Roll 26----@_DivideByZero_ I see. Probably should've figured that out myself, but meh. Also, I believe you forgot to equip your ring.
--
On another note, I added another equipment slot for face. Basically, any stuff that covers the face goes there. Some helmets will occupy both the head and the face slots, though, and thus can't be worn alongside masks.--
Mercenary 1(Nix: 6 + 1 + 1 + 1 + 1 = 10 vs 11 = 1 + 1 + 1 + 1 + 2 + 5 Parry Blue Gazer)
You can see Gazer turning it's head towards you for a few seconds, throwing you a hateful glare before returning it's focus on the fight. You move in to attack...
(Nix: 5 + 2 + 2 + 2 + 2 + 1 + 1 + 1 + 1 - 1 - 1 - 2 = 13 vs 12 = 1 - 1 + 1 + 1 + 2 + 2 + 6 Parry Blue Gazer)
(Armor protection: 1 - 2 = -1)
This time you get through it's guard, although your blades fail to pierce it's hide. Nevertheless, Daxon profits from the distraction you made and rushes in to attack...
(Daxon: 2 + 2 + 1 + 1 + 1 - 1 - 1 = 5 vs 12 = 1 - 1 + 1 + 1 + 2 + 2 + 6 Parry Blue Gazer)
But the demon easily bats away his scimitar before once again starting to chant words. They sound somewhat different this time...
(Blue Gazer: 1 + 2 + 1 + 1 + 1 + 1 - 1 - 2 = 4 vs 10 = 1 - 1 + 1 + 1 + 1 + 1 + 1 + 5 Parry Nix)
(Blue Gazer: 1 + 2 + 1 + 1 + 1 + 1 - 1 - 2 = 4 vs 12 = 1 + 1 + 1 + 1 + 2 + 6 Parry Daxon)
Two ice spikes form in the air and are launched towards you with blinding speed, but both you and your partner easily parry them. The Gazer grunts in dissatisfaction.---
Enemies:
Blue Gazer
Race: Lesser demon (+1 attack, +2 physical defense, +1 defense against all elements except for Holy and Laxius, -2 defense against Holy and Laxius)
Element: Ice
Inventory:
- ?? Gold
--
Head: Zeon Spikes (+1 defense, +1 additonal defense against melee attacks)
Torso: Zeon hide (+2 defense, +1 magic defense, +2 armor, -1 dodge, -1 physical attack)
Weapon 1: Black runes (Range: up to 6. +1 magic attack, +1 darkness defense, -1 dodge)
Weapon 2: Black runes (Range: up to 6. +1 magic attack, +1 darkness defense, -1 dodge)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 2
--
Active Ability:
- Ice
-- Ice Spikes (Launches two ice spikes with +1 accuracy and -1 power. Each of them targets a random enemy. Range: 3. May be used 2 times before a 2 turn cooldown.)
-- Frozen Wave (Launches a wave with +3 accuracy that inflicts a debuff of -2 attack and dodge for 3 turns to all enemies it hits. -4 damage. The debuff is always placed on parrying enemies, regardless of the result of the roll. Has a radius of 3 and range of 2. Cooldown: 5) {Cooldown: Ready on roll 30}
-- Glaciate (??)
- Fel
-- Hell Crystal (??)
Passive Ability:
- Gazo Gazoher (Enemies get -1 to a random stat at the end of each turn)
- Dual Wielding Magic (+1 magic, -1 physical defense)
---
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 (-2)
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: 2/5} {Cooldown: Ready on Roll 30}
-- Cleansing rain (??)
Passive Ability:
- Relic Hunter (Easily spots hidden items when you search a room)
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Parry Beginner (+1 parry){Exp: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
- Cold (-2 attack and dodge) {Expires on roll 28}
- Drained energy (-2 DEX)
---
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)
- 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) (face)
---
Head:
Face:
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: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: -2 (-2)
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: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 0/10}
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
Condition:
- Cold (-2 attack and dodge) {Expires on roll 28}
- Drained energy (-2 AGI)
Mercenary 2Cursing your weak shell, you retreat behind the rock formation you used as a hiding place earlier. You then begin to release the power that held your ghastly armor and empowered you, but before finishing, you realize that you can use magic even in warrior form. Of course, offensive magic would be weaker without your incantations empowering it, but your healing spell should be fine. Anyway, you proceed to cast Saaris' Touch on yourself, feeling relief as your damaged bones are being mended by the spell. (+2 health)
In the meantime, Rhunon was still fighting the millipuves.
