Roll 48----Well, yet another month tests has (almost) passed. I apologize for the mini-hiatus, but alas, schoolwork can really eat up your time (and energy).
Fortunately, this has given me some time to think over a few mechanics and stories for the game. To be more precise, an update is coming up and I expect to release it on roll 50, which would be... *stares at Roll to Magic's roll count* somewhat of an achievement to me.--
Mercenary 1You ignore the grey lamia's threat and instead gesture towards Daxon to engage her. He nods and you both switch places before launching your attacks...
(Nix: 2 + 4 + 2 + 2 + 2 + 1 + 1 + 1 + 1 - 2 - 1 = 13 vs 10 = 1 + 1 + 2 + 3 + 3 Dodge Brown Lamia)
The blades of your rapiers meet little resistance as they cut through the lamia's gown and plunge into it's flesh. She rolls her eyes and then falls over, two red spots spreading on the cloth. It doesn't take long for it to get soaked and soon blood pools up, mixing with the one from the other corpses on the floor.
(Daxon: 5 + 2 + 2 + 2 + 1 + 1 - 1 = 12 vs 8 = 1 + 1 + 1 + 2 + 3 Dodge Grey Lamia)
In the meatime, Daxon manages to slash a massive gash across the other enemy's chest, going from her neck all the way down to her waist, where she wore the skirt. She tilts backwards, nearly falling over, before slithering a away a little. She clutches her wound and shoots you a glare, her reptillian eyes filled to the brim with hate.
"F-fools... y-you are o-only... it's f-f-..." the lamia gasps and collapses onto the blodied steps, her sentence remaining unfinished.
Victory! +15 Exp!
A heavy silence floats in the air, somewhat akin to a storm cloud, after the skirmish is over. You also feel as the last of the vigour that the blue flame gave you fades away. However it's presence remainins in your soul, however unnoticeable it may be now. A sharp sound comes from beside you, ,made by your partner sheating his scimitars.
"Well then, take what you want and let's explore downstairs." he says, apparently just brushing off the lamia's last words. "I got attacked by those half-snakes before I could even put my boot on the last step."---
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) (Rare)
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: 35/45
--
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: 2/10}
- Bladed Beginner (+1 attack to bladed weapons){Exp: 0/10}
- 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(6/8):
- 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: 15/100
--
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) {2/3} {1/5 Exp}
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: 4/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
Condition:
- Right shoulder injury (-2 to all rolls)
- Poisoned (-1 to all rolls)
Mercenary 2You decide to follow the elf's example and pretend that you didn't just talk about anything out of the ordinary. Your mind, however, isn't focused on the discussion anymore, choosing instead to think about a better replacement for your broadsword. Perhaps you could also buy a new rod while you are at it.
Nevertheless, you couldn't do any of that at the moment, so instead you give fifty gold coins at the barkeep for a room. He gives you two keys and some directions. After that you leave with Cordelia, who fluttered it's wings surprised to regain balance when you spun around, climb the wooden stairs to the upper floor and traverse the hallway to your chambers.
Unlocking the door you go inside, noting the few candles placed around which cast some light into the interior. Looking around you see a small table with a wooden sculpture gathering dust on it and a chair. Two beds sat on each side next to the walls, their white matress cast in a light orange by the candles' flame. Finally, there's a wardrobe tucked into a corner and a surprsingly well-kept iron chest with a lock on it, ember light reflecting from it's smooth surface. The hawk almost immediately chooses to settle on the chest, and after that it just keep staring at the reflection of it's violet eyes on the metal.
You, on the other hand, lay down on one of the beds. Since you cannot sleep, you instead just stay there, contemplating your past life, or the fragments you could remember at least, your comrades, liege... the necromancer who revived you. You wonder what has become of the Estate you used to serve...
Suddenly, you feel a shiver like a thousand needles piercing your soul. You aren't used to feeling anything at all, but whenever you did, the sensation usually lasted for a while. Nevertheless, you quickly realize that something was... wrong. Like there was a third presence in the room. Cordelia fidgets, woken up from it's trance, making a low, guttural sound. It seems that it's lungs were still working to some extent. You can also feel it reaching out to your mind for a second, but the avian seems to change it's mind and stops, instead jumping off the chest and carefully walking on the dark floor.---
Enemies:
---
Allies:
Cordelia
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 (??)
