Roll 37----Well, all the celebrations and visits are over. I hope everyone had a nice Easter.Mercenary 1Before you can finish your sentence, you notice a green aura envelop you as you try to scratch off the green rune to no avail and feel an invisible force gripping every bone that formed your body and pulling you up from the ground a few inches. Your head is then forced to look directly at the warlock's eyes, which were now filled with a mix of anger and disgust.
"It is very daring of you to speak to me like that, frail undead." he says in a calm tone, despite the emotions running through him. "You shall adress me as the Corruptor from now on, and if you fail to show proper respect then I shall take great pleasure in hearing the sound of your bones being crushed under my heel." the demon adds, maintaining his cold expression. Meanwhile, Hazrafol seems to be reading the symbols on the green mask you're wearing.---
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)
--
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:
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)
- 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)
---
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)
- Champion Bracers (+1 parry, +1 attack, -1 magic defense)
---
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:
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:
- Fiend's Grip (Paralyzed)
Mercenary 2You make the wise decision of retreating into the opening where Rhunon went while firing a single shadow blast towards the bats who are trying to chase you inside. Of course, you switch your broadsword for your rod first.
(Nayrous: 5 + 1 + 1 = 7 vs 8 = 1 - 1 - 1 + 2 + 2 + 2 + 3 Dodge Zoid Bat #3)
Your spell is slightly off though and misses your target, but instead it hits the upper edge of the opening...
(Nayrous: 2 + 1 + 1 = 4 vs 8 = 1 - 1 - 1 + 2 + 2 + 2 + 3 Dodge Zoid Bat #3)
(Nayrous: 2 + 1 + 1 = 4 vs 11 = 1 + 2 + 2 + 2 + 4 Dodge Zoid Bat #4)
(Nayrous: 6 + 1 + 1 = 8 vs 8 = 1 - 1 - 1 + 2 + 2 + 2 + 3 Dodge Zoid Bat #5)
All three of them manage to get clear of the blast, but it also causes the tunnel you find yourself in to collapse, trapping you in complete darkness. On the bright side, at least the bats can't get to you now.
"H-hey, are you okay...?" you hear the elf's voice coming from not very far away. You follow it and bump into something on the floor. On closer inspection, it turns out that it's your companion, most probably unconscious.---
Enemies:
---
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 (-6 accuracy/dodge, paralyzed)
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: -1 (-1)
DEX: 0
RES: 1 (+1)
AGI: 0
INT: 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: 4/5} {Cooldown: Ready on roll 38}
-- 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}
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) {6/10}
- Bladed Beginner (+1 to bladed weapons) {2/10}
- Darkness Beginner (+1 to darkness) {4/10}
Conditions:
Mercenary 3"Alright, but I'll need more in order to make all the runes. Also, we require an ingredient which color represents your element." Nez'gol replies after thinking for a moment. "Which brings me to the question: what is your element? I don't recall you using any elemental skills since we met." he then asks after taking all the korum from the pile and placing them in his inventory.---
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)
- Red bracers (+2 dodge, -1 attack) {Legs}
- Korum (consuming 5 at a time gives +1 to the user's element for 2 turns) {14}
--
Torso (under): Purple runes (+1 magic defense, +1 lightning magic)
Torso (over): Chestpiece (+2 defense)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon 1: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
Weapon 2: Iron shield (+2 defese, +1 parry, -1 dodge)
--
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 4You run in the west direction, going headstrong right into the wall at the west part of the room you find yourself in. You stumble backwards a wave of pain washes through your head, nearly fallin on the ground as Vanina stares at you, her jaw nearly touching the floor. Because of your movements the Hydra takes notice of you and lunges, aiming to swallow you whole.
(Roll to run awaaaayyy: 10)
But just before it can get too near, you manage to sprint at inhuman speed across the room and avoiding the reptile altogether. After getting next to her, the girl grabs your hand and runs back through the tunnel you came from and takes the last path, leading you outside the cave and to a long wooden bridge going across to a higher part of the mountain.
"Oh no..." your companion stops you from going across, pointing towards a large creature standing in the middle of the bridge. It looks like a mountain troll holding a wooden club that could snap your body like a stick. To make things worse, you hear the roar of the hydra coming from behind you. A quick glance around reveals a rock formation to your left.
