Roll 50----Estratia 1.01 is here, wooooooooo! (The numbers won't be included in the title, though):
- New mechanic: Pre-emptive. Characters with this will skip turn check and instead always go first. If two or more characters have Pre-emptive, then a special turn check will be done for them.
- Added Health Points! Well, the stat itself has always been around from the start, I just never actually added it to the character sheets.
- New mechanic 2: Reaction. This is another way of casting spells. Basically, instead of using an ability manually, a certain condition has to be met, after which it will be cast automatically without using up a major action (unless specified). Some abilities can both be used manually and as a reaction, although the latter will have an altered effect.
- Added some new stat mechanics:
-- STR: Each 3 points now adds an extra 1 inventory slot.
-- DEX: At 6 points and higher dual wielding will no longer have debuffs and you'll be able to gain EXP in that passive.
-- RES: Each 3 points increases maximum HP by 1. At 8 points the duration of debuffs is halved and pain accumulation is 1/4.
-- AGI: At 6 points and 12 points each you get +1 major actions.
-- INT: At 8 points you gain the passive "Magicka Beginner" which levels up like any other mastery and provides various bonuses.
- Changed the way Nix's Taunt affects targets so it doesn't constantly miss.
- Added a new rarity: Artifact. It is higher than Legendary and lower than Ultimate. This contains items that don't provide many (or any) combat bonuses, but have very... unique effects.
- Finally, I made a discord server for our rtd. Here's the invite link if you wish to join:
https://discord.gg/QCsYqfg--
Mercenary 1You decide to take a better look at the empty crates.
(Roll to enter inspection mode: 10)
You start with the patterns on the outside first. On the first box, it seems that their yellow color flows in many directions, creating a sort of illusion of a river, although further observation reveals that it was actually the outline of some kind of landscape. There is a large, imposing pyramid gleaming in the heat of a golden sun sitting on sand that flowed like a river. Three tiny symbols are discernible on the front part of the construction, although you are unable to decipher it. Meanwhile, the other box, you can see the illustration of the head of a man with a ponytail, the rest of his hair hidden under an ornate helmet with many writings embedded into it. His eyes gazed straight forward and his lips were slightly parted, a frozen sentence lingering on them for eternity.
Anyway, you move on to the inside. You note that there is an obvious outline which the dust doesn't cover, which can only mean that whoever looted these things has done it recently.
"'Only those who are blessed with the comprehension of the Body's futility and the Soul's eternity shall bear Our blessing.'" Daxon recites, his finger trailing the words written on the second crate. "Huh. I've never seen something like this before..." he comments, straightening himself before glancing at you.
In the meantime, you can start feeling the poison from that lamia's stinger making your bones rot away.---
Enemies:
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 250 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)
Finger 3: Ante-Spirit (At the start of the battle creates a shield on the wearer that absorbs one spell, giving +1 health and a buff of +3 attack for 4 turns) {Rare}
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 and attack only Nix, with a penalty of -2 to defence. This ability doesn't use any roll bonuses from the attacker nor defender, relying solely on the dice roll. 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 (-3 to all rolls)
Mercenary 2As you speak to Cordelia, you can feel it reaching for your mind again...*On the floor, talon scraping lightly the wood. Sense a third presence nearby, but too obscure to locate. Frustrating. Presence disappears, suddenly, leaving nothing but a fragment of energy behind. Startled, sent a small projection at it, light appeared and-*
You hear the bird screech in anger and/or surprise as the link is forcefully cut, leaving you in strange state between the now-blank vision and reality. You quickly come back to your senses, however accurate the term 'sense' would be for a being which feels nothing, and realize that you've accidentally dropped the statue. Suddenly, the inscription lights up with a pure white glow, building up quickly to the point it fills your vision completely.
The light goes as suddenly as it came, allowing the darkness of the night to encroach your room once more. It appears that the presence went away with it, because you're unable to feel it anymore... And you also note that you now have a few burn marks on your bones, and even Cordelia's plumage looks somewhat more unkept than usual. You glance back on the floor, where the statue is, and note a ripped sheet of paper a little ways off.---
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:
- Darkness
-- 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 (??)