-- Shroud (??)
-- 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
Element: Darkness
Inventory(4/8):
- 445 Gold
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Small leather book (Read. It.)
- 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}
--
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}
-- 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 tell Nez'gol that you wish to make camp here. You also add that you should make a fire, if you are able.
"Well, I guess that's a good idea, since running around at night would be just stupid." he replies, grinning a little.
You then go to gather some wood for the camp, making sure to not stray too far into the marshes. In the meantime, your partner is busying himself with setting up the space where the fire will be while the chick is analyzing every nook and cranny of the small clearing.
(Roll to get stuff {DEX}: 3)
(Roll to set up {DEX - Nez'gol}: 8 + 2 = 10)
The only things you manage to get are some branches you cut off with your Zweihander from the trees around. Using the sword this way, however, takes quite some effort, and soon enough you find yourself dragging your feet back to the camp, muscles aching from exhaustion. When you get back you see that Nez'gol has already finished setting up: there were two beds made out of lime-colored oval leaves and in the middle there was a patch of grass removed, laying the ground bare, circled by stones of relatively the same size. You also note that the little bird was sleeping nearby, although your pressence woke him up.
"Well, I suppose that will do. Put them here." the lizardman says as the cockatrix runs up to you, chirping. "Will you start the campfire? I mean, if you think you can do it without, you know..." he trails off, looking slightly anxious.---
Enemies:
---
Allies:
Chick
Race: Cockatrix (+4 dodge, +2 accuracy, -1 power, -2 ranged defense, +6 magic defense against own element)
Element: Holy
--
Weapon 1: Cocka Beak (+2 stabbing, +2 attack vs human/millipuf/basilisk, -2 attack vs anything else)
--
Level 1
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 0
EXP: 9/20
--
Active Ability:
Passive Ability:
- Dodge Null (Placeholder) {2/5}
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory(6/8):
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
- Red braces (+2 dodge, -1 attack) {Legs}
- 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 defense, +1 parry, -1 dodge)
--
Level 3
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 40/45
--
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:
- Left leg injury (-1 to all rolls)
- Pain (-1 to all rolls)
---
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)
- 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}
---
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 accuracy) {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 leggings (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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)
Weapon 2:
--
Level 3
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 25/45
--
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, up to 8 attack. 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) {2/5} {Cooldown: Ready on Roll 48}
Passive Ability:
- Tough (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 7/10}
- Parry Beginner (+1 parry){Exp: 2/10}
- Fire Null (Placeholder) {Exp: 2/5}
Condition:
- Small burns (-1 to all rolls)
- Pain (-2 to all rolls)
- Fatigue (-1 to all rolls, additional -2 to all rolls during a fight) {Expires on Roll 52}
Empire 1"Do you mean other predators lurking around? Well..." Carola glances towards the sky then rests her gaze on the wyrm's corpse, following you towards it. "Yes, we are quite exposed out here. So much so that caution will not to do us much good." she adds, this sounding more as an affirmation for herself than a reply.
"That's more reasons to get out of this place as soon as possible." Fenrir cuts in, his voice firm despite the nervousness betrayed by his eyes. You also note that his legs were slightly trembling, now, with each step he took towards the bulk of the creature.
"I cannot blame you for being sca-" the man cuts in before the girl can finish her words.
"I'm not scared, just not used to m-... to fightning these things." he trembles slightly, then runs a hand through his hair and stares somewhere in the distance. "That's all." he finishes.