--
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 1You decide to go through the door to your right to see where you will sleep. Inside is a long, simple room with numerous beds lined up against the wall, some having simple furniture next to them. A few candles emitting bright yellow light sat on the drawers and on the far left side you could see that all the space had been cleared out for a square table with chairs. There were a few orcs and even humans either sitting at the table or chatting in a corner. Anyway, you leave for now and decide to go up the stairs where Wendala went leading you into a small, dark room filled with stands where pieces of equipment, weapons and even a full set of armor were put on display. There is also an orc, green this time, standing behind a wooden counter and another set if stairs at the other side of the room leading up. There is no sight of Wendala anywhere.
"Well, are y'all three going to stare around or actually buy something?" he asks, sounding slightly irritated.
Shop list:
Weapons:
- Omelasco blade (+2 stabbing, +1 pierce, -1 attack vs unarmored targets, +1 parry when dual-wielded) {Rare} 445 Gold
- Arachne sword (+3 slashing, +1 power, +2 parry. Inflicts poison. +2 power and -1 parry if wielded with a shield) {Renowed} 590 Gold
- Orcish ancient blade (2H) (+3 slashing, +2 power, -3 dodge, -2 accuracy if STR below 4) 250 Gold
- Silver Dai-katana (+2 slashing, +1 accuracy, +2 attack vs undead/demons) {Uncommon} 320 Gold
- Ackbuk Dai-katana (+3 slashing, -1 power, +2 pierce, -1 attack vs unarmored targets) {Uncommon} 345 Gold
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge) 85 Gold
- Saber (+2 slashing, +1 additional slashing when mounted, +1 power, -1 dodge) 105 Gold
Armor:
- Chestplate (+2 defense, +1 armor if worn with other pieces of armor) 155 Gold
- Steel armguards (+1 defense, +1 parry, -1 dodge) 95 Gold
- Fine Steel gauntlets (+2 defense, +1 power, -1 accuracy) 135 Gold
- Steel legguards (+1 defense, +2 armor, -1 dodge) 120 Gold
- Steel greaves (+1 defense, +1 armor, -1 dodge) 90 Gold
- Full steel helmet (+2 defense, +1 armor, -1 accuracy) 145 Gold
- Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge) 135 Gold
- Iron coif (+1 defense, +1 armor) 85 Gold
- Wood bracers (+1 parry) 40 Gold
- Reinforced leather boots (+1 defense, +1 armor, -1 dodge) 70 Gold[spoiler][/i]
---
Enemies:
---
Allies:
Fenrir
[spoiler]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:)
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 (+1 to all Holy rolls) {0/10}
Conditions:
---
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:
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:
Empire 2You use your magic in order to flip through the pages of the book in a neat fashion. Brussian seems alerted by this for a few seconds before realizing that it was just you.
(Roll to... read? 1 + 2 = 3)
You try your best to make sense of the contents of the book, but it takes you quite some time to grasp the meaning of even the simplest words. After about an hour you finally manage to navigate through the index and find the topic about werewolves, giving up on trying to learn anything else from the book. It mainly talks about how werewolves behave and how they can create more of themselves by infecting other people with a bite or by simply breeding. Apparently they have their own language and most of them refuse to learn, or re-learn in the case of those who were transformed, any other language. Their societies and ranks are based on both power and breed, with the born werewolves being at the top while the transformed ones, 'hybrids' as they are called, have to prove themselves in various ways before being accepted into a position in the pack. A druid who spoke to a werewolf leader revealed that they are refraining from infecting and transforming other races because they think that breeding with the resulting hybrids weakens their bloodlines and their race as a whole. There are a few ways of incapacitating a werewolf which mainly revolve in overstimulating their acute senses. A loud, high-pitched sound will confuse and even incapacitate them for a few moments, for example. As for curing a transformed werewolf, a simple curing spell would stop the process. In case of a fully transformed individual, a special concoction will be needed along with an adept Nature user to infuse it with the following spell.It takes you about two more hours to read all this and memorize the spell, during which Saraqael ran into the forest to hunt and then returned licking his muzzle of blood just as you were finishing. All this time Brussian was listening patiently.
"I know a place from where we can get the ingredients needed, although it's not quite safe." it says after yauning for a moment and getting up from the sitting position. "You can accompany me if you want, or continue reading the book." the canine added with a shrug that came off slightly as slightly weird.
---
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)
-- Calming infusion (Infuse a potion with some restorative magic, causing it to give -3 pain and removing any debuffs that it gives upon consumption. This changes the potion forever and doesn't stack. Cooldown: 7)
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}