Roll 42----Oh boy. I definitely didn't mean to delay the roll so much. Although, I have to admit, running this rtd teaches me about quite a few things I had no idea about in the past. Could be useful if I decide to make other RtD games after this one is complete/abandoned. Oh, and:--
Anyway, let's all welcome our newest player, Rautherdir! Although you'll probably end up trying to kill each other, since he's part of the opposing faction and all.
--
@_DivideByZero_ Yeah, I end up doing that sometimes too. (especially with this rtd lately, for some reason)
--
@WunderKatze Don't worry about it. I hope you had fun, wherever you went.
--
@Chrose Well, pretty much that. I'm sure you won't mind.Mercenary 1Hazrafol grins at your words, gesturing towards your head, or mask to be more precise, with one of his clawed fingers.
"For starters, that piece of painted ceramic you wear on your head has some pretty powerful runes. Normally they ward against most demonic magic, but..." he trails off for a second. "Long story short I triggered the runes in a way which they released all the Magicka infused within them in a vortex. Fortunately, it was so powerful that it ripped our souls from our hosts." the warlock chuckles before drawing a small circle in the air between you.
"Since we were caught within the vortex, our souls were forced to enter the body right next to them. That's how you ended up in the imp body, Doma in yours and I in his. After that I simply used my new power to make you switch bodies and then I devoured Doma inside my old body." he finished, looking on the verge of erupting in laugher again at the mention of the ex-warlock. Fortunately, he manages to control himself this time.
"As for going back, that would be simple. All I need to do is reverse the spell that brought you here and you'll be right back to that dungeon where you opened a chest or something. But first..." just as Hazrafol finishes his words you feel a surge of pure energy course into you. You also notice that the green rune on your leg started glowing, but immediately went back to normal once the surge stopped. (+112 EXP, Nix leveled up!)
"Consider that a reward for helping me. Anyway, I'll be in touch..." he says, his tone insidious tone sending a shiver through you. Nevertheless, he begins muttering a few words and a bunch of runes on the obelisk behind him light up in different colors just before an impenetrable darkness fills your vision.
It takes you a few moments to realize that you were back at the pyramid, and the impenetrable darkness was actually the inside of the trapped chest, which turned out to be empty. Trying to process what happened, you look around, noticing the other red treasure chest and the blue jar near you, although Daxon is nowhere to be found.---
Enemies:
---
Allies:
Daxon (??)
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)
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Gender: Male
Faction: Mercenary
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'. According to Hazrafol, the runes on it have been drained)
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:
Left Leg: Green Rune (??)
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 5
Stats(distribute 2 points):
STR: 1
DEX: 1
RES: 2 (+1)
AGI: 0
INT: 0
EXP: 0/100
--
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.)
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Parry Beginner (+1 parry){Exp: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
Condition:
Mercenary 2The creature doesn't move as you speak to it, choosing to instead stare directly into your 'eyes'. And also completely ignoring Rhunon, who went to lean on a nearby tree. You notice that he was inspecting one of his arrows. As you return your attention to the creature, it starts making a deep sound, much like when you saw it earlier, and suddenly, images, thoughts and feelings start filling your counsciousness, blocking out your own.*On the ground, below three taloned fingers lies a dead rat. One of the many after the hunt today. Not able to enjoy it for long, as a large, intimidating footseps close in for behind. Bear. It reveals the teeth, a menacing growl coming from it's chest. Surprised, scared. Abandon food, turn around and run towards the clearing. Perfect for flying. Not notice vine, get hobbled in it. Footsteps very close. Panic. One last struggle to break free. Too late. A roar right above and then pain. Red.
