Roll 51----@randomgenericusername (mind if I call you random?) I'm sorry for the long wait, but I didn't manage to finish up this roll before the final exams arrived.
--
@TricMagic Right now I have 7 players, and 8 is a little too much for me to bear, so I'll have to place you on the waitlist for the moment. I will, however, help out with completing your character sheet.
--
@Rethi-Eli I'm sorry to hear that. If it helps, I know how it feels (although in the first case my video card got fried which is less severe, I suppose), but hey, at least you only missed 2 rolls!
Mercenary 1"Right. Help yourself, friend." Daxon replies, giving you three Buala leaves for nothing in exchange. You take them and rub thoroughly on the spot where the stinger hit you on the shoulder. A few seconds pass and the feeling of weakness from the poison fades away, while your injured bone doesn't look like it's about to break off anymore.
As you dust off the bits of leaves left, you notice that you haven't re-equipped the bracers looted about half an hour ago. Your companion, in the meantime, looks at you expectantly. "Ready to move on now?" he asks, making a slight motion forward towards the hallway opposite of the stairs behind you.---
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 (4/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){1}
-- 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
Health: 5/5
--
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:
Arms:
Hands:
Fingers :
Waist:
Left Leg: Green Rune (??)
Feet:
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
Health: 5/6
--
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 (-1 to all rolls)
Mercenary 2While you do your monologue, Cordelia glances around the room for a few moments, confused. With an annoyed chirp it jumps and boosts itself with it's wings on the table and moves in front of the window, it's talons leaving small scratches in the wood. The hawk then just stares absently outside while you're finishing your speech.
However, after you pick up the piece of paper, the bird's head turns towards you, fixating your violet eye-orbs with it's own. It then flies off the table and lands on your shoulder, peering curiously at the text. Anyway, you bring the paper to where the moonlight shines through the window and start reading it.Undead Nayrous,
It has been brought to my attention that you are a most unique fighter, skilled in both the arts of spellcasting and swordsmanship. I intend to hire your abillities for quite a significant task. You must understand, however, that the details are best left to discretion until we meet in person.
If you are interested, an associate of mine will meet you at the Shubunaki Cave, located around the western merchant route to Mt. Zulle. There are a few villages on the road - ask the inhabitants for directions if needed. As for the time of meeting will be in two days, right before dawn, a time which I doubt would pose much of a problem to you.
Finally, the only other thing I can discern to you is your reward. Part of it will be in gold of course, 700 in total, but the rest is purely information, which I am positively certain you will find most useful for... pursuing your goals.
Ah, I almost forgot to mention: this paper will be incinerated in two-three minutes after it arrives to you, so do make sure you are not holding it when that happens.
Yours sincerely,
Eligor Thomson"
After finishing, you quickly throw the sheet away. It floats around through the air in an erratic pattern before suddenly bursting into bright yellow flames, making Cordelia squeak in surprise. In less than a second there is nothing left of the letter but ash slowly raining down on the dark floor.
With nothing else left to do, you place the elf statue back on the table, next to the hawk, and lay back down on the bed, pondering on whenever you should accept the request from this Eligor person. Time passes quickly and eventually the sun rises, lighting up the dark sky and casting warm rays through the window and down on your skeleton.
Without wasting any time, you gather your possessions and head into the hallway and towards the stairs, Cordelia perched on your shoulder. The bottom floor is mostly empty, save for the waitress placing some bottles behind the bar. She pays you no mind, so you simply leave your keys on the counter and walk through the door.
"Hello, um-" as you walk outside a woman in black dress approaches you. She looks at you startled, her pale blue eyes fixating on your skull from behind her long, curly blonde hair. "... Can I ask you a question? Where exactly am I?" she asks after the initial hesitation.
---
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
Health: 2/3
--
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
Health: 5/6
--
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"Well, no problem. At the very least you managed to not burn me to the ground, too." Nez'gol chuckles before throwing you a curious stare as you draw Zweihander and point it towards the pile of sticks you gathered. You find it surprisingly easy to manipulate the fire Magicka inside the gem, which starts glowing faintly before the blade bursts in flames. You and the lizardman both watch as the fire engulfs the metal completely in reddish-orange, although to your relief the hilt remains cold in your grip.
Anyway, you touch the wood with the now lit Zweihander, setting it on fire, before extinguishing the flames on the sword.
