Roll 24----Mercenary 1"Well, my father was drunk all the time. Eventually I ran away from home and became an explorer." Daxon replies with an amused smile. "Never regretted that decision." he adds as you move to inspect the ingots. They are only medium in size but when you try to carry them all together you are heavily weighted down to the point where you can barely walk around. Perhaps it was best to follow your partner's advice and just take them after you're done exploring the pyramid. Anyway, you both go into the west hallway. After about a minute of walking the path takes a south turn and you arrive in a small room with a set of stairs leading down, blocked by a... creature. It's body resembled somewhat that of a humanoid shape, with numerous spikes portruding from it's head. It's two white eyes were fixed on you, sending a chill down your spine. It's skin was covered in different hues of blue and finally, it had two long arms engraved with black runes ending with sharp claws on each finger. It doesn't attack, only stares at you for now.
"I believe this is a Gazer. It's a demon heavily aligned to one element." your partner explains as you analize the monster.---
Enemies:
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(4/8):
- 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)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 1
Exp: 5/45
--
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: 1/5}
-- 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 Null (Placeholder){Exp: 4/5}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 1/5}
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)
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(7/8):
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
- Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon) (Weapon)
- 550 Gold
- Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
- Yellow Mask (+3 to non-damaging debuff skills)
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Lamia Head
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
EXP: 15/30
--
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) {1/3} {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.)
- Parry Beginner (+1 parry){Exp: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
Condition:
Mercenary 2"Drones? What is that?" Rhunon asks, visibly irritated because none of his arrows dealt any damage so far. You use your ability and, in a burst of black shadows, your suit of armor once again appears over your body. You trade your wand for your broadsword before rushing towards the left Nereim...
(Nayrous: 3 + 3 + 2 + 1 = 9 vs 11 = 1 + 1 + 1 + 1 + 1 + 2 + 2 + 2 Dodge Nereim)
(Nayrous: 6 + 3 + 2 + 1 = 12 vs 10 = 1 + 1 + 1 + 1 + 1 + 2 + 2 + 1 Dodge Nereim)
(Armor protection: 2 - 1 = 1)
You manage to land your second blow, piercing through the insect's shell and inflicting a small wound, but not killing it. Your elf friend follows with two arrows...
(Rhunon: 2 + 2 + 1 + 1 + 1 + 1 + 1 + 1 + 1 = 11 vs 15 = 1 - 1 + 1 + 1 + 1 + 1 + 2 + 2 + 6 Dodge Nereim)
(Rhunon: 6 + 2 + 1 + 1 + 1 + 1 + 1 + 1 + 1 = 15 vs 10 = 1 - 1 + 1 + 1 + 1 + 1 + 2 + 2 + 2 Dodge Nereim)
(Armor protection: 5 - 1 = 4)
The nereim easily dodges the first shot but is hit by the second. The arrow lodges into it's head, killing it nearly instantly. The millipuf queen releases a shriek and suddenly you feel the air resonating with a strange energy. The second Nereim reacts to it instantly and darts towards you!
(Nereim: 1 + 1 + 1 + 1 + 1 + 1 + 2 = 7 vs 9 = 1 + 1 + 1 + 6 Parry Nayrous)
(Nereim: 2 + 1 + 1 + 1 + 1 + 1 + 2 = 8 vs 6 = 1 + 1 + 1 + 1 + 2 Parry Nayrous)
It zealously attacks you two times and you manage to bat away it's stinger the first time, but get stabbed on your left shoulder the second time. You see that the force of the blow left hole in your armor and the bone it hit.---
Enemies:
Millipuf Queen
Race: Millipuf (+2 accuracy/dodge, +1 melee attack, -2 blunt defense, -1 fire defense, paralyzed by cold temperatures)
Element: Nature
--
Head: Long Antenae (+1 accuracy/dodge)
Torso: Thick Shell (+3 armor)
Weapon 1: Big Razor Stinger (+3 stabbing, +2 power, +2 pierce, -2 accuracy)
--
Stats:
STR: 1
DEX: 2
RES: 0
AGI: 1
INT: 0
--
Active Ability:
- Venom Sting (Give to all allies in a radius of 3 centered around the caster a buff of +1 major actions and +2 attack for 3 turns. Has a 6 turn cooldown.) {Cooldown: ready on roll 30}
- Queen's Command (??)
- Nature:
-- Acidic Residue (??)
