Roll 5----@Crimson: That's mainly to show that focusing on only accuracy or power is a bad idea, lol. Although it doesn't help that Carolina seems to having back luck right now.
--
Also, apologies to NRDL because I forgot to add Daxon's sheet.--
Mercenary 1Daxon nods in reply and follows just behind you. As you walk through the north hallway, you can already see a blue square carpet with yellow and red runes sewn on it and one lit candle siting on each corner in the next room. The fact that the candles seem to be made of solid gold only makes the shine they emit all the more dazzling to your eyes. Or well, the red orbs that took the place of your eyes when you were made into a skeleton. Anyway, just beofre you reach the end of the path, Daxon places a hand on your shoulder, making you stop. Before you can say anything, three brown lamias adorned with bronze jewerly emerge from the corner of the walls and rush at you.
(Lamia #1: 1 + 1 + 1 + 1 - 1 - 2 = 1 vs 3 = 1 + 1 + 1 Parry Nix)
(Lamia #2: 3 + 1 + 1 + 1 - 1 - 2 = 3 vs 7 = 1 + 1 + 5 Parry Nix)
(Lamia #3: 4 + 1 + 1 + 1 - 1 - 1 = 5 vs 7 = 1 + 1 + 2 + 3 Parry Daxon)
You both manage to parry all of their attacks, and before the lamias can recover Daxon launches a counterattack with blinding speed.
(Daxon: 2 + 2 + 2 + 2 + 1 - 1 = 8 vs 9 = 1 + 1 + 1 + 6 Dodge Lamia)
But the enemy manages to dodge his attack.---
Enemies:
Brown Lamia x3
Race: Lamia (+1 bladed, +1 accuracy/dodge, -1 magical defense, -1 debuff resist)
Element: Earth
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Weapon: Sacrificial dagger (+1 stabbing, +1 slashing, +1 attack vs unarmored targets, -1 power, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
--
Active Ability:
- Earth
-- 5.5 Earthquake (??)
Passive Ability:
- Sacrificial blood (??)
---
Allies:
Daxon
Race: Human
Element: Water
Faction: Mercenary
--
Finger 1: Topaz ring (+1 magic attack)
Finger 2: Emerald ring (+2 accuracy, -1 power)
Weapon 1: Dazzle Scimitar (+2 slashing, ??)
Weapon 2: Counter-Scimitar (??)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 1
Exp: 0/30
--
Active Ability:
- Water:
-- Whirpool (??)
-- 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 Null (Placeholder){Exp: 1/5}
---
NRDLName: Nix The Deceased Duelist
Race: Skeleton (Cannot feel pain, cannot bleed, +1 power/parry, -2 defense against blunt attacks, -1 to all magic except dark)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(3/8):
- Aquapunga Potion (+2 health, heals broken bones, stops bleeding, doesn't reduce pain) {2}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- Sacj'dil apple (+1 RES. Permanent.)
---
Head:
Neck:
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2)
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
- Parry Null (Placeholder){Exp: 2/5}
Mercenary 2You decide to follow the path, meanwhile your ghastly armor slowly fades into nothing thus leaving you skeleton body exposed once again. Nevertheless, you trudge on for another hour, trying to ignore the sound of the wilderness around you until the path you were following just cut off in front of a line of trees. Simply by looking at them you can tell that they are unnatural. Nevertheless, you inspect your surroundings and see a large clearing to your left and a possible way to go around the treeline to the right. You also catch a glimpse of something moving in the clearing.---
Enemies:
---
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(2/8):
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
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:
--
Stats:
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 12/20
--
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.) {Cooldown: 2 turns left} {XP:1/5}
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 Null (Placeholder) {3/5}
- Bladed Null (Placeholder) {3/5}
Mercenary 3"Good answer." the lizardman replies before gesturing you to come with him. You do so, following him through the south path to a small glade. You can see a brown wolf sleeping near a oak tree, but no Crimson Oranges around that you can reach. He opens his eyes and studies the two of you for a few moments before closing them again.
"I'm Nez'gol by the way." he says, completely ignoring the animal. "Uh, humans have names too right? What's yours?" he adds with a rather reluctant tone. It seems that the lizardmen know as much about humans as you do about them. After you reply, Nez'gol points towards a narrow path leading east.
"I see. Anyway, that way is our rogue kin's camp. We should be able to get a good view of it at the end." he explains before walking down said path. You once again follow him until you reach an opening in the trees. Using the bushes as cover, you look around and see quite a bit of lizardmen scattered around a large clearing with a river flowing through the middle. There were also a few wooden cottages, three of them in total. Most the rogues seemed busy doing chores or patrolling.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (??)