"Now that's useful." your friend observes as the both of you settle in front of the newly-made campfire. The cockatrix settles on your lap, fluffing his feathers before shoving his head under his tiny wing. "So, have you thought about a name for the chick?" Nez'gol asks casually, the flames' glow accentuating his yellow eyes' stare.---
Enemies:
---
Allies:
Chick
Race: Cockatrix (+4 dodge, +2 accuracy, -1 power, -2 ranged defense, +6 magic defense against own element)
Element: Holy
--
Weapon 1: Cocka Beak (+2 stabbing, +2 attack vs human/millipuf/basilisk, -2 attack vs anything else)
--
Level 1
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 0
EXP: 9/20
Health: 2/2
--
Active Ability:
Passive Ability:
- Dodge Null (Placeholder) {2/5}
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory(6/8):
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
- Red braces (+2 dodge, -1 attack) {Legs}
- Daylily (The petals of this flower can greatly increase the attributes of any potion) {4}
- Gor'ol mushroom (+1 to all rolls for 4 turns when used 3 at a time. When the buff expires, a debuff of -1 to all rolls is applied for 2 turns.) {8}
--
Torso (under): Purple runes (+1 magic defense, +1 lightning magic)
Torso (over): Chestpiece (+2 defense)
Arms: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon 1: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
Weapon 2: Iron shield (+2 defense, +1 parry, -1 dodge)
--
Level 3
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 40/45
Health: 5/5
--
Active Ability:
- Lightning:
-- Cloud Strike (Create a cloud charged with static energy that attacks a random enemy each turn. The attacks get +1 power and whatever magic modifiers the user has and cannot be intercepted. Lasts 3 turns. Range: 2, cloud has a radius of 3. Cooldown: 5) {Exp: 4/5}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 3/5}
- Dodge Null (Placeholder) {Exp: 3/5}
- Lightning Beginner (+1 to lightning) {Exp: 0/10}
- Conditions:
- Left leg injury (-1 to all rolls)
- Pain (-1 to all rolls)
---
Rethi-EliName: Antaeus
Race: Human
Gender: Male
Appearance: A plain-clothed man with a giant sword strapped to his back. A wide-brimmed hat hides his face.
Faction: Mercenary
Starting Location: The outskirts of Metrolia
Element: Fire
Inventory(8/8):
- 124 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (+1 power for 2 turns. Buff stacks up to 3 times. Consuming 3 at a time also gives +1 DEX for 3 turns) {4}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Runed cloak (+1 defense, +1 magical defense, +1 magic, -2 physical attack) (Torso)
- Cane (Base Range = Up to 4. +1 major actions when casting spells, -1 magical attack)
- Shatter-Ice (Trident) (2H) (+3 stabbing, +1 piercing, +1 accuracy, +1 defense if RES is above 3, -1 slashing, -1 dodge. Each hit has a 20% chance to damage the enemy's weapon if they're parrying.) {Rare}
---
Head:
Face:
Neck:
Torso (over): Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Torso (under): Red Runes (+2 fire attack, +1 magic defense, additional +2 magic defense against water)
Back:
Arm -Left: -Right:
Hands: Studded gloves (+1 defense, +1 armor, +2 power, -1 accuracy) {Uncommon}
Finger 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Finger 2: Bone Ring (+1 magic defense, has a 50% chance to reduce the duration of any debuff to 1, makes you feel lucky) {Rare}
Waist:
Legs: Leather leggings (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 attack, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging. All melee attacks get +1 attack and are counted as fire damage)
Weapon 2:
--
Level 3
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 25/45
Health: 6/7
--
Active Ability:
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.) {Exp: 2/5}
- Fire
-- Slashing weapon
--- Power Slash (A powerful swing that summons a pillar of flame which burns anything in a radius of 2 centered in front of you. Has +4 power and attack equal to 2xSTR, up to 8 attack. The initial target will also be affected by bonuses from your weapon, while those in the area of effect won't. Also burns yourself for 1 point of damage. Cooldown of 4) {2/5} {Cooldown: Ready on Roll 48}
Passive Ability:
- Tough (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 7/10}
- Parry Beginner (+1 parry){Exp: 2/10}
- Fire Null (Placeholder) {Exp: 2/5}
Condition:
- Small burns (-1 to all rolls) {Expires on Roll 53}
- Pain (-2 to all rolls){Expires on Roll 54}
Empire 1The three of you are once again on your way, although Carola lags behind a little, looking distracted. Nevertheless, you give the cracaos a wide berth, the birds ignoring you as you pass by. You walk forward directly towards the cave, which is getting significantly closer, until you come by a T intersection with a blue-haired woman in her twenties standing in the middle.
"Oh, you made it. Quicker than I expected, too." she notes, looking over the three of you as you yourself do the same. Her attire consisted of a steel cuirass and shoulder pads under a sky blue gambeson with an ice crystal symbol sewn into the cloth on her chest, gauntlets with the same symbol imprinted on the steel, black leggings with brown leather leg guards and black riding boots. She has pale white skin and her build is solid, she also lacks any facial hair save for two thin dark eyebrows above her pastel blue eyes that look at you with neutral interest.