Then black...*
You realize that you were laying facefirst on the ground as your mind comes back to reality. Getting up, you see that the creature was coming out of the trunk and sat in front of you, all the while not averting it's gaze from your eyes for a single moment. The elf was still laying against the same tree, probably resting.[/i]
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(2/8):
- 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)
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 (-2 to all rolls)
- Fatigue (-2 to all rolls, additional -1 when in combat)
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}
- Darkness:
-- Saaris' Touch (+2 health, -2 pain, cures poison. Harm the target with +1 attack if it isn't darkness aligned. Range: 2. Cooldown: 2) {Exp: 0/10}
-- 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 melee attack when using bladed weapons) {2/10}
- Darkness Beginner (+1 attack when using darkness spells) {5/10}
Conditions:
- Light damage (-1 to all rolls)
Mercenary 3You realize that freaking out and accidentally burning everything in front of you is not a good way of calming down, so, instead you settle down on the ground. Well, the non-burnt part to be specific. Anyway, you start breathing deeply in and out in an attempt to calm your nerves. You feel some relief as your strained muscles slowly begin to relax while the wind coming from behind cools down your skin. A verdant aroma with subtle hints of sweet scent fills your lungs, allowing you to forget about what just happened as you close your eyes. You start thinking about your inventory and how small it seems, thinking of ways to expand it's size. A thought comes to mind while doing this: you could carry items over the limit, but then you would be overencumbered because of it, and thus it would be harder to get things done. No, you had to buy a backpack, bag or something along the line if you were to continue your adventure days. After all, what kind of adventurer doesn't loot everything he can in the off chance it comes in handy?!
You continue contemplating the subject for quite a while and have calmed down considerably. Also, you managed to not start a forest fire with your panicked magic. Anyway, you get up from the ground, feeling refreshed but also realizing that you haven't eaten in a while. Your stomach growls unhappily. Though, hunger aside, something feelt off, so you take a look around you... and quickly realize that Nez'gol was missing.---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory(8/8):
- 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) {25/25}
- Daylily (The petals of this flower can greatly increase the attributes of any potion) {4/5}
- Gor'ol mushroom (+1 to all rolls for 4 turns when used 3 at a time. When the buff expires, a debuff of -1 to all rolls is applied for 2 turns.) {8/20}
--
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}
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 (over): Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Torso (under): Red Runes (+2 fire attack, +1 magic defense, additional +2 magic defense against water)
Back:
Arm -Left: -Right:
Hands: Studded gloves (+1 defense, +1 armor, +2 power, -1 speed) {Uncommon}
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:
- 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}
- Fire
-- Slashing weapon
--- Power Slash (A powerful swing that summons a pillar of flame which burns anything in a radius of 2 centered in front of you. Has +4 power and attack equal to 2xSTR. The initial target will also be affected by bonuses from your weapon, while those in the area of effect won't. Also burn yourself for 1 point of damage. Cooldown of 4)
Passive Ability:
- 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:
Empire 1"What..." Fenrir looks at you bemused for a few seconds, then his eyes suddenly light up in realization. "Oh, right, that thing about the Blood Assassins." he says, more as a confirmation for himself than anything else. Nevertheless, he picks up the rod he looted yesterday, which was leaning against the wall, and puts his coat on before coming with you.
A few moments later, you're back to the spot where the trio was waiting for you. The minotaur snorts at the sight of the man, it's wings quivering a little. He replies him with a glare, right hand going in the confines of his coat, all the while Carola looks at them confused before shaking her head and walking beside you. Wendala, who was talking to a person in violet coat before you arrived, turns towards you, a neutral look plastered on her face.
"Well, I'm going to assume that you are done with preparations, so let's get a move on. Ezzergal will lead us to where the initiation will take place." the woman says, tilting her head towards the armored beast. He nods towards her before walking towards the entrance, bumping into Fenrir intentionally along the way. Your companion grips his staff but says nothing, and with that you all follow him outside.
Outside the castle you see some red orcs in armor standing guard and the bridge where you came from in the distance. Ezzergal leads you east along the hill until you reach a small footpath leading up to a small building. You trudge on, the tall green grass not providing a particularly good footing, although the very least the minotaur pretty much cleared the pathway for you with his size, so there was no worry about more spiky vegetation getting stuck on your clothes, at least. Anyway, ten minutes later, you make it to the construction, which you realize was a red-pink crystal embedded at the top of a tiny tower, it's shadow barely reaching your feet. The five of you stop in front of it, after which Wendala turns towards you, her lips curved slightly into a smile. Not the reasurring type, though.
