Turn 24
Time seemed to stop. For what felt like two whole days, everybody desperately wanted to move, but time wouldn't allow it. There was no reason for this to happen, that anybody could know, but finally, things started moving again.
Attacks
adventurers:Saraket:
NCA: none
CA: deep breathing (5)
There are only so many ways to describe somebod breathing. Everybody is familiar with the process (except maybe the underwater guy, who knows if he understands how breathing works) Rest assured, it was a very beautiful breath that Saraket took.
successDaisypants:
NCA: consider moving (4)
Now that the Kraken was underwater, you prepare yourself to leave the ship if needed.
+1 to NCA's involving movement (1 turn)CA: none
Marco:
NCA: Remember suffering (5)
You recall your insuferable childhood, wraught with demon rituals and blood sacrifices. It was these rituals that gave you the power of demons, if only your human body was strong enough to use their true power. You remember the suffering, and some of that power flows through you.
+1 to next attackCA: magic beam eye (4-1-1+1+1=4)
You unleash a beam of pure darkness. It strikes the water, and refracts in every direction, surrounding the beast. The shadows then converge, into the eye socket, filling the void, and exerting a demonic force in every direction, ripping open flesh while the Kraken was yet underwater.
100 damage to headHeadChopper:
NCA: Prepare to strike the Kraken (1)
Now that you were safely on a ship again, you prepare to strike the Kraken, should it appear. But you are utterly exhausted from your swim (the lobster farm didn't exactly give you practice for swimming) and you collapse to the ground.
-1 to next turn actionsCA: none
Grug:
NCA: Swim to ship 6 (6)
Seeing the Kraken disappear underwater put a new kind of fear in you, and you swim so fast, so furiously, that you to collapse onto the deck once you climb aboard.
-1 to next turn actionsCA: none.
Urist:
NCA: Play FNV theme (4)
You play a apacalyptic sounding melody, but without a full orchestra behind you, the sound isn't all that invigorating.
CA: Magic Beam (head?) (2-1=2)
This next shot also misses wildly, but at least you are putting on a show!
Sally:
NCA: Get to ship 5 (Free teleport)
A clumsy young girl falls out of the air into ship 5. She bore a striking resemblence to somebody else. "Has anybody seen my twin sister?" She said. "I was told she was last seen applying for a job here."
CA(Magic Bolt?) Tentacle 1 (6-1=6)
You wave your pretty little stick around, and a ball of plasma launches in a random direction. It strikes the barely-still-functioning tentacle, exploding it in a starburst of gore and blood.
100 damage to tentacle 1, tentacle 1 is destroyed
Level Up!Free Attack: Wave ship 5 (3)
A wave from under the water comes in responce, crashing into the ship, and throwing you to the ground. Some water splashes over the side and gets in your eyes and messes up your hair.
10 damage to ship 5, 10 damage to sally, -1 to sally next turn actions.Abdul:
NCA: Console Bubbles (2)
You try to tell Bubbles that everything will be okay (despite all your predictions of doom) Unsurprisingly, Bubbles isn't all that consoled.
CA: Magic Bolt eye (6-1=6)
You unleash some concentrated light energy which follows Marco's dark magic. The light and dark have a battle inside of the eye socket, but your magic is the winner when all is over. The darkness flees, and all the while, the inside of the Kraken was getting more and more mutilated.
120 damage to headSitcher:
NCA: "Get out of the water you idiots. What did I tell you?"
CA: Magic Eye (1)
Sitcher seems to have some trouble setting up his beam of light
Failure.KrakenRam Ship 6 (4)
The Kraken chases after the Anchor man, but just misses him as he clambers on board ship 6. With all the momentum, the Kraken decides to just ram the ship as hard as possible. The kraken then emerges and starts attacking ship 6.
