Roll 43----@_DivideByZero_ Dang, I always forget to update the cooldowns. Well, Gust Booster was already ready when you used it, and Tempest should be on cooldown.
--
@Crimson No problem. I simply didn't want to keep the others waiting. Also, I'm sorry if I came off as rude.
--
@Rethi-Eli Heh, indeed. Poor Chrosean...Mercenary 1For some reason you decide to completely ignore the second red chest and the jar, despite having triggered the trapped one already. Well, anyway, you exit the Hall of Ceremonies through the stairs, get out of the room where you fought the Gazer and the lamias, whose bloodied corpses were still littering the yellow brick floor, and arrive back in the central room with the ornamented carpet. Of course, you remember to not step on it. Wouldn't want to get sent to Hell again, right?
Anyway, you caught no sight of Daxon so far, and since the chances of finding him in the places where you've already explored is low, you're left with just one option: go up to the second floor of the pyramid. So, you carefully make your way to the stairs and begin climbing up. This takes you a few minutes, but fortunately you are a skeleton and thus can't really feel fatigue or exertion, and soon you arrive to a large room covered with a bright red carpet. Unlike the other one, this was much more simple, completely lacking any interesting features apart for a golden thread sewn around the edges. Anyway, the first thing you notice is the dead body of a Nereid, resembling the one you fought earlier but having a darker skin color, probably the work of your partner. Finally, a quick glance around reveals four ways you can go: two large hallways, one going east, another going south, a small corridor with pleasant looking cream and orange slabs covering the floor towards the west and finally, there was a strange cyan flame burning in a cauldron a little ways off towards the north.---
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}
-- 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:
STR: 2
DEX: 2
RES: 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 2(Roll to persuade: 10)
The undead does not respond immediately, looking like it was contemplating your offer, although it was rather hard to tell in the darkness. Nevertheless, you notice that what it had wasn't fur, but rather flakes and a few small feathers scattered there and there giving it's body a rotund shape. Not to mention that it's legs were that of an avian, both having three taloned fingers at the end. Instead of just staring at it, though, you decide to do something useful and cast Saaris' Touch on yourself, fully healing your skull and leaving no traces of you hitting your head in a fallen tree's trunk. (+2 health)
As you finish, it suddenly jumps on it's feet and then flaps it's tattered wings, boosting just above your heigh. It then glides a little and finally perches on top of your cranium, a small, happy chirp escaping it's beak, which seemed to be in better condition than the rest of the body. This seems to be an affirmative answer to your question, so you walk off towards Rhunon. Fortunately, he wasn't sleeping deeply yet, since a small shake on the shoulder is enough to wake him up. The elf blinks a few times, confused, before looking over you, his gaze resting upon the creature.
"What did you do..?" he asks, looking on the verge of laugher.---
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)
??
Race: ?? (+3 magic attack/defense to your element, +2 dodge, -2 physical attack, -2 stabbing defense, cannot feel pain)
Element: Darkness
--
Weapon 1: Beak (+2 stabbing, +1 accuracy, -2 pierce)
Weapon 2: Worn wings (+2 dodge, -1 stabbing defense)
--
Level 5
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 2
INT: 3
EXP: 0/100
--
Active Ability:
- Darknes
-- Shadow Rage (??)
-- Plague Wave (??)
-- Shrowd (??)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.)
Passive Ability:
- Winged (+1 dodge, -1 darkness attack while airborne)
- Hunter's Patience (??)
--
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: 1/10}{Cooldown: Ready on Roll 35}
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.) {Exp: 3/5}
-- Shadow Blast (Releases a large concentration of energy that strikes enemies with +3 power in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4) {Exp: 1/10}
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:
Mercenary 3You wonder about where Nez'gol could've went, but come up with no answer for that. Why would he leave all of a sudden..? Well, you decide to find out from the lizard-man himself, so you set off on the way back to their village. Although, you soon come to realize that you don't know your way back anymore, or even how to get out of the Marshes, and the map of the area was on your partner. You end up wandering aimlessly through the bushes, with no sense of direction whatsoever.
A few minutes pass, and a screech coming from your left makes you stop on your tracks. One moment later a small chick with an odd combination of orange and blue feathers jumps out of the nearby foliage. He seems to somehow recognize you, because immediately after seeing you he jumps straight in your hands, looking clearly scared. You don't have time to think about what just happened though, because soon after four lizards follow, two green and two a deep shade of blue. They all proceed to circle you, baring you any way of escape before slowly closing in while hissing menacingly.---
Enemies:
Mature emerald basilisk x2
Race: Basilisk (+1 accuracy, +2 dodge, -1 power, -2 earth defense)
Element: Nature
--
Torso: Green scales (+1 defense, +1 armor)
Weapon: Pointy Teeth (+2 stabbing, +1 power, -1 slashing)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 2
INT: 0
--
Active Ability:
Passive Ability:
- Reptilian Regeneration (??)
Condition:
Mature blue Bassilisk x2
Race: Basilisk (+1 accuracy, +2 dodge, -1 power, -2 earth defense)
Element: Ice
--
Torso: Icy scales (+3 defense, Converts all dodge bonuses to parry bonuses, cannot dodge)
Weapon: Pointy Teeth (+2 stabbing, +2 power, -1 slashing)
--
Stats:
STR: 0
DEX: 2
RES: 2
AGI: 0
INT: 0
--
Active Ability:
- Ice:
-- Enfrost (??)