Weapon: Geode Encrusted Shortsword (+2 stabbing, ??) (Uncommon)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 0/30
--
Active Ability:
- Lightning:
-- Cloud Strike (??)
Passive Ability:
- Swiftness (??)
---
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(5/8):
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
---
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 2 (+1)
AGI: -1 (-1)
INT: 0
EXP: 3/20
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.)
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Null (Placeholder){1/5}
- Parry Null (Placeholder){1/5}
Empire 1"You may go ahead, although that also means that I may use my techniques too." Carola replies indifferently, watching you as you use both of your self-buff spells. You can catch a glimpse of surprise as you cast Magnet Body though. Anyway, your senses are as sharp as ever, all of them focused on your opponent's movements, while you also feel electricity flowing through your body. Dashing with greater speed than before, you attempt to bait her into attacking you, which she does, although she strikes with much greater nimbleness this time.
(Carola: 2 + 2 + 2 + 2 - 1 + 1 = 8 vs 9 = 1 + 2 + 6 Dodge Mystel)
You dodge the attack, and a small jolt of electricity courses through your hands, making you counter her attack.
(Mystel: 4 + 2 + 2 - 1 + 1 = 8 vs 7 = 1 + 1 + 1 + 1 + 2 + 1 Parry Carola)
You manage to go through her guard and inflict a shallow wound on her left arm, but she seems to completely ignore the injury and attacks once again unhindered.
(Carola: 1 + 2 + 2 + 2 - 1 + 1 = 7 vs 8 = 1 + 2 + 5 Dodge Mystel)
You dodge once again, and then you strike back.
(Mystel: 4 + 2 + 2 - 1 + 1 - 1 = 8 vs 10 = 1 + 1 + 1 + 1 + 2 + 4 Parry Carola)
And again...
(Mystel: 3 + 2 + 2 - 1 + 1 - 1 = 7 vs 12 = 1 + 1 + 1 + 1 + 2 + 6 Parry Carola)
But she easily parries both of your blows. Panting from the rush of adrenaline, you see that Carola seems to be acknowledging her injury only now.
"You are indeed very skilled with your blades, Mystel. I have seen enough for myself, so, shall we end the duel now, or...?" she says, sounding almost as tired as you. ---
Enemies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (??)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Hand Left and Right: White Gloves (+1 defense, ??)
Weapon 1: Shortsword (+2 stabbing, +1 power, -1 accuracy/dodge)
Weapon 2: Battle-Erika (+2 stabbing, ??)
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 0/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 5 turn cooldown. ??)
- Holy:
-- Mend (??)
-- Saint Waves (??)
Passive Ability:
- Enduring Soul(Injury debuffs take effect after 1 turn, ??)
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Parry Null (Placeholder) {4/5}
Condition:
- Small wound (-1 to all rolls)
---
Allies:
---
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(2/8):
- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
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) {Cooldown: 5 turns remaining} {Exp: 1/5}
- 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. Range: 2. Cooldown: 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) {Cooldown: 4 turns remaining} {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: Dodge bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Null (Placeholder){2/5}
- Dodge Null (Placeholder){4/5}
Conditions:
- Sharp Senses (+2 accuracy, +1 attack) {3 turns remaining}
- Magnet Body (+1 dodge, -2 parry, -1 accuracy. Attracts attacks, and counters melee attacks.) {2 turns remaining}
Empire 2You decide to experiment with your magic on the wolf, but in order to do that, you have to get close to him. You pull back the three knives you used to resist the effect of your Tempest before climbing down the tree and approaching the animal. He takes a step back and smells you, tilting his head with a confused look before slowly walking towards you. You figure it was probably because you don't smell like a human. Anyway, up close you can see that his fur was short and pointy, while he had two slightly longer fangs proturding from his jaw. You begin focusing on the Nature element, which is fortunately made more accesible by the fact that you're a wraith and you're in the middle of a jungle, and start channeling energy towards the two bite wounds.
(Roll for success: 10/10)
The channeling of the element comes incredibly easy to you, and you watch as a green glow began engulfing the first wound, leaving no trace of it behind, before it appeared once again on the second one. A few moments later and the wolf is now fully healthy and looking up to you in admiration while wiggling his tail.---
Enemies:
---
_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(2/8):
- 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}
--
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:
Fingers 1-10:
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:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 6/20
--
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.) {Cooldown: 3 turns left.} {2/5 XP}
- Nature:
-- Healing charm (creates a charm that gives +1 health, -1 pain and -1 bleeding upon cast and at the end of each turn for 2 turns. Range of 2. Cooldown: 3)
Passive Ability:
- Accelerator(Cyfraith moves not by physical power, but by focusing elemental energy. Objects she touches tend to become more lightweight, giving +1 accuracy to melee and throwables)
- Air Null (Placeholder) {2/5 XP}