Roll 52----Mercenary 1"Very well then." Daxon replies, giving you an small feeling of deja-vu, before turning around and going down the hallway.
At first the path feels maze-like, with two sharp turns and the close walls making it so cramped that you have to walk behind each other, but eventually it opens up to a large, long corridor. A large painting spans the entirety of the right wall wall, with a mirrored copy of it on the opposite one. They depict two strange suns, coloured in dark brown and black, with brilliant white rays coming out of them, but turning a darker and darker yellow until they become black near the edges. You note that the ones going towards the upper corners weave around themselves, creating elongated runes.
Your partner stops for a moment to inspect the imagery, however, after a few moments he frowns and shakes his head. He then silently resumes walking and you follow him until you reach a small room at the end of the corridor. Small relatively speaking; The room itself would easily count as middle-sized, but a pool of water constructed along the left wall divided it in two unequal sides, with only a small alleyway connecting them. You also note a small desk with some parchments strewn on it, a few bottles of... red wine, you believe, at it's foot and some rolled up carpets laying against the wall in front of you.
"This looks like it could be someone's living quarters. Strange..." Daxon mutters, more to himself than you. He then gives the room another look before turning to you. "Say, why don't we each look around one side of this room?" he says before glancing towards the stone desk. "I'll take this one, since I can read the scrolls, and you look around the other." he then adds.---
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 2For a moment she just looks at you, confused, processing what you just said. In the meantime, Cordelia regards her with mixed interest.
"Oh, I-I see. So your name's Nayrous." the woman replies, eventually, and then mumbles something you don't catch. "Sorry if I seemed like an airhead just now, but I got trapped against a very angry troll because of some idiot, andthenIhadtodoanemergencyteleport,ImeanIdidn'treallygetallofitstraightsince..." her words get progressively faster, to the point you can't even comprehend whatever she's saying. She eventually stops and sighs.
"A-anyway, my name's Vanirillian Secketon, but most people just call me Vanina, so you can use that. Thank you, by the way." Vanina then says, giving you a small smile. "Now I just have to figure a way to get past mountain Zulle..." she mumbles, although louder than last time.---
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 (Reeeaaaad iiiiiit)
- 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"Suit yourself." Nez'gol replies, shrugging. "... That's the way to say it, right?" he suddenly adds in a lower tone, meeting your gaze. "Um..." he trails off for a second. "A-anyway, do you remember, earlier today, when I asked you to help me attack the camp of ou- my rogue kin?" the lizardman asks, now staring at the small fire.
"You sounded reluctant to fight them at first. One of them had even attacked your beforehand..." he says in a thoughtful tone, one hand clawing absently at the dirt. "And then at the river, you tried to reason with the two rogues who were guarding the bridge. Why?" Nez'gol turns his head towards you, waiting for your answer.---
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: 4/5
--
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) {Expires on Roll 54}
---
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 1Skipped, see Roll 51.
---
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 realize that the dragoness hasn't noticed you (yet) and decide to help out your friends, although an unknown instinct holds you back for a moment. Fear, you believe the beings of this world called it?
Using the wire you prepared earlier, you pull yourself back in the tree at a respectable altitude, using the leaves to hide yourself from view. Then, you pull your dress off, leaving your wooden body in it's underwear, affix a wire to it and propel it gently with your wind magic in the air and then make it fly around the treetops. Finally...
(Roll for voice propagation {INT}: 7 + 2 = 9)
You manage to speak through the wire, amplifying your voice at the end point and add in an echoing effect as well. For extra creepiness.
"Huh?" the confused sound comes off as oddly cute for some reason, as she looks up towards the floating dress. She then snorts, releasing a small puff of flames. "So I should've foreseen someone taking a Seed from my clearing and then just planting right..." the reptile trails off for a second, face lighting up in realization. "You're flying..." she then mutters, her eyes narrowing a little.
Suddenly, she raises her forelegs and with practiced ease traces a few patterns, the tip of her claws leaving some sort of glowing green substance that lingers in the air. Suddenly, more vines sprout out rapidly and grab your dress, pulling it down along with you due to the wire. You manage to cushion your fall with some aerokinesis, although before you can even get your bearings two vines restrain you and bring you up to the dragoness.