Passive Ability:
- Hivemaster (gains +1 to all rolls for each living ally and grants other allies +1 to all rolls)
- Winged (+1 dodge, -1 parry)
Nereim
Race: Millipuf (+2 accuracy/dodge, +1 melee attack, -2 blunt defense, -1 fire defense, paralyzed by cold temperatures)
Element: Holy
--
Torso: Yellow Shell (+1 armor, +2 dodge)
Weapon 1: Small Stinger (+1 stabbing, +1 power, +1 pierce)
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
--
Active Ability:
- Burst of speed (Gets +3 dodge until the end of the turn. Automatically activated if an attack would hit. Has a cooldown of 1)
- Earth
-- Small magnetic pulse (The caster attracts a physical attack towards them. Does not use up a major action. Cooldown 1)
Passive Ability:
- Hivemind (gains +1 to all rolls for each living ally)
- Winged (+1 dodge, -1 parry)
Conditions:
- Queen's Command (+1 major action, +2 attack) {Expires on roll 27}
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (37/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) {2}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {15}
--
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)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 25/30
--
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: 1/10) {Cooldown: Ready on Roll 25}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Beginner (+1 attack when wielding bows) {Exp: 6/10}
Conditions:
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(3/8):
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Healing Reagent {Half} (+1 health, -2 pain, 50% chance to cure poison)
--
Head:
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:
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: 3 (+3)
DEX: 0
RES: 1 (+1)
AGI: 0
INT: 0 (-2)
EXP: 17/30
--
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:3/5} {Cooldown: Ready on Roll 29}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- 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 +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4) {Exp: 1/5} {Cooldown: Ready on Roll 25}
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) {0/10}
- Bladed Beginner (+1 to bladed weapons) {0/10}
- Darkness Null (Placeholder) {4/5}
Conditions:
- Ghastly power (+1 STR, +1 RES, +2 blunt defense, converts INT to STR, Spiritus sepulturam nullified for the duration) {Expires on roll 27}
- Medium damage (-2 to all rolls)
Mercenary 3Nez'gol quirks an eyebrow at your words but otherwise says nothing as you remember that you had two healing leaves and proceed to use one of them. You rub it on your wound and watch as it quickly heals while your pain slowly subsides. After that, he leads you out of the glade through the west side and you walk for about twenty minutes until you reach a large riverside clearing with a wooden wall surrounding it. You can see the roofs of a few wooden homes and two larger building towards the middle, but everything else was blocked by the wall. Nevertheless, after another minute of walking you arrive at a gate guarded by two lizardmen. Your companion approaches them and they exchange some words in their language before one of the guards, a broadsword wielding lizardman with red runes, points towards you.
"And you had to bring this human here?" he asks, his tone turning sour.
"Human or not, without him Zal'har and his rogues would still be on our heads. I vouch for him, so I don't see any reason to not let him in, Gun'der." Nez'gold retorts, sounding slightly annoyed.
"But... urgh, fine then." Gun'der replies. "Just take your reward and don't linger." he adds, this time looking at you. Nez'gol gestures you to follow and you both go through the gate inside the lizardmen's town. You walk quietly after your friend through the crowd of lizardmen that was inside. You also see a few earth elementals there and there. Nevertheless, the buildings were quite diverse: you could see what appeared to be a blacksmith working on a sword, some lizardmen working on the crops of vegetables and a building resembling a chruch with symbols painted on it's walls. Finally, you enter the biggest and perhaps most complex of the buildings in the village, and inside you find the king flanked by two guards. You both walk up to him and Nez'gol bows.
"Greeting Nez'gol, mercenary." he says with a solemn voice as your companion rights himself. You see that the king's skin color was a green going towards brown on his stomach and, unlike all the other lizardmen you encountered so far, had no runes on his chest. "Tell me, what is your name, human?" he then asks.---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory:
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 18/45
--
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: 3/5}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 2/5}
- Dodge Null (Placeholder) {Exp: 3/5}
- Lightning Null (Placeholder) {Exp: 3/5}
- 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):
- 24 Gold
- 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)
- 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.)
---
Head:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hands: Leather gloves (+1 defense, +1 power)
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Legs: Leather pants (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) {Damaged: -1 attack} [/glow]
Weapon 2:
--
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 2/45
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.) {Exp: 2/5} {Cooldown: Ready on Roll 26}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
- Parry Null (+1 parry){Exp: 0/10}
Condition:
- Pain (-1 to all rolls) {Expires at the end of roll 25}
Mercenary 4"No, we haven't reached the wyrm's nest yet. The path we're taking just happens to go through this cave, that's all." Vanina replies, rolling her eyes. "As for the chest, I don't know, I can only 'sense' objects infused with Magicka, so if it was some sort of magical trap I'd tell you." she adds, eyeing the wooden chest curiously before returning her gaze towards you. You attempt to focus your energy and create earth spikes to throw at the chest...