"Alright, this crystal here will transport us to the Elevated Castle of Aru, the slayer." the woman explains, her fingers trailing on the smooth, gray stone that the miniature tower was made of. "And yes, that is where you'll begin the initiation." she adds after a moment.
"Unless she messes the incantation again. Then just pray that I feel like catching you." the beast comments, shaking his wings a little and sending a small gust of wind your way.
"That is not going to happen." she retorts, although she frowns and avoids his glare. "Anyway, any questions before we go there?" she then suddenly asks, a serious expression now on her face.---
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:
- Eye bruise (-1 accuarcy)
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){1/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- 20 Gold
--
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: Ackbuk Dai-katana (+3 slashing, -1 power, +2 pierce, -1 attack vs unarmored targets) {Uncommon}
--
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 note that the demon's wings would be a disadvantage due to your aerokinesis, or air magic, or whatever you wish to call your abillities. Although, you'd only be able to exploit this while he's flying, otherwise he's just tuck his wings behind his back to avoid the air friction they add. Either way, as you stare at the new arrival, you see that he was starting to get up, so you quickly make the wise decision of running away. With some air manipulation you manage to create an air void around your and Saraqael's feet to aid in your escape, but, with the corner of your eye, you notice the demon's head snapping towards your direction...
A split second later, his entire body, robe and other garments too, turns into a bright yellow fire, which then immediately charges towards you. You and the xerberus are only able to take a few steps before it reaches you and, fortunately, stopping just before the flames are close enough to burn you. In an instant, they draw brack and start materializing back into the demon's body and clothes. Since getting away now was out of the question, you decide to cast your spell at him, although he seems to have the same intentions.
(Clash {AGI}: Cyfraith 3 + 1 = 4 vs 5 = 3 + 2 Demon)
(Demon: 3 + 3 + 1 + 2 + 1 + 1 + 1 + 1 + 1 + 3 + 3 + 1 = 21 vs 9 = 2 - 1 + 1 + 1 + 2 + 6 Dodge Cyfraith)
He manages to outspeed you and suddenly blue burning chains erupt from the ground around you, then they twist and you find yourself tied up by them. For some reason this fire doesn't hurt you at all, and you are still able to use Magicka despite being imobilized, so you simply finish casting the Hurricane...
(Cyfraith: 4 + 2 + 2 = 8 vs 22 = 1 + 5 + 2 + 2 + 3 + 3 + 6 Dodge Demon)
Unfortunately, he easily gets out of it's way with quite surprising speed, although, Saraqael follows up by leaping towards the hellspawn, murderous intent clear in his eyes...
(Saraqael: 1 + 2 + 2 + 1 - 1 - 1 = 4 vs 17 = 1 + 5 + 2 + 2 + 3 + 3 + 1 Dodge Demon)
And yet he once again efortlessly dodges the attack, the xerberus landing on the ground where he was before turning towards the enemy, baring his teeth in a snarl.---
Enemies:
Demon
Race: Demon (+1 magic, +1 dodge, -1 physical attacks, -1 parry.)
Element: Fire
Inventory (4/8)
??
--
Neck: Magic Talisman (+1 magic attack.)
Torso: Flame Master Robe (+3 to fire magic, +2 defense, +5 magic defense, fire attacks that have a losing difference below 3 heal 1 point and give +2 attack for 2 turns. Each 2 INT points gives +1 fire spell accuracy) {Legendary}
Feet: Feather Boots (+2 dodge, +1 AGI, -2 parry)
Weapon 1: Spellbook of Flames (+1 speed, +1 fire spells)
Weapon 2: Lava Staff (+1 magic attack, add. +1 attack to fire magic, +1 power)
--
STR: 0
DEX: 0
RES: 0
AGI: 3 (+1)
INT: 4
--
Active Abilities:
- Fire:
-- Searing chains (Binds movement and physical skills for 3 turns. Has +3 accuracy. Harmless. Cooldown of 3)
-- Healing Flame (??)
