anything else, an arrow whirls over your head and towards them.
(Rhunon: 3 + 1 + 1 + 1 + 1 + 1 + 2 - 3 - 1 - 1 = 5 vs 13 = 1 + 2 + 2 + 2 + 6 Dodge Zoid Bat #1)
(Rhunon: 2 + 1 + 1 + 1 + 1 + 1 + 2 - 3 - 1 - 1 = 4 vs 11 = 1 + 2 + 2 + 2 + 4 Dodge Zoid Bat #4)
But the two bats in it's trajectory easily fly out of the way, however it does at least have the effect of slowing down their advance somewhat.---
Enemies:
Zoid Bat x 5
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 (Attack with +3 power and -1 accuracy plus weapon boost. 50% chance to inflict light bruises on the caster. Has a cooldown of 2)
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 (25/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {10}
- 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)
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 3
INT: 0
Exp: 3/67
--
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: 5/10)
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: 4/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-1 to all rolls)
- Envenomed (-3 accuracy/dodge)
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
- Carnem deleo (rod) (Range: up to 6. +1 power)
- 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:
Finger 1: Wanaeyis Ring (+1 RES, +1 power, +1 magical defense, -1 dodge) {Rare}
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
Weapon 2:
--
Level 3
Stats:
STR: 4 (+4)
DEX: 0
RES: 2 (+2)
AGI: 0
INT: 0 (-3)
EXP: 39/45
--
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:4/5} {Cooldown: Read on roll 38}
- 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) {Exp: 3/5} {Cooldown: Ready on Roll 35}
-- 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 +3 power in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4) {Exp: 1/10} {Cooldown: Ready on Roll 36}
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 Beginner (+1 parry) {0/10}
- Bladed Beginner (+1 to bladed weapons) {1/10}
- Darkness Beginner (+1 to darkness) {4/10}
Conditions:
- Small damage (-1 to all rolls)
- Ghastly power (+1 STR, +1 RES, +2 blunt defense, converts INT to STR, Spiritus sepulturam nullified for the duration) {Expires on roll 36}
Mercenary 3The lizardman ignores your words and instead swings his shortsword towards you again just as you prepare to stab him with your trident...
(Clash {AGI}: Antaeus 2 - 1 = 1 vs 1 = 1 + 1 - 1 - 2 Lizardman Guard)
(Clash {STR}: Antaeus 3 + 1 = 4 vs 3 = 1 + 1 + 1 - 1 - 3 Lizardman Guard)
Your weapons are in a deadlock for a second, but you manage to overpower the guard and push him back before finally thrusting your trident towards him.
(Antaeus: 1 + 3 + 1 + 1 + 1 = 7 vs 12 = 1 - 1 - 1 + 1 + 1 + 2 + 2 + 2 + 5 Parry Lizardman Guard) (Break: 1/5 Failed)
(Antaeus: 3 + 3 + 1 + 1 + 1 = 9 vs 12 = 1 - 1 - 1 + 1 + 1 + 2 + 2 + 2 + 5 Parry Lizardman Guard) (Break: 4/5 Failed)
Yet he blocks both of your strikes. The cloud looming above you sends another bolt down...
(Nez'gol: 6 + 1 + 1 + 1 = 9 vs 12 = 1 - 1 - 1 + 1 + 1 + 2 + 2 + 2 + 5 Parry Lizardman Guard)
But the thunderstrike bounces off your opponent's shield and into a tree, incinerating it's trunk and making it fall backwards with a loud creaking noise. Nez'gol then darts towards him.
(Nez'gol: 4 + 2 + 1 + 1 + 1 + 1 = 10 vs 8 = 1 - 1 - 1 + 1 + 1 + 2 + 2 + 2 + 1 Parry Lizardman Guard)
His blade cuts through the guard's chestpiece, leaving a medium-sized hole from which blood flowed freely. Your opponent releases a few inteligible sounds before falling headfirst onto the ground, dead.