(Roll for success: 3)
You concentrate for a few minutes, yet nothing really happens. You decide to cautiously approach the chest and open it, revealing... a small bag of gold. You hear Vanina chuckling as you quietly place it in your inventory.
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox) {2}
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks, -1 accuracy)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
--
Active Ability:
- Fire
-- Fireball (??)
-- Ark Flare (??)
-- Crazy Firewall (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
--
ChroseName: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- Healing Potion (+1-2 health, -1-3 pain) {2}
- Khromre map (Leads to the Khromre island)
- Crude stone sword (+2 slashing, +1 power, -1 pierce, -2 accuracy. 4 uses) {4/4}
- 75 Gold
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 1/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.) {Exp: 1/5} {Cooldown: Ready on roll 27}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {1/5}
Empire 1You notice Carola's jaw dropping with surprise as you describe the woman to her, although she quickly realizes what she was doing and returns to her normal self.
"Y-yes, I suppose that's..." the girl doesn't finish her sentence and instead grabs your arm firmly and pulls you towards her, throwing both of you through the carriage's exit and onto the ground. You get up just in time to see a massive fireball hitting the carriage, tearing apart the place where you once sat. The man who was directing the horses seems to have done the same as you two, as you see him laying face first in the dirt just a few metters away from you.
"A-are you o-o-okay?" Carola asks, her voice shaking as she got up.---
Enemies:
---
Allies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge
Arms Left and Right: Wood Bracers (+1 parry)
Hand Left and Right: 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}
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??)
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 18}
-- 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) {Cooldown: ready on roll 19}
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 Null (Placeholder) {4/5}
- Bladed Null (Placeholder) {3/5}
---
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 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagent {Half} (+1 health, -2 pain, 50% chance to cure poison)
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Head:
Neck:
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Back:
Arm Left and Right: Wood bracers (+1 parry)
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: 12/20
--
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) {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 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)
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){4/5}
- Dodge Null (Placeholder){4/5}
- Lightning Null (Placeholder){1/5}
Conditions:
Empire 2You place the ornate ring given to you by Amarethon in your inventory and decide to repair your axe using Nature magic to regrow it. You once again focus your raw magicka in your soul and attempt to infuse the axe with it.
(Roll for success {INT}: 2 + 1 = 3)
You give it your all, but you ultimately fail to channel your magicka through the axe. Nevertheless, you still try to use it, broken as it was, to create your dummy.
(Roll for success {STR}: 9 - 3 = 6)
Despite all odds, you somehow manage split the log into multiple limb-sized parts, although it comes at the cost of your axe, which practically becomes un-usable right now. They're not perfect, but still acceptable. In the meantime, you see Saraquel yawning and settling down near the bushes.---
Enemies:
---
Allies:
Saraqael
Race: Xerberus (+1 parry, +1 melee attacks, +2 power, +1 slashing defense, -1 dodge/accuracy, -1 ranged defense)
Element: Ice
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Weapon: Jaws (+2 stabbing, +1 slashing, +1 power, -1 accuracy)
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Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
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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:
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_DivideByZero_Name: Cyfraith
Race: Wraith (+2 to magic, +1 dodge, -2 physical attack, -1 parry)
Gender: Female
Appearance: A puppet of wood, string, and leather that moves by itself. It looks deceptively human, having a real face and expressions, and most people wouldn't know what she is at first glance... until they hear the clattering of wooden limbs moving against each other. She wears thick, ornate dresses that she weaves herself, this helps to muffle the sound a bit.
She has white hair and red eyes.
Faction: Human Empire
Starting Location: Indinera forest
Element: Air
Inventory(5/8):
- Razor Wire (Can be used for attaching things together, crafting, or self-repair to restore 1 health and remove 1 pain point. Can consume for +1 STR for 1 turn) {4}
- Magicka Energyzer (+2 to magic for 3 turns, speeds up cooldowns by 1 upon use) {2}
- Blood-Acorn (?? There's some sticky red liquid on them) {8}
- 90 Gold
- Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
- 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)
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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:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Broken Axe {Broken: no stats. Needs extensive repair}
Weapon 2:
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Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
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.) {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. Can be activated to apply whatever magic modifiers you have to your next physical attack. 2 turn cooldown.)
- Air Null (Placeholder) {2/5 XP}