-- Fire Blitz Rush towards the target, +1 speed for every 2 units of range you cover. Range: 6. 4 turn cooldown.) {Ready on roll 46}
-- Fire Blast (??)
-- Flame Ram (??)
-- Flame Spear (??)
-- Chaos meteor (??)
Passive Abilities:
- Magicka absorption (??) {1/5}
- Dual Wield Magic (+1 spell casting, -1 physical defense)
- Winged (+1 dodge, -1 parry while airborne.)
- Fire intermediate (+3 to fire magic)
- Dodge intermediate (+3 dodge)
- Intuition (+1 major actions)
---
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 power/parry, -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(6/8):
- 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}
- Blood-oak Wood logs {6}
--
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}
-- Gust Booster (Creates a gust of wind that propels an ally or enemy in the specified direction by 2 range units. Effect is doubled when used on Cyfraith herself. Range 3. Cooldown 2.) {Cooldown: Ready on Roll 41}
- 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}
Order 1You groggily wake up from your makeshift bed, body aching from the patched matress you managed to scavenge for yourself. You had it better than others though, most of them either only had some cloth to cover themselves with while others slept directly on the floor. To be honest, the whole basement floor dedicated for 'sleeping quarters' looked more like a jailhouse than anything: the cold, dark gray brick walls giving the place a depressing look, and most of the doors were made of iron grates. Not to mention the shackles attack to the wall of some rooms, mainly for the purpose of delivering punishment or for those who... could find enjoyment in them.
Anyway, you're sure that your predicament won't last for long. After all, you joined the Order to gain more power, not sleep in a cozy hotel. With that thought you finally summon the strength to get off your bed and gather the meager possesion you had from the drawer, which was the only furniture your room had: a scythe which you strap on your back, a spell book and two items that you immediately pocket. You take a quick look around the room, noticing that the person you share it with, a water elemental, had already left. Well, either way, you start pondering on what you should do today. You could go up to the command centre, which was pretty much the only place that looked remotely nice, and get an assigment, go to the research floor where mages or people called alchemists conducted experiments on animals of the Indineral jungle, which also doubled as a sort of shopping district where you could buy quite powerful items or enchantments. And finally, you could simply explore the unused districts of the shrine, which in themselves were filled with traps for whatever outsider managed to find the entrance. You could be able to scavenge something from there, but it would be dangerous.---
Enemies:
---
Allies:
---
RautherdirName: Theta
Race: Lycan (+2 to bladed weapons, +1 accuracy/dodge, -2 parry, -1 power, -1 to any other weapon type)
Gender: Female
Appearance: Covered with pale fur with piercing blue eyes.
Faction: The Order
Starting Location: The 1st Shrine (Indinera Forest)
Element: Thunder
Inventory(2/8):
- Energy Herb (+1 health, 2 points of pain subside after 2 turns, gives a buff of +3 AGI for 2 turns. 30% chance to gain a debuff of -2 to all rolls, additional -1 when in combat, for 2 turns after the initial buff expires) {2}
- Necrotear (+5 health, removes pain, wakes up targets who are asleep/uncoscious)
--
Head:
Neck:
Torso: Shimmering Robes (+1 Dodge, 50% chance to cause Confusion after a successful dodge, -1 Parry)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right: Well-knit Leggings (+1 Armour)
Feet -Left: -Right:
Weapon 1: Scythe (+2 slashing, +1 stabbing, -1 attack if DEX is below 3, attacks hit all character adjacent to the target)
Weapon 2: Spell Book (Base Range = Up to 6. +1 accuracy)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Ability:
- Thunder
-- Electric Dash (Rush to a target character up to the range of 5 and inflict paralysis on them for one turn. Cooldown: 4 turns)
Passive Ability:
- Quick Skirmish (On start of combat gains a +(2 + AGI) bonus to attack that is reduced by (1 + AGI/2) every turn she remains in combat, down to -(2 + AGI). Resets after 2 turns out of combat.)