Condition:
- Light burns (-1 to all rolls)
--
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:
- Light burns (-1 to all rolls)
Mercenary 3 (Roll has been saved somewhere else to save space)
------------------------------
Empire 1You silently decide to let Fenrir handle the birds and signal to Carola to do the same. Despite her concerned look she gives you a small nod before turning to watch as the man slowly makes his way towards the edge of the bridge.
(Roll to train your cracao: 5 + 1 = 6)
The bigger ones start screeching as the man closed the space between them. At this he suddenly stops and adopts a passive posture before starting to speak to them calmly while holding out his hand. You can't discern what exactly he is saying, but it seems to have the desired effect: after about two minutes one of the crested ones approaches him with careful steps. It eventually stands in front of him and examines something on the ex-carriage driver's palm before pecking it. From the crunching sounds that follows you realize it was a seed of sorts. Nevertheless, soon the other cracaos approach him and you note his other hand disappearing into his coat and taking out a small pouch, which contents he pours onto the stone. All of the creatures rush at the seeds and start picking at them greedily, while Fenrir returns to you.
"They shouldn't try to attack us anymore, but... we should keep some distance." he says before glancing at you. "And stay with the swords sheathed, too." he adds, eyeing your blades.
"I see. Although, I am curious, why did you have that bird feed on you?" Carola asks, left hand resting on the hilt of her weapon. "As far as I know, horses do not eat seeds."
"I... I have a pet cockatrix at home. Just bought those for him in Tyrine, actually." the man shifts slightly, looking strained.
"Ah. Perhaps we ca-" the girls starts, oblivious to his discomfort.
"Just don't worry about it." he cuts her off, before making a slight motion towards you to move on.---
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) {Uncommon}
---
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}
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 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}
-- 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}
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 2Brussian gives a short nod as you jump into the air, using your element to ascend lightly until you are at the tree-top's level. Unfortunately, the forest seems to be particularly dense in this area -and the fact that it's the dead of night doesn't help-, thus you can barely see any patch of ground through their leaves. Actually, the only landmark of note from up here is the dragoness' clearing, which is a respectable distance away now, along with about two or three, smaller ones strewn around.
You hop from tree to tree a few times, to get a better look around, and just before you give up and head down, you spot a thin cloud of smoke, nearly invisible on the night sky, coming from below. You realize that it's source is actually quite close to where you left the werewolf and Saraqael, the latter whom you hear howling. You can tell because it sounds more like a shriek than an actual howl.---
Enemies:
---
Allies:
Saraqael
Race: Xerberus (+1 parry, +1 melee attacks, +2 power, +1 slashing defense, -1 dodge/accuracy, -1 ranged defense)
Element: Ice
--
Weapon: Jaws (+2 stabbing, +1 power/parry, -1 accuracy)
--
Level 1
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
Active Ability:
- Flesh Bite (+2 attack vs unarmored targets, gets all bonuses from weapon, -2 piercing. Inflicts heavy bleeding. 2 turn cooldown.)
Passive Ability:
- Melee Null (Placeholder){Exp: 2/5}
- Parry Null (Placeholder){Exp: 1/5}
Condition:
--
_DivideByZero_Name: Cyfraith
Race: Wraith (+2 to magic, +1 dodge, -2 physical attack, -1 parry)
Gender: Female
Appearance: A puppet of wood, string, and leather that moves by itself. It looks deceptively human, having a real face and expressions, and most people wouldn't know what she is at first glance... until they hear the clattering of wooden limbs moving against each other. She wears thick, ornate dresses that she weaves herself, this helps to muffle the sound a bit.
She has white hair and red eyes.
Faction: Human Empire
Starting Location: Indinera forest
Element: Air
Inventory(6/8):
- Razor Wire (Can be used for attaching things together, crafting, or self-repair to restore 1 health and remove 1 pain point. Can consume for +1 STR for 1 turn) {4}
- Magicka Energyzer (+2 to magic for 3 turns, speeds up cooldowns by 1 upon use) {2}
- Blood-Acorn (?? There's some sticky red liquid on them) {8}
- 90 Gold
- Broken Axe {Broken: no stats. Needs extensive repair}
- Blood-oak Wood logs {6}
--
Head:
Neck:
Torso: Ka'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
--
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 1(Roll to persuade {INT}: 10)
"I- Ugh..." Diana glances at you and Kratin, then at 'not-Diana' before making a few motions with a tiny stick, from what you can see, that she is holding. Suddenly, two stone golems burst out of the wall on her right, sending dust and bits of rocks everywhere. "Well, I didn't want this to get ugly, but you don't leave me much of a choice..." the fairy then reaches for something in her brown robe but...