(Rhunon: 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 2 = 11 vs 11 = 1 - 1 - 1 + 1 + 1 + 1 + 2 + 2 + 5 Dodge Nereim)
(Rhunon: 6 + 2 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 3 + 1 = 19 vs 11 = 1 - 1 + 1 + 1 + 1 + 2 + 2 + 5 Dodge Nereim)
(Armor protection: 8 - 1 + 1 - 1 = 7 damage)
The Nereim narrowly dodges the first arrow, but the second one hits it straight through the head, lodging itself into the opposite wall. The Queen doesn't react well to this and you feel as her antenae start emitting vibrations that ripple through the air. She then spits a large concentration of acid on the ground where you are hiding, drenching the stones you're leaning against and the ground around you. Some droplets get on your armor, starting to corrode it. Looks like you'll need to get away from the substance before it ravages your defense completely.---
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 (+2 power and inflict venom on an enemy. -3 physical damage.)
- Queen's Command (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}
- Nature:
-- Acidic Residue (Shoots a projectile of acid to the ground, creating a field that debuffs all enemies with -2 armor and decreases their defense by 1 for each turn they stay in the AoE. Has range and radius of 2. Acid lasts 3 turns and debuff persists for 2 turns after the target gets out of the AoE. Cooldown: 3)
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)
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (30/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- 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: 3/10) {Cooldown: ready on roll 28}
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: 9/10}
- Dodge Null (Placeholder) {Exp: 1/5}
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)
--
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:
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)
- Acid corrosion (-2 armor, -1 defense)
Mercenary 3"That will probably be sooner than you think." Nez'gol replies with a small grin while Yal'tam nods at your words. As you leave you hear your partner conversing with the king, although it's in the lizardmen's language so you don't understand anything from what they're saying. Anyway, you equip the trident and the go search for a blacksmith, remembering the lizardman you saw who was working at the forge. You manage to find your way back to him, although he wasn't outside working at the sword anymore, but inside his shop.
"What can help with, human?" he says with visible difficulty after you enter. It looks like he didn't know your language very well. Anyway, you look at the weapons lined up on the wall while he tries to explain his services.
- Weapons:
-- Battleaxe (2H) (+4 slashing, +2 power, -2 accuracy, -2 stabbing, -2 parry if STR is below 5) 220 Gold
-- Fine Broadsword (2H) (+3 slashing, +2 power, -2 dodge, +1 parry if STR is above 4) 255 Gold {Uncommon}
-- Sharp Shortsword (+2 slashing, +1 power, +1 pierce, -1 accuracy/dodge) 220 Gold {Uncommon}
-- Fiery Cutter (shortsword) (+2 slashing, +2 power, -1 dodge. Attacks has a 25% chance to set the enemy on fire, which bypasses armor and parry rolls, and ignore armor. All melee attacks get a +1 attack and are counted as fire damage) 955 Gold {Renowed}
-- Saber (+2 slashing, +1 additional slashing when mounted, +1 power, -1 dodge) 125 Gold
-- Fine Dagger (+1 stabbing, +1 slashing, no penalty when dual wielded with a dagger or blade) 205 Gold
-- Hammer (2H) (+2 impact, +2 power, -2 speed is STR is below 4) 150 Gold
- Utility:
-- Quality Small Sharpening Stone (Give +2 attack to a choosen weapon for 4 attacks. The buff stacks two times. This item has 4 uses) 125 Gold
-- Armor patch (fix 1 point of damage of a piece of armor and give it +1 defense against the following 2 attacks) 45 Gold
- Upgrades:
-- Weapon/armor fix (Fully repairs the selected piece of equipment) 50 Gold per damage point
-- Sharpen (Permanently gives +1 attack to bladed weapon. This upgrade doesn't stack with itself) 150 Gold
-- Gem Embedding (Embed a gem infused with elemental power into a weapon. Can only embed one gem into a weapon unless otherwise specified.) 450 each
--- Carnelian (+1 attack, physical attacks are counted as fire damage)
--- Aquamarine (+1 attack, physical attacks are counted as water damage)
--- Geode (+1 attack, physical attacks are counted as thunder damage)
--- Opal (+1 attack, physical attacks are counted as holy damage)
[/i]
---
Enemies:
---
Allies:
---
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):
- 774 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) {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 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) {Damaged: -1 attack}
---
Head:
Face:
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)
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:
--
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}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
Mercenary 4"Uh... sure, I guess." Vanina replies slightly uncertain as you attack the lizard nearest to you. Which would be the one which bited you, of course.