An uncomfortable silence falls on the three of you as you finally begin picking away at the wyrm's scales. You use on of your blades for the job, and so does Carola, while Fenrir is forced to borrow one from you. He regards the dai-katana for a moment before gripping it firmly and starting to work. You also pluck a few feathers from it's wings, then cut the tip of it's tail off as a trophy. Unfortunately, you are unable to pry it's fangs off. Too bad. About twenty minutes pass and you manage to get most of the more proeminent scales off and stored in your bag.---
Enemies:
---
Allies:
Fenrir
Race: Human
Faction: Human Empire
Element: Darkness
Inventory(0/8):
--
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: 20/30
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 4/5}
-- 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: 2/5} {Cooldown: Ready on Roll 48}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Beginner (+1 to darkness) {1/10}
- Dual Wielding Magic (+1 to magic, -1 physical defense)
Condition:
- Eye bruise (-1 accuarcy)
Carola
Race: Human
Faction: Human Empire
Element: Holy
Inventory(0/8):
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Braces (+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: 50/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown.) {EXP: 1/5} {Cooldown: Ready on Roll 49}
- 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) {3/10}
- Bladed Beginner (+1 attack to bladed weapons) {0/10}
- 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(1/8):
- Bag {3/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Wyrm feathers (Crafting ingredient for arrows. Mainly used for decorations on dresses or as pens otherwise) {5}
-- Golden Wyrm scales (Crafting ingredient for armors. You really shouldn't talk to a dragon while wearing something made out of this, though) {38}
- 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 braces (+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} {Electric Enchantment 1/3}
--
Level 3
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 1
EXP: 2/45
--
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: 3/5} {Cooldown: Ready on Roll 48}
-- 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: 2/5} {Cooldown: Ready on Roll 49}
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: Dodge bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Beginner (+1 to bladed weapons){4/10}
- Dodge Beginner (+1 dodge){2/10}
- Lightning Beginner (+1 to lightning){2/10}
Conditions:
Empire 2"... I suppose the fact that your vessel only smells of cloth and wood makes that quite believable." Brussian observes, shooting you an odd stare as you give the bulb to Saraqael. Or it may be just a normal stare, since his milky white eyes are almost permanently expresionless. "But I must ask: Why'd you steal it in the first place if you've no purpose for it?" he then asks as you spot a tree with it's twisted in a 'C' shape, making it stand out quite clearly from the others around it. You glide lightly toward it and make a small 'V' mark with the tip of one of your knives. After that you attempt to instrunct the xerberus to dig a hole and place the seed there.
He seems somewhat confused at first but eventually understands what you wanted him to do. Taking the bulb in his teeth he digs a small hole near the tree and drops the stolen item in it, before covering it up with dirt. In the meantime you wonder about splitting up your visual cognition so that you would be able to 'see' a 'ward' of some sort. You imagine it would take some time and practice before you can create a plant with a functional visual organ or something that can simulate this function.
Nevertheless, Saraqael has finished his work, so the three of you silently agree to move on. At the very least this would put some distance between you and the dragoness' territory.---
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}
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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) {9/10} (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
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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}
-- 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}
- 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) {3/5 XP}
- Nature Null (Placeholder) {2/5 XP}
Conditions:
Order 1You decide to put your book away for the time being, then attempt to slash the Hydra with your scythe again.
(Rautherdir: 6 + 2 + 2 + 1 - 1 - 1 = 9 vs 9 = 1 - 2 + 2 + 3 + 3 Parry Gaia Anaconda)
(Rautherdir: 2 + 2 + 2 + 1 - 1 - 1 = 5 vs 10 = 1 - 2 + 2 + 3 + 4 Parry Gaia Anaconda)
The fire's flames reflect on your weapon's blade for a moment as you step back, your blows unable to go through the reptile's defense. Kratin then moves in to attack...
(Kratin: 2 + 2 + 1 + 1 + 1 + 1 = 8 vs 7 = 1 - 2 + 2 + 3 + 1 Parry Gaia Anaconda)
(Armor protection: 1 - 1 = 0 damage) {Acidic Poison proc}
"Hah! Ya won't be so tough soon enough... wait, what's it doing?" the skeleton comments, when suddenly vibrations start filling the air.
(Gaia Hydra: 2 + 3 + 1 + 1 = 7 vs 5 = 1 + 1 + 3 Dodge Rautherdir)
(Damage reduction: 2 - 5 = -3 damage)
(Gaia Hydra: 3 + 3 + 1 + 1 = 8 vs 10 = 1 + 1 + 1 + 1 + 1 + 2 + 2 + 1 Parry Kratin)
You feel as they ripple through your entire body, making your limbs feel stiff and harder to move. Your partner, on the other hand, seems completely unaffected. Nevertheless, you make your way to the stand and use your scythe to hook the scimitar.
"Now, time to... Wait, DON'T TOUCH THA-" Kratin turns around to see you managing to move the weapon from the stand...