(Not-Diana: 5 + 3 + 1 + 1 = 10 vs 10 = 1 + 1 + 2 + 3 + 3 Dodge Diana)
The fairy, although startled, just manages to avoid getting hit by the water sphere, but also drops the item she just took, a pure white gem with a yellow light inside, on the ground. It shatters surprisingly easy on the cave's floor, releasing the light which immediately starts to die out. She stares at it, shock mixed with horror written on her face.
"I-I knew I shouldn't ha-have trusted-" the other one begins as she glides over to you and Kratin.
"ROSA! DO YOU EVEN KNOW WHAT YOU'VE JUST DONE?!" Diana cuts her off, her voice becoming painfully high-pitched.
"Wh-what I did...?" Rosa, which is Not Diana's name apparently, blurts out, looking startled.
"THAT'S IT, YOU'RE GONNA DIE WITH THEM!" she declares before motioning the golems to attack.
In the meantime, the skeleton, who had been watching in disbelief the whole time, takes a step back and raises his sword and shield, however, before attacking, he looks towards your new-found ally.
"'Ey, uh, Rosa was it?" the fairy in question turns towards him. You note that she looked as confused as you are. "Think ye can do something to help my fella over here? That explosion got him good." he asks. She nods and flies down to you, giving you a small bottle filled with translucent pink liquid.
"You don't l-look too go-good either..." she notes, looking back up at Kratin.
"This? It's nothing." he replies, his eye-orbs twinkling, then turns his attention back at the golems.---
Enemies:
Diana
2x Rock Golem
---
Allies:
Rosa
Race: Fairy (+1 to magic when wielding rods, +3 dodge, +1 magical defense, -4 physical attack/parry, -1 power)
Element: Water
Inventory(1/8):
- Rejuvenation potion (+2 health, -2 pain, cures one random debuff each turn for 3 turns) {2}
--
Neck: Fairy pendant (+2 defense, +1 dodge, +1 accuracy, -2 fire/darkness defense)
Torso: White Dress (+3 dodge, +2 magical defense, -2 physical armor)
Back: Fae wings (add. +2 dodge and -3 physical ranged defense while airborne)
Hands: White gloves (+3 magic attack, +1 magic defense) {Uncommon}
Waist: Meluhan gem (??) {Renowed}
Weapon 1: Wonder cane (Range: up to 5. +9 physical attack, +1 major actions when casting spells. Successful physical attacks deal no damage, but halve the target's next 2 attack rolls after a successful hit) {Rare}
--
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
EXP: 0/30
Health: ??/?? (??)
--
Active Ability:
- Water
-- Water Orb (Hurl a sphere of water at high velocity with +2 power, +1 accuracy and -1 pierce. Range: 2. CD: 1) {Cooldown: Ready on Roll 51}
-- Rain wash (??)
- Earth:
-- Golomator (??)
Passive Ability:
- Winged (+1 dodge/-1 parry while airborne)
- Lucky 5 (??)
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}
--
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}
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Level 2
Stats:
STR: 1
DEX: 0
RES: 1
AGI: 0
INT: 0
EXP: 15/30
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Active Abilities:
- Slashing weapons:
-- Leg cutter (??)
-- Adept slash (Attack with +2 attack and +3 power, but forces the user to go last. Cooldown of 2) {Cooldown: Ready on Roll 51}
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: 2/5}
- Parry Null (Placeholder) {Exp: 2/5}
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: 15/20
--
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}
-- Overcharged Bolt (Strike one opponent with +4 attack and +3 power at the cost of 2 major actions. Debuffs the user with -3 magic attack/defense for 2 turns each time it's used after the first cast during a fight. Range of 3. Cooldown: 1 turn) {Cooldown: Ready at the end of Roll 50}
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: 2/5}
Conditions:
- Injured (-2 to all rolls)
- Broken ribs (-2 to all rolls)
- Pain (-4 to all rolls)