(Geralt: 4 + 2 + 2 + 2 + 1 + 1 + 1 + 1 + 1 - 1 - 1 - 1 = 12 vs 11 = 2 + 1 + 2 + 6 Dodge Basilisk #2)
(Armor protection: 1 - 1 = 0)
(Geralt: 6 + 2 + 2 + 2 + 1 + 1 + 1 + 1 + 1 - 1 - 1 - 1 = 14 vs 6 = 2 + 1 + 2 + 1 Dodge Basilisk #2)
(Armor protection: 8 - 1 = 7)
Your first strike fails to go through the reptile's scales, but your second one slices off a large part of it's body, red blood pouring from the massive wound. The two remaining lizards gang up on you.
(Basilisk #1: 2 + 2 + 1 - 1 = 4 vs 4 = 1 - 1 - 1 + 1 + 1 + 1 + 2 Parry Geralt)
(Basilisk #3: 4 + 2 + 1 - 1 = 6 vs 4 = 1 - 1 - 1 + 1 + 1 + 1 + 2 Parry Geralt)
You parry the first one's attack, but the second one manages to land another bite, this time on your hand. Ouch. In the meantime, Vanina flings a fireball towards one of the basilisks.
(Vanina: 3 + 2 + 1 + 1 = 7 vs 6 = 2 + 1 + 2 + 1 Dodge Basilisk #3)
(Armor protection: 1 - 1 = 0)
And then another...
(Vanina: 2 + 2 + 1 + 1 = 6 vs 7 = 2 + 1 + 2 + 2 Dodge Basilisk #3)
Yet both of them fail to cause any damage. She groans, obviously annoyed.
--
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 (+1 health at the end of each turn)
Condition:
--
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)
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 (+1 attack, 25% chance to set the target on fire after a succesful hit. Has a range of 3) {Exp: 1/5}
-- Ark Flare (??)
-- Crazy Firewall (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
- Dodge Null (Placeholder) {1/5}
- Fire Null (Placeholder) {1/5}
--
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:
Face:
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}
- Parry Null (Placeholder) {2/5}
- Bladed Null (Placeholder) {2/5}
Condition:
- Small leg injury (-1 to all rolls)
- Medium left arm injury (-1 to all rolls, additional -1 to rolls involving the left arm)
- Pain (-1 to all rolls)
Empire 1You proceed to cast Thunder Impulse towards the mage...
(Crimson: 6 + 2 - 2 - 1 = 5 vs 11 = 1 + 1 + 1 + 1 + 1 + 6 Dodge Elf mage)
But you miss by a long shot. You then try to throw a shortsword at him, but unfortunately you're not strong enough to hurl it with enough force to reach him at this distance. It looks like your only option left is to cross the bridge towards them. You communicate this to your companions and they both nod before you all emerge from your cover and charge towards the group of enemies. As you cross half of the bridge, you see the elf smirking before incanting a few words...