40 damage to ship 6Kraken is now emerged
Kraken
StatusCurrently emerged
Attacking ship 6Head HP: 2185/3000
Eye HP: 0/200
Tentacle 1 HP: 0/300
Tentacle 2 HP: 300/300
Tentacle 3 HP: 300/300
Tentacle 4 HP: 0/300
Tentacle 5 HP: 300/300
Tentacle 6 HP: 300/300
Tentacle 7 HP: 300/300
Tentacle 8 HP: 300/300
Arm 1 HP: 200/200
Arm 2 HP: 200/200
Eye is destroyed, all Kraken actions have -1 modifierAttacking the eye always carries a -1 modifier (cause it's a small target)
After Eye is destroyed, subsequent damage to the eye will instead deal double damage to the Head
While Submerged, it is immune to all attacks except magic attacks.
While emerged, all body parts can be targeted by all ranged attacks, but adjacent attacks can be landed on all body parts except the eye
only if the Kraken is attacking the same ship as the attacker is on. (If it is attacking the ship you are on, you are at adjacent range)
Submerge: disengages from the ship it is currently attacking, and becomes immune to all attacks except magic attacks. Next turn, it can reemerge attacking any ship it likes. (It can reemerge and attack a ship in the same turn, but not attack individual people)
Grapple Ship: Wraps its tentacles around a specific ship, and prepares to bring it down under.
Required Body Part: 6/8 tentacles.
Bonus: must roll 3+ for success
Pull Down: Pulls down an entire ship, destroying it immediately.
Required Body Part: 6/8 tentacles
Bonus: Mus have ship Grappled. Must roll 4+ for success. All targets on that ship are now in the ocean.
Wave: Unleashes a huge wave that slams into a ship, damaging it, and splashing the inhabitants.
Required Body Part: 2/8 tentacles
Damage: 20 to ships, 20 to people
Bonus: all people on the ship have a -1 modifier to all actions next turn (if it hits). Can be done to any ship, regardless of the one it is currently attacking.
Ram: From underwater, or above the surface it rams full speed into the hull of a ship, dealing damage to it.
Required Body Part: head.
Damage: 40 to ships
Bonus: Can perform this attack while submerged, but it forces it to emerge.
Deck swipe: Sweeps one of its tentacles across the deck of a ship, dealing damage to everybody on board and has a chance to toss them into the ocean.
Required Body Part: tentacle
Damage: 20 to ships, 50 to people.
Bonus: To anybody it hits, another dice is rolled. A 1 or 2 means the character ends up in the water.
Grab: Uses its arm to wrap around an unfortunate soul, immobilizing them.
Required Body Part: arm
Damage: 0
Bonus: Immobilizes the target
Bite: Eats the target whole, ripping them apart with its beak, and swallowing them whole.
Required Body Part: head
Damage: infinity
Bonus: Can only be done if target is immobilized, or if target is in the ocean.
Possible Status effecs:
Immobalized: You cannot do any NCA, and your CA can only target the body part that is immobalizing you with an adjacent attack, while having a -1 modifier
In the Ocean: Your CA has a -2 modifier, and you must succeed in a NCA to swim back to a ship quickly.
Ships
The HP of all the ships are seen here. The ships are connected via bridges in a circle (1 is connected to 12 and 2, 5 is connected to 4 and 6, etc.) If a ship is destroyed, the connections will be lost, so don't get trapped.
Ship 1: 100/100
Ship 2: 100/100
Ship 3: 100/100
Ship 4: 100/100
Ship 5: 100/100
Ship 6: 60/100
Ship 7: 100/100
Ship 8: 100/100
Ship 9: 80/100
Ship 10: 100/100
Ship 11: 0/100 (destroyed)
Ship 12: 100/100
Adventurers
Alive: Saraket, Abdul, Young Johnny, Jhoferi, Headchopper, Daisypants, Marco Ruyn, Sitcher
Dead: Sally, werther, ewler, burklaif, Legsnapper, neckslicer, Faker, Bruce the Hero
Name: Saraket (Level 4)
Class: Archer
HP: 190/190
EXP: 240/400
Ship: 1
Active Modifiers: +1 to attacks made while in this position, deep breathing
Loot: 591
Additional Skills: quick reflexes, deep breathing
Age: Unknown
Description: Sand elemental, wears a blindfold, has glass shards for hair
Backstory: If he has one, he's not sharing it
Reason for joining the Fearless Society: Boredom
Any additional information: I get the impression that it would be kinda hard to do any lasting damage to him, considering he is, well, a sandstorm in the shape of a person.