"Excuse me, but who could you be?" Carola asks in confusion, standing beside you.
"Ah, ri-ight. We haven't met yet." the blue-haired woman pushes a bang of hair off her forehead, her pale rosy lips arching into an embarrassed smile. "I'm Thalia, a mercenary. And you guessed it, I got hired by these Blood Assassins guys." she explains, her expression changing to a warm one.
"Mhm." Fenrir mutters, folding his hands and throwing her a doubtful look.
"Moving on, why exactly were you waiting for us here?" Carola presses, her tone intrigued.
"Eh, Wendala forgot about giving you these, so she asked me to come here and hand them to you." she says as she picks out three white mushrooms with black spots from a pouch strapped at her belt. It is now you also notice that she doesn't have any weapons on her.
"... And what may these be?" the girls picks one up, frowning slightly.
"Growth mushrooms." Fenrir replies before Thalia can say anything.
"Yeah... that's right." she gives him an odd stare before turning towards you. "Wendie said that you'll need to eat them after you get out of that cave over there." she gestures with a gloved hand towards your destination north-west. "Forgot the name." she adds with a small grin.---
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
Health: 5/5
---
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
Health: 6/6
---
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
Health: 6/6
--
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 2You decide to silently return to the clearing where you left your friends, although after a few jumps and some floating a sharp gust of air nearly blasts you off. As you regain your balance green scales fill your vision for a moment before disappearing below the trees.
You leave single wire looped around the tree you're at before drifting the rest of the way through the air as silently as possible. You stifle a gasp when you see a large green dragon, probably the one Brussian mentioned, standing before him and Saraqael, both entangled in vines. The winged reptile's serpentine yet rather bulky body is covered in leaf green scales, with two large wings, each separated by six elongated fingers with a solid moss green membrane in-between, which obscured most of neck and head from your point of view.
"Well then." she says, a tinge of amusement in her tone. "I'm glad you didn't run too far away from my clearing, otherwise finding you would've been a little annoying..." the dragoness notes while flexing her claws. You notice that most of her front legs are covered in a flowing white pattern, painted on the scales. "So, how did you manage to steal one of my Seeds and why in the Father's name did you bury it?" she then asks, suddenly aggressive.---
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
Health: 4/4
--
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:
- Binding Vines (Unable to do actions that require movement) {Expires on Roll 54}
--
_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
Health: 6/6
--
Active Ability:
- Air:
-- Tempest(Creates a howling gale that pushes objects and people with +2 accuracy and -1 power. Range 3. Has an area of effect of 2. Cyfraith will also be affected by the gale if she isn't holding onto something. Has a cooldown of 3) {EXP: 2/5}
-- Gust Booster (Creates a gust of wind that propels an ally or enemy in the specified direction by 2 range units. Effect is doubled when used on Cyfraith herself. Range 3. Cooldown 2.) {EXP: 1/5}
- Nature:
-- Healing charm (creates a charm that gives +1 health, -1 pain and -1 bleeding upon cast and at the end of each turn for 2 turns. Range of 2. Cooldown: 3)
-- Calming infusion (Infuse a potion with some restorative magic, causing it to give -3 pain and removing any debuffs that it gives upon consumption. This changes the potion forever and doesn't stack. Cooldown: 7)
Passive Ability:
- Accelerator(Cyfraith moves not by physical power, but by focusing elemental energy. Objects she touches tend to become more lightweight, giving +1 accuracy to melee and throwables. Can be activated to apply whatever magic modifiers you have to your next physical attack. 2 turn cooldown.)
- Air Null (Placeholder) {3/5 XP}
- Nature Null (Placeholder) {2/5 XP}
Conditions:
Order 1You quietly take the bottle and chug it down in two gulps. Despite it's pink color, it actually tastes very bitter, but nevertheless you feel the pain burning in your chest subside to more bearable levels as your wounds close off, leaving nothing but some dried blood that clings to your fur.
Then, you pick up your scythe from the ground, which you probably dropped during the trap explosion, and swing it towards the nearest golem, managing to catch the other one as well in the arc of your slash.
(Rautherdir: 4 + 2 + 2 + 2 - 1 - 1 = 8 vs 7 = 2 + 3 + 2 Parry Rock Golem#1)
(Armor protection: 1 - 6 = -5 damage)
(Rautherdir: 4 + 2 + 2 + 2 - 1 - 1 = 8 vs 6 = 2 + 3 + 1 Parry Rock Golem#2)
(Armor protection: 2 - 6 = -4 damage)
Your scytche bounces off the stone of the golems, although it also causes parts of their hardened exterior to fall off. Undeterred by this, you strike again.
