Roll 35----I can't wait for the easter holiday.--
Mercenary 1Hazrafol doesn't reply and you decide to unequip your champion bracers for some reason before following after the imp, who was already flying ahead of you. As you walk on the grey 'floor' you look around, seeing strange obelisk-like structures that seemed to appear and disappear at will, heck, one of them appeared right behind you, and before you can even react it was just... gone. The demon seems completely umphased by all of this and a few moments later it stops, reach out with it's clawed hand towards a solitary yellow streak traveling through the darkness around that you didn't notice the first time you were transported here. It mutters a few words and suddenly the line makes a sharp turn towards you, reaching your location in just a few seconds. For a split moment you feel as if you don't have a body anymore as a bright turqoise light engulfs both of you until you find yourself standing on a dusty yellow ground. A sudden sense of confusion grips your head and you don't even notice as Hazrafol glides towards you until it places it's hand on your left leg, trailing the damage it has done earlier with a finger.
"Well, well, I had no idea it would be so easy..." the imp mutters to itself as a green glow appears at the tip of it's claw, completely healing your leg. It doesn't seem to be done though, because immediately after you see tiny bright green lines forming themselves on where the damage used to be, creating a rune you don't recognize. After that is over, the demon backs off, grinning. You also feel a pressence at the back of your mind now.---
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:
- Obsidian Bones (+2 defense, +1 RES) {Expires on roll 36}
Mercenary 2You curse your accursed vessel and it's cursed weakness before starting to shout at the bats, to which they reply with a loud screech. After getting that out of your system, you take a swing at them with your sword.
(Nayrous: 4 + 3 + 3 + 1 + 1 - 1 - 1 = 10 vs 9 = 1 + 2 + 2 + 2 + 2 Dodge Zoid Bat #1)
(Nayrous: 2 + 3 + 3 + 1 + 1 - 1 - 1 = 8 vs 9 = 1 + 2 + 2 + 2 + 2 Dodge Zoid Bat #2)
You manage to hit the first one, making a considerable wound on it's chest. It falls down on the ground, limp. Unfortunately, your next attack narrowly misses the next bat, and they all fly down towards you but Rhunon manages to loose two more arrows towards the group.
(Rhunon: 1 + 1 + 1 + 1 + 1 + 1 + 2 + 2 - 4 - 1 - 1 = 4 vs 10 = 1 + 2 + 2 + 2 + 3 Dodge Zoid Bat #2)
(Rhunon: 6 + 1 + 1 + 1 + 1 + 1 + 3 + 1 - 4 - 1 - 1 = 9 vs 8 = 1 + 2 + 2 + 2 + 1 Dodge Zoid Bat #2)
The second bat barely amanges to get out of the way of the first arrow, but the second impacts it it's chest, killing it off. The other ones try to bite you angrily and the last one divebombs while you're retreating towards the end of the path...
(Zoid Bat #3: 2 + 2 - 1 - 1 = 2 vs 6 = 1 - 1 + 1 + 1 + 2 + 2 Parry Nayrous)
(Zoid Bat #4: 6 + 2 - 1 - 1 = 6 vs 9 = 1 - 1 + 1 + 1 + 2 + 5 Parry Nayrous)
(Zoid Bat #5: 1 + 2 + 3 - 1 = 5 vs 8 = 1 - 1 + 1 + 1 + 2 + 4 Parry Nayrous) {2/2 Self injury triggered}
But you manage to block off all of their attacks with your broadsword. You hasten your pace and finally reach your elf partner.---
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
--
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 (23/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {8}
- 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: 6/10) {Cooldown: Ready on roll 37}
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: 5/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-1 to all rolls)
- Envenomed (-4 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}
-- 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) {3/10}
- Bladed Beginner (+1 to bladed weapons) {2/10}
- 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 3For some reason you decide to not be a good and adventurer and not loot the corpses of the lizardmen for items, so Nez'gol is left with all of it choose from. He takes the chestpiece, the iron shield and the red bracers, equipping the first two and storing the later in his inventory. After that is over with, you both cross the bridge, going through a spiderweb dangling in the wind along the way, until you reach a large clearing, stretching as far you can see, littered with small ponds or random trees sprouting from the ground. You can see that some of them have some kind of fruits, while others had some relatively big flowers with orange petals or mushrooms of varying colors. The air around you is humid and you are unable to see anything hostile around, except if you want to pick a fight with the birds or a snake.
"Huh, I am no expert in herbs and the such, but those flowers are said to be pretty rare." your companion observes while catching a mosquito and eating it.---
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"Well, it looks like a normal healing potion to me." Vanina replies as you inspect the bottle lying on the ground. You quickly notice that she's correct, considering that the liquid looks exactly the same as the healing potion you have in your inventory, so you take it. After that, you turb your attention towards the other object, which turns out to be an ornate bottle with silver drawings etched into the glass containing a golden liquid that seemed to emit a light of it's own. The girl stares at it in disbelief for a few seconds before taking a step towards the tree. "I... I'll go get it for you." she says before walking the rest of the way to the trunk.
(Roll to climb {AGI}: 9 + 1 = 10)
She goes up from branch to branch in easy, fluid motions, making it seems like nothing more than child's play. Not even half a minute passes and you partner is back on the ground, holding the potion. "Here you go." she says simply, handing it over to you. Seeing as there was nothing left for you to do here, you go back through the opening and into the cave containing the rotting corpses of the basilisk and the anaconda. You can also hear a low rumbling sound coming from below 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)
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
- Alexandrite {Empty} (Can be infused with any type of magic in order to gain various bonuses. Can be embedded into any weapon or torso armor)
--
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(8/8):
- 75 Gold
- Healing Potion (+1-2 health, -1-3 pain) {2}
- Khromre map (Leads to the Khromre island)
- Blue anaconda 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}
- Yyven's Kiss (Fully restores health, dispels most debuffs and buffs with +2 to all rolls and +3 INT for 5 turns. The buff doesn't stack)
--
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"If you accept, then you shall undergo a... let's call it a rite of passage in order to be accepted into the group. Wendala will guide you through it." Uba replies, his eyes now focused on you. "As for your friends, I allow them to stay with you." he adds while Carola leans towards you.
"I hope you do not plan to stay around for too long, the preliminaries of the tournament will begin in two weeks." she whispers before immediately jerking back as the lord gave her a glare, which she returned in kind.
"Anyway, the rite will only begin tomorrow morning, so you can go do whatever you wish. Except for leaving, of course." he says, dismissin you with a wave of hand. Wendala sighs and turns towards you.
"If you have questions, ask Baldur, the guy in fluffy green coat next to Uba." she says before going past a hooded figure you noticed just now and climbing up a set of stone stairs in the far left end of the room.---
Enemies:
---
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"Well, I suppose that history continues to exist into the present through the consequences of the actions of the past, shaping the world we live in." Brussian replied after a minute of thinking, his voice distant. "The reason we record our history is so we can learn from the mistakes of our ancestors and the actions that led up to them. Since our memory is fickle and it can twist some of the details or even purge them, we write the past down on paper so that it would... remember it for us." it adds after more thinking, sounding puzzled, and nearly hitting a low branch, managing to duck in the last second. The werewolf seems startled for a moment before continuing down the winding path through the trees. In the mean time, Saraquel was following quietly just behind you. "Could you tell me more about your kind?" Brussian suddenly asks after some time of walking in silence.---
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}