"Funny how I didn't sense you at all until now." she says, rolling her eyes. "I guess I was just too riled up..." she mutters, looking downcast for a tiny moment. In the meantime you see your dress is now laying discarded on the dirt, next to Brussian and Saraqael. "Anyway, I'll be nice and ask first: what are you doing here?" she asks, now glaring at you.---
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 1"Yeah, take yer time." Kratin replies, although you can't tell if he's sarcastic or not.
Nevertheless, you take out a thin vial, pop the glass cap off and swallow the pale green, oozy liquid contained inside. It only stays in your mouth for a second, but that's enough to fill it with a dreadful taste as shivers start running over your body, making your fur flare up. These effects quickly subside, fortunately, and you notice only a small scar where the stone spike impaled you. In the meantime, Diana starts attacking your allies.
(Diana: 2 + 3 + 2 + 1 + 1 + 1 - 1 = 9 vs 9 = 3 - 1 + 1 + 1 + 1 + 1 + 2 + 2 + 3 Parry Kratin)
(Diana: 1 + 2 + 1 + 1 + 1 = 6 vs 19 = 1 + 1 + 1 + 1 + 1 + 2 + 2 + 2 + 3 + 5 Dodge Rosa)
(Diana: 2 + 1 + 2 + 1 + 1 + 1 - 1 = 7 vs 12 = 3 - 1 + 1 + 1 + 1 + 1 + 2 + 2 + 6 Parry Kratin)
Three boulders erupt from the ground and fly towards Kratin and Rosa, but the former manages to block the first one and fling off the second, while the latter sees it coming and dodges easily.
"Grrr... you're really starting to get on my nerves!" the enemy fairy says.
"Can say the same about ya." the skeleton replies, readying his sword. You jump from behind him and slash towards the remaining golem!
(Theta: 5 + 2 + 2 + 1 - 1 - 1 = 8 vs 6 = 2 + 3 + 1 Parry Rock Golem#2)
(Armor protection: 2 - 3 = -1 damage)
(Theta: 2 + 2 + 2 + 1 - 1 - 1 = 5 vs 11 = 2 + 3 + 6 Parry Rock Golem#2)
Your first slash sends even more of it's body flying off, although it manages to block the next one with it's fists. Then, it retaliates.
(Rock Golem: 2 + 3 + 1 - 2 = 3 vs 7 = 1 + 1 + 5 Dodge Theta)
But you easily step aside, your opponent's big fist hitting nothing but air.
"Golo-Golo-Golomator!" Rosa yells, although it sounds more like a squeak from her. Immediately the ground starts to tremble...
(Rosa: 2 + 4 + 3 + 2 + 2 + 1 - 1 = 13 vs 11 = 2 + 3 + 6 Parry Rock Golem#2)
(Armor protection: 2 - 1 = 1 damage)
Many rocks erupt from the ground at it's feet and smash upwards into the golem with impressive force, making him crumble down. The resulting pile of stones and dirt remains inert.
"No!" Diana flies back, looking over her destroyed summons.
"You're b-be-beaten!" Rosa says, sounding slightly less shy.
"Fine! Take your stup-" she gasps as the skeleton suddenly lunges at her. A bright light fills the cave for a moment, dazing you for a few moments. When you regain your vision, however, your enemy is nowhere to be seen.
... Victory? +16 Exp Theta and Kratin level up!
"Bah! She got away, that tiny devil..." Kratin grumbles, but suddenly, the entire cave starts shaking violently, pebbles and dirt falling from the ceiling.---
Enemies:
---
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: 16/30
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) {Exp: 1/5}
-- Rain wash (??)
- Earth:
-- Golomator (+2 impact, +4 power. Damages the defender's weapons if they are parrying, or their equipment at random if they get hit. Gives -3 magic attack to the user for 2 turns. Range: 2. CD: 3) {Exp: 1/5}
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}
- Earth Null (Placeholder) {Exp: 1/5}
- Dodge 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 3
Stats:
STR: 1
DEX: 1
RES: 1
AGI: 0
INT: 0
EXP: 1/45
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) {Exp: 1/5}
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: 4/5}
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 -1 to all rolls, additional -1 when in combat, for 2 turns after the initial buff expires) {2}
--
Head:
Neck:
Torso: Shimmering Robes (+1 Dodge, 50% chance to cause Confusion after a successful dodge, -1 Parry)
Back:
Arms:
Hands:
Fingers 1-10:
Waist:
Legs: Well-knit Leggings (+1 Armour)
Feet:
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 2
(Distribute 1 stat point)
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 11/30
Health: 6/6
--
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 Beginner (+1 bladed attack) {Exp: 0/10}
- Dodge Null (Placeholder) {Exp: 1/5}
Conditions:
- Rejuvenating (+2 health, -2 pain, cures one negative cond. at the start of the roll) {Expires on Roll 54}
Order 2"... Yes, of course." you can swear you see a quiet smile form on his lips just as he turns around and puts the helmet back on his head. The human then exits into the hallway, the quiet clanking of armor marking his every step.