Passive Ability:
---
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 burns 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"Well, that entirely depends upon you, but..." Wendala trails off for a second, earning an impatient huff from Ezzergal. "If you want my estimation, then all in all it should take about half a day." she finishes, turning towards the crystal. "Well then, let's get this over with." you hear her mumble to herself before starting a long string of incantations. Not a moment passes and the crystal starts pulsing with a teal light, it's glow growing stronger and stronger to the point it was blinding, forcing you to close your eyes.
You are not sure what happened after that, except feeling that the earth itself disappeared from your feet, leaving you stranded in an endless void for a few seconds, then you are suddenly sitting on solid ground again. You experimentally open your eyes and look around, quickly realizing that you were in a completely different place now. You, and everyone else, were standing on a broad stone bridge, with other ones being connected or sepparated by varrying gaps. Strangely enough, the floor seemed to be covered with seemingly endless streams of patterns sculpted into a pink-ish rock, different from the rest of the bridge. The very next thing that comes to your mind is what was around the bridge, or the lack thereof. Apart from a few square tower tops, which it looked like you could jump at, a few plants and some moss clinging to the stones and a black speck in the horizon there was absolutely nothing but a brown mist. Your see a mix of shock and fear in Fenrir's expression, while Carola was staring into the distance in awe.
"Alright, this is the trial that will decide whether you are worthy of becoming a Blood Assassin or not." the woman's voice wakes your friends from their reverie. "As you can already see, the Elevated Castle is made of paths hanging over a deep void. You won't only need power to defeat your enemies, but also a great sense of balance and risk to make your way through." she preaches, her tone bearing hints of pity and anticipation. Probably because she had to go through all this herself, at some point.
"Anyway, just make your way north to the Bloodlust cave for now. A person there will give you more instructions." the assassin then explains before turning around and jumping into the mist before saying anything. The minotaur stays where he is, though, watching you with an uncaring expression. Nevertheless, you start looking around for paths which you could take. You can go forward, which would be north, try to jump across the tower roofs' to reach a blue chest or jump to another bridge going east.---
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 Beginner (+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 attempt to reach the Magicka Energyzer in your inventory, but unfortunately you're still being restrained by the chains and can't really move. You curse your lack of offense options at the moment, deciding to depend on Saraqael on that front and use Gust Booster to help in his assault. Unfortunately, you maybe should've told him what you were about to do first, because the sudden rush of wind while he was rearing for another jump basically throws him into the demon, surprising both of them...
(Saraqael: 6 + 2 = 8 vs 6 = 2 + 4 Null Demon)
This bodyslam attack connects, the enemy being clearly too shocked by all of this to even attempt to dodge. Both him and your puppy are sent straigth to the ground, although the latter seems mostly unharmed, fortunately. Although, you don't have time to celebrate yet, because the hellspawn pushes your partner aside and gets up, lighting up a yellow flame atop his staff. It's light shines upon his face, and you are finally able to discern his features: two sharp, green eyes staring through you, small, blood seeping from two dark red lips, holes where the ears should be and a distinct lack of facial hair. His robe had a vast amount of golden runes and patterns sewn into it, covering most of his body. Strangely enough, he seemed rather frail physically, but that could be dismissed as just an illusion. What was most peculiar was his expression: he looked torn between confusion, pain and... fear?
You don't have time to contemplate what you saw, because all of a sudden Brussian erupts from some nearby bushes, teeth bared and razor claws ready to shred something to pieces. It glances at you and Saraqael before snarling at him, looking like the werewolf could rush at the hell mage any second. The xerberus also gets back on his feet, moving between you and him.
"Hmpf." was the only thing he says before throwing the flame to the ground, which explodes and throws smoke everywhere. As it clears, the demon is nowhere to be seen, and soon after that the chains restraining you disappear.
"Are you alright?" the canine asks, turning it's attention towards you.---
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 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.) {EXP: 2/5} {Cooldown: Ready on Roll 45}
-- 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.) {EXP: 1/5} {Cooldown: Ready on Roll 45}
- 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}
Conditions:
Order 1You quickly decide to take the stairs up to the command center, thinking that you won't have to sit around here if you go on a mission. Which was quite a good point. Anyway, you make your way through the bleak hallway, going left from your room and then left again at the intersection, while ignoring the other members that were loitering around or sitting in their room. Finally reaching the stairs, you climb up to the third floor then go straight forward until you reach your destination: a well kept and expensive looking wood door leading into the command center.
Inside, you are greeted by many glowing orbs of different colors, lighting up a mild-sized room, most of them floating around the ceiling. In the middle there was a large desk, carved with many decorative drawings with many papers and manuscripts strewn around it. There, on a tall chair sat one of the Order's most powerful mages, Enjigar, elf. You notice a blue-scaled lizardman talking to him about something, although the mage notices you and beckons you to come.
"Ah, it seems that we found your mission partner, chaplain." he comments towards the lizardman, a smile flashing on his face before returning to his stern self. The other one sizes you up, narrowing his reptillian eyes.
"An acolyte, Archbishop? I'm not questioning your decision, but..." he finally says, but is interrupted by the elf.
"I am sure he can pull his own weight." he cuts in before looking at you with two amber eyes. "Say, acolyte, would you accept to aid chaplain Dur'toj in capturing a demon we've summoned into this forest?"---
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.)