(Elf mage: 2 + 1 + 1 + 1 + 3 + 1 = 9 vs 10 = 1 - 1 + 2 + 2 + 6 Dodge Mystel)
(Elf mage: 1 + 1 + 1 + 1 + 3 + 1 = 8 vs 1 = 1 - 1 + 1 Dodge Carola)
(Elf mage: 4 + 1 + 1 + 1 + 3 + 1 = 11 vs 11 = 1 + 1 + 1 + 1 + 1 + 6 Dodge Man)
A ring of flames erupts around you, but you and the man in brown coat manage to get out of it before it fully formed, although Carola remains stuck inside. While she's deciding what to do, you rush towards the mage, but one of the orcs intercepts your attack.
(Mystel: 4 + 2 + 2 - 1 - 1 = 6 vs 6 = 1 + 1 + 2 + 2 Intercept Red Orc)
He barely manages to block off your attack. In the meantime, the other orc says a single word which promptly engulfs his weapon in a fiery aura before he swings towards you with ferocity.
(Red orc #2: 2 + 2 + 2 + 2 + 2 + 1 + 1 + 1 - 1 - 1 - 1 = 10 vs 7 = 1 - 1 + 2 + 2 + 3 Dodge Mystel)
(Armor protection: 3 - 1 = 2)
Your chainmail protects you somewhat from the brunt of the blow, although you still end up with a shallow wound on your chest. You also notice that the man had stopped right behind you and was clutching a wand, surrounded by a dark aura.---
Enemies:
Elf mage
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Fire
--
Neck: Warding Pendant (+1 defense, +2 armor against magic)
Torso: Wizard Robes (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry)
Hands: Red gloves (+1 dodge, +1 accuracy to fire spells)
Weapon: Runed Rod (Range: up to 6. +2 power, +1 magic attack) {Rare}
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 1
Exp: 0/30
--
Active Ability:
- Fire
-- Fire blast (??)
-- Pyro-ball (??)
-- Ring of flames (Trap enemies in a ring of flames with a radius of 2. While in the ring, they are unable to dodge spells that have an equal or bigger AoE than the ring itself unless they go through the flames, getting 2 burn damage. +3 accuracy and cannot be parried. Ring lasts 3 turns. Range of 3. Cooldown: 5) {Cooldown: ready on roll 31}
Passive Ability:
- Explosive impact (All fire spells get -1 power but explode in an AoE of 1. Only applies to spells which don't have an area of effect)
Red Orc
Race: Orc (+1 to blunt weapons, +1 power, +1 parry, -2 magic, -1 dodge)
Element: Fire
--
Arms: Wood bracers (+1 parry)
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Feet: Reinforced leather boots (+1 defense, +1 armor, -1 dodge)
Weapon 1: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
Weapon 2: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
--
Active Ability:
- Weaponry:
-- Fire
--- Burning Slasher (Strike an enemy with +1 attack and +1 power. Inflicts burns instead of bleeding, if the target is parrying then inflict minor burns on them regardless of the result of the roll. 1/4 chance to inflict minor burns on self while attacking. Has a cooldown of 2) {Cooldown: ready on roll 28}
Passive Ability:
- Berserking (??)
- Dual wielding melee (+1 parry, +1 accuracy, -1 power, -1 dodge)
---
Allies:
Man
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)
---
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 0
Exp: 0/20
---
Active Ability:
- Darkness
-- Shadow Fragment (??)
-- 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} {Cooldown: ready on roll 29}
Passive Ability:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {1/5}
- Dark Null (Placeholder) {1/5}
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}
---
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){4/5}
Conditions:
- Medium wound (-2 to all rolls)
Empire 2You decide to leave Saraquel to his nap while you attempt to sense the vibrations in the air for any possible threats. You hear sounds from small crickets to an owl letting out it's ominous chirp before flying off somewhere. Finally, you also hear two animals moving towards the clearing although you also sense something... odd about them.---
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 slashing, +1 power, -1 accuracy)
--
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(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)
--
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:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
EXP: 0/30
--
Active Ability:
- Air:
-- Tempest(Creates a howling gale that pushes objects and people with +2 accuracy and -1 power. Range 3. Has an area of effect of 2. Cyfraith will also be affected by the gale if she isn't holding onto something. Has a cooldown of 3.) {2/5 XP}
- 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}