You quickly follow after him, remembering to pick up your tome from the desk beforehand. The dark hallway is flanked by well-made wooden doors leading to other rooms, much like yours, and eventually splits into two, one going to your left and the other right. Without hesitation, the bishop takes the former hallway, goes right at a three-way intersection, then follows the path all the way to a upside down T shaped room. Along the way you come across a few people of various races, the most notable being vampires, some orcs and a zeon, a few saluting the human as you passed by them.
You feel a small shiver go across your form as you walk over the warding lines which go across the borders of the room, near the wall, glowing with a soft orange-red. They're annoying, but necessary, although you still stop to glare at the spot you just passed before turning towards the stairs in the middle of the room. You briefly note the two bat corpses pinned on a wall as you and the man go down the stairs - they act to scare away others of their kind, since they're almost as common as rats around the swamp and marginally more annoying.
Anyway, you find yourself on the first floor, near the main entrance of the castle specifically. The path immediately forks into three corridors, all going forward, and you go down the third. You feel another shiver as you walk on a yellow symbol written on the floor and encased in circles before finally coming out into a wide room, the gate leading outside in front of you. You swear that one wasn't here before, but before you can complain about it, the human is already inspecting two pillars on the wall opposite of the exit.
"I need to go back to the assembly hall." he says, impatient.
"Oh, Tyler! You again." you hear a voice coming from the pillar. "Y'know you have to say the password before-"
"There is no password." Tyler doesn't seem to bother hiding his irritation anymore.
"D'aww, you're no fun." it replies, faking a childish tone. "Oh well, you want me to bring your second shadow over there too?" you imagine it's referring to you.
"Yes."
"Good, good." suddenly, your vision blurs and distorts to the point you can't make out anything at all.
After a few moments everything goes back to normal, except that you're now in a completely different room, the air filled with some sort of white mist. Before you can look around, however...
"You made it." perched on a pedestal in front of you, flanked by four pillars with red symbols engraved on them, is a large, bulky orange dragon with white stripes going along his sides, staring down at you. The archbishop. "What took you so long to get here?" he emits a low growl, his fiery orange glare paralyzing you for a moment.---
Enemies:
---
Allies:
---
randomgenericusernameName: Manus
Race: Elemental (+2 darkness, +1 AGI, -1 physical actions, -1 parry)
Gender: Male
Appearance: A vaguely humanoid shadow. It's impossible to say who Manus was before he became an elemental or what species he belonged to.
Faction: The Order
Location: The 5th Shrine of Xen
Element: Darkness
Inventory(1/8):
- Black Tome (A large book filled with all sorts of forbidden spells and knowledge. The cover is made of a fine velvet leather and is devoid of any title or names whatsoever)
--
Head:
Neck: Pagan Talisman (Nullifies a single Holy spell that targets you, 3 turn cooldown. +2 magic armor)
Torso: Stylish Cult Robes (+1 defense, +2 ranged defense, +1 magic defense, +1 dodge, -1 intercept/clashing)
Back:
Arms:
Hands:
Fingers:
Waist:
Legs:
Feet:
Weapon 1: Voidtree branch (2H) (Cast range: up to 6. +1 magic attack, +1 darkness attack, additional +1 darkness attack if INT is higher than 3, +1 impact, +2 physical power, -1 accuracy, -1 parry)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1 (+1)
INT: 1
EXP: 0/20
--
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy. Range: 2)
Passive Abilities:
- Forbidden scholar (Can understand the Underworld language and demon runes. 50% chance to learn additional spells or gain bonuses to already learned ones when reading a book. -1 to all magic except Darkness and Fel)