(Trap: 5 + 3 + 1 + 1 = 10 vs 6 = 1 - 1 + 1 + 5 Dodge Rautherdir)
(Trap: 2 + 3 + 3 + 1 + 1 = 10 vs 8 = 1 + 1 + 1 + 2 + 3 Null Kratin)
(Trap: 1 + 3 + 3 + 1 + 1 = 9 vs 11 = 1 - 2 + 2 + 3 + 5 Parry Gaia Anaconda)
A blast of Darkness erupts from the stand, throwing both you and the undead into the opposite wall. Your ears ring from the explosion and your vision is bloodied, not to mention that you felt focus slowly slip away from you. You also felt pain burn up in your chest, flaring to unbearable levels when you tried to get up. And, to top it all off, the Anaconda you've been fightning seems mostly unhurt, only dazed by the explosion somewhat.
"H-huh? Wh-what is happening there? Yo-you said that this... this place is empty!" a high pitched voice enters your ears. It appears to come from pretty far away, but... the sound of Kratin getting up from beside you disrupts attention for a moment. It seems that he wasn't as badly affected as you.---
Enemies:
Gaia Hydra
Race: Hydra (+2 dodge, +1 stabbing, +1 accuracy, -1 slashing defense, gets 2 additional major actions when injured)
Element: Earth
--
Torso: Brown scales (+2 defense, +2 armor, -1 dodge)
Weapon: Big teeth (+3 stabbing, +1 pierce, +1 power -1 parry)
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Stats:
STR: 1
DEX: 1
RES: 2
AGI: 0
INT: 0
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Active Ability:
- Earth
-- Magnetic wave (Debuff all enemies in a radius of 2 around the caster with -1 to all rolls for 2 turns and stacks 3 times. +3 attack, -5 damage. This is only cast as a reaction against a successful hit and cannot be used manually. Does not use up a major action. Cooldown of 1)
-- Tremor (??)
Passive Ability:
- Rock hide (At the start of the fight gain +3 defense. Each successful hit reduces this bonus by 1 to a minimum of 0 for the rest of the battle)
Condition:
- Poisoned (-0 to all rolls)
- Acidic Residue (-1 armor)
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Allies:
Kratin
Race: Skeleton (Cannot feel pain, cannot bleed, +1 power/parry, -2 defense against blunt attacks, -1 to all magic except dark)
Faction: The Order
Element: Darkness
Inventory(1/8):
- Aquapunga vial (+1-2 health, cures broken bones, pain is removed after 3 turns) {2}
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Head: Red cloth (+1 magic defense)
Back: Ragged cloak (+1 defense, +1 major actions, -1 dodge, -1 slashing defense) {Uncommon}
Weapon 1: Shortsword {Coated in: Acidic Poison} (+2 slashing, +1 power, -1 accuracy/dodge, inflicts poison on the target if you hit them, and in addition debuffing them with -1 armor if they're armored)
Weapon 2: Skull steel shield (+2 defense, +2 parry, +1 impact defense, -1 pierce defense, reduces the duration of defense debuffs to 1) {Rare}
--
Level 2
Stats:
STR: 1
DEX: 0
RES: 1
AGI: 0
INT: 0
EXP: 0/30
--
Active Abilities:
- Slashing weapons:
-- Leg cutter (??)
-- Adept slash (??)
Passive Abilities:
- Worthy challenge (+1 to all rolls if you're fighing a higher level enemy, additional +1 to all rolls for each enemy that outnumbers your party)
- Bladed Null (Placeholder) {Exp: 1/5}
- Parry Null (Placeholder) {Exp: 1/5}
Condition:
- Medium damage (-2 to all rolls)
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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(3/8):
- Energy Herb (+1 health, 2 points of pain subside after 2 turns, gives a buff of +3 AGI for 2 turns. 25% 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/unconscious)
- Spell Book (Base Range = Up to 6. +1 accuracy)
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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:
--
Level 1
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
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Active Abilities:
- 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) {Exp: 1/5} {Cooldown: Ready on roll 51}
Passive Abilities:
- 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)
- Dual wielding (Ranged and Melee) (+1 to interceptions)
- Lightning Null (Placeholder) {Exp: 1/5}
Conditions:
- Injured (-2 to all rolls)
- Broken ribs (-2 to all rolls)
- Magnetized (-1 to all rolls) {Expires on Roll 50}