Victory! +14 exp
"Well, I suppose my people will deal with the remaining rogue lizardmen eventually." your companion observes while making a motion towards the thunder cloud he summoned. In just a few seconds it dissipates into the air, leaving no trace of it's existence, except for the damage caused by the thunder bolts, of course.---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory(4/8):
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
- Cockatrix Egg (It's a good thing cockatrixes get over their baby phase quickly)
--
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)
--
Level 3
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 34/45
--
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: 4/5} {Cooldown: Ready on roll 38}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 3/5}
- Dodge Null (Placeholder) {Exp: 3/5}
- Lightning Null (+1 to lightning) {Exp: 0/10}
- 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:
--
Level 3
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 16/45
--
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: 6/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
Mercenary 4"I was planning to keep it to myself, actually. Although, if you really want it, I suppose I can trade it with you for some items." Vanina replies as you pour the pepper inside the vial in your mouth. The taste is like fire itself and the feeling quickly spreads from your mouth to your entire body, feeling it's heat course through every single fiber of your entire muscular system. Yet, despite all this, the experience isn't painful at all and it subsides after about a minute, leaving only a feeling that could only be described as your entire mouth being scorched. The girl waits patiently until you return your attention to her.
"Here you go." she hands you a flask filled with water, which you gulp down to the last drop. This calms down the feeling somewhat, although it's still there. After all that, you both head through the souther opening which leads you to a small cliff overlooking the ruins of Metrolia and the surrounding outskirts. The scenery was both breathtaking and somewhat odd: the setting sun's red rays bathed the forest in dark colors, which were only complemented by the impenetrable shadows that covered the ground, and the gray ruin in the middle only served to give the whole scene a mysterious and borderline frightening look. You manage to peel your eyes off the view and take a quick glance around, seeing a bottle filled with some liquid sitting on the ground to your left and an average-sized tree with something stuck between it's branches to your right.
--
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)
--
Level 3
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: 3/5}
-- 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: 3/5} {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: 4/5} {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 (+1 to fire spells) {1/10}
- Elemental Beginner (+1 to all elemental spells) {0/10}
--
ChroseName: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(7/8):
- 75 Gold
- Healing Potion (+1-2 health, -1-3 pain)
- Khromre map (Leads to the Khromre island)
- Blue hydra scales (Material)
- Green basilisk scales (Material) {2}
- Healing Reagent (+2-3 health, -3-4 pain, cures poison)
- White flower (A common alchemy ingredient usually used for healing brews) {3}
--
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)
--
Level 2
Stats:
STR: 2
DEX: 0
RES: 1
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 (-2 to all rolls)
Empire 1"Yes, I learned about the fate of the patrol and I orchestrated the attack on the bridge." Uba replies disinterested. The woman in pink dress whispers a few words in his ear before staring at you with an indifferent expression. "However, the reason I had you brought here is because I see potential in you." he begins explaining, his lips twisting into a thin smile. "Despite your poor equipment and trainning, you managed to dispatch my servants without too much hassle. Although I suppose it's also because you had help." he gives Wendala a venomous glare which she ignores, instead opting to inspect a strand of her smooth black hair. "I want to make sure your talent doesn't go to waste, and that's why I'm willing to do you a favor by offering you a chance to join the Blood Assassins." the man finishes. From his tone you can see that he's not expecting you to refuse.---
Neutral:
Wendala
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}
---
Level 9
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)
Weapon 2: Runed Rod (Range: up to 6. +2 power, +1 magic attack) {Rare}
---
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
---
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}
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}
- Dual Wielding Magic (+1 to magic, -1 physical defense)
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}
---
Level 4
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 30/67
---
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: 3/5}
-- 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}
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){3/3}:
-- 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)
- Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
--
Head:
Neck: Warding Pendant (+1 defense, +2 armor against magic)
Torso: Wizard Robes (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry)
Back:
Arms: Wood bracers (+1 parry)
Hands: Red gloves (+1 dodge, +1 accuracy to fire spells)
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet: Reinforced leather boots (+1 defense, +1 armor, -1 dodge)
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Level 2
Stats (distribute 1 stat point):
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
EXP: 12/30
--
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}
- 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) {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 (-2 to all rolls)
Empire 2"Yes, quite a few of this realm's inhabitants use written language." Brussian replies, looking at you surprised. "Either way, let us go to my cave, we will talk on the way there." he then says. You jump off the branch you were sitting on all this time and land lightly on the ground next to Saraqael, who sniffs your dress for a few seconds before backing off, looking satisfied. After that, you both follow after the werewolf through the forest, not taking any marked path, which, coupled with the fact that it was getting pretty dark, forces you to stay very near the canine. "I am curious, though, how does your kind record their history and teachings without writing?" it asks after about ten minutes, not turning it's head towards you. "And do all of you have a natural affinity for magicka?" it adds.---
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)
--
Level 1
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:
--
Level 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}