(Rautherdir: 1 + 2 + 2 + 2 - 1 - 1 = 5 vs 11 = 2 + 3 + 6 Parry Rock Golem#1)
(Rautherdir: 3 + 2 + 2 + 2 - 1 - 1 = 7 vs 6 = 2 + 3 + 1 Parry Rock Golem#2)
(Armor protection: 1 - 4 = -3 damage)
... But the first one completely blocks your attack with an arm while the other doesn't take any real damage. Diana smirks at you from above.
"First come first served!" she says before pointing her stick, which, since you're closer, turns out to be a wand, at you.
(Diana: 2 + 2 + 2 + 1 + 1 - 1 = 7 vs 1 = 2 - 1 + 1 + 1 Dodge Rautherdir)
(Armor protection: 6 - 1 = 5 damage)
A slight rumble below your feet is all the warning you get before a sharp spike erupts from the ground. You barely manage to shift yourself so it wouldn't impale you through the height of your body, but it does however make a terrifyingly large hole in your thigh. To your relief, or further pain, the spike retreats back into the floor.
"Now, fi-" the annoying fairy, now grinning, says, but Kratin's shout cuts her off.
"Get away from him, you b****!" you swear that his eye-orbs are glowing brighter as he lunges towards your attacker, but one of the golems walks in his way!
[Parry Bonus: (3)/2 = 1.5 -> 2]
[Dodge Bonus: 0 = 0]
(Kratin: 2 + 2 + 1 + 1 + 1 + 1 = 8 vs 9 = 2 + 2 + 5 Intercept Rock Golem#1)
(Kratin: 5 + 2 + 1 + 1 + 1 + 1 = 11 vs 6 = 2 + 3 + 1 Parry Rock Golem#1)
(Armor protection: 5 - 5 = 0 damage)
*CRACK*
The skeleton's second blow leaves a large gash across the golem's torso, leaving that area completely exposed for further attacks. Rosa immediately takes advantage and sends two water bolts towards it.
(Rosa: 2 + 3 + 2 + 1 - 1 = 7 vs 8 = 2 + 3 + 3 Parry Rock Golem#1)
(Rosa: 5 + 3 + 4 + 1 - 1 = 12 vs 8 = 2 + 3 + 3 Parry Rock Golem#1){Lucky!}
The first bounces off harmlessly and splashes on the ground, but the second hits it right in the chest, leaving a gaping hole and destabilizing the golem. The rocks composing it's body start falling off, until nothing is left of it but a dusty pile of stone.
"Tch." Diana grits her teeth before turning towards the remaining golem. "Finish off that fleabag for me." she tells it. Fortunately, your undead friend positioned himself in front of you after his charge earlier, so the creature has no choice but to attack him.
(Rock Golem: 1 + 2 + 2 + 2 + 3 = 10 vs 9 = 2 - 1 + 1 + 1 + 1 + 1 + 2 + 2 + 1 Parry Kratin)
"Urgh." he groans, the force of the golem's fist sending him backwards slightly. He almost falls when trying to sidestep, so he wouldn't bump into you, but using his sword a support he regains his balance and turns back towards your two enemies.---
Enemies:
Diana
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)
--
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 (When using an offensive ability, if you roll a 5, then double said ability's bonuses)
- Water Null (Placeholder) {Exp: 1/5}
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}
--
Level 2
Stats:
STR: 1
DEX: 0
RES: 1
AGI: 0
INT: 0
EXP: 15/30
Health: 3/6
--
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)
Passive Abilities:
- Worthy challenge (+1 to all rolls if you're fighting a higher level enemy, additional +1 to all rolls for each enemy that outnumbers your party)
- Bladed Null (Placeholder) {Exp: 3/5}
- Parry Null (Placeholder) {Exp: 2/5}
Condition:
- Heavy damage (-3 to all rolls)
---
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 of Indinera
Element: Thunder
Inventory(2/8):
- 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)
--
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: Spell Book (Base Range = Up to 6. +1 accuracy)
--
Level 1
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 15/20
Health: 1/6
--
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}
-- 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)
Passive Abilities:
- Quick Skirmish (On start of a fight, gain a +(2 + AGI) bonus to attack that is reduced by (1 + AGI/2) every turn you remain in combat, down to -(2 + AGI). Resets after ending the combat)
- Dual wielding (Ranged and Melee) (+1 to interceptions)
- Lightning Null (Placeholder) {Exp: 2/5}
- Bladed Null (Placeholder) {Exp: 3/5}
Conditions:
- Pain (-2 to all rolls)
- Rejuvenating (+2 health, -2 pain, cures one negative cond. at the start of the roll) {Expires on Roll 54}
- Grievous injury (-5 to all rolls)