Also: nice to see the successor to Brittan! I'm thinking I'll get Respawn to show up after I die. He'll be confused…
Name:Abdul (Level 4)
Class: mage
HP: 140/140 (Bubbles 100/100) currently mounted
EXP: 120/300
Ship: 3
Active Modifiers: none
Loot: 335
Additional Abilities: Heal, Pony
Age: Many moons
Description: A crazy arab with a CRAZY deathstick.
Backstory: Keeps drunkenly claiming the end is nigh.
Reason for joining the Fearless Society: Accident, thought he was signing an IOU at a bar.
Any additional information: THE END IS NIGH!
Name: Jhoferi
Class: archer
HP: 100/100
EXP: 58/100
Ship:
Active modifiers: none
Total damage done: 58
Age: 22
Description: A dull-eyed, ungainly young man, bespeckled with crumbs which he is often seen picking from his grimy clothing and eating.
Backstory: For some, there comes a time in their life when they discover their their true passion, the one real meaning for their existence, all at once. For twenty-two-year-old Jhoferi, previously a total slacker with few skills and little-to-no motivation or drive, this passion was onion rings.
He vowed to himself to do whatever it took to ensure he always had plenty of crisply fried, evenly-battered onion rings.
Reason for joining the Fearless Society: His nemesis (although Jhoferi is entirely unaware said person considers themselves a nemesis) convinced him there were onion rings a-plenty to be had by those brave souls employed by the Society. Just onion rings as far as the eye can see. Jhoferi is determined to do his duty and lay claim to the bloody onion rings of righteous victory.
Any additional information: Mildly hungry.
Name: Headchoper (Level 2
HP: 190/190
Exp: 200/250
Ship: 6
active modifiers: -1 to next turn actions
Loot: 250
Age:Adult
Description:A giant amphibious lobster
Backstory:Headchopper is a megalobster, a breed of crustacean magically augmented to provide huge portions and easy access for farmers.
Reason for joining the Fearless Society:The recruiter is probably bought by Big Lobster.
Any additional information:Of course lobsters are the best for fighting dragons.
Name: DaisyPants (Level 3)
HP: 130/130
EXP: 240/300
Ship: 9
active modifiers: -1 to attacks against him while in this location,
Loot: 785
Age: Semi-immortal ageless elf
Description: An extremely pointy-eared and disdainful looking elf. Does not condescend to speaking with any non-elfs, instead communicating through emphatic and commanding gestures.
Backstory: He gave an excellent sign-language rendition of his life story and goals in the Fearless Society upon joining. Unfortunately for you, nobody could understand ESL (Elf Sign Language).
Name: Marco Ruyn (Level 2)
Class: mage
HP: 100/100
EXP: 0/225
Ship: 7
Active Modifiers: +1 to attacks made while in location.
Loot: 270
Age:Older than he looks
Description: Tall and thin, with brown hair and one blue eye, the other is covered with an eyepatch. His skin is pail, so the red tattoo-like markings above and below his covered eye stand out. He always wears a long, black, hooded robe with a gold trim that hides the top of his head and face in shadows. He says he's human, if asked, and few continue to question him, as he has a rather off-putting aura about him.
Backstory: I'm a powerful mage from a lesser known village with some rather... unique customs, you need know nothing else about me.
Reason for joining the Fearless Society:Research, there are some interesting things going on
Any additional information:The reason he was in the room so long is he was studying the others. He is annoyed that the sand elemental left so soon, research on him would have been interesting. Kind of a jackass, shows little emotion besides annoyance, though is loyal to those he deems worthy. Speaks fluent dwarves and elvish as well as the basic language. Has been mistaken for an elf, a half-elf, a demon in human form, and once (I can only assume someone was drunk) A dragon human hybrid.
Sally:
Class: mage
HP: 100/100
EXP: 0/150
Ship: 5
Active Modifuers: none
Loot: 100
Name: Sitcher (Level 5)
class: mage
HP: 180/180
EXP: unknown
Ship: 4
Active Modifiers: none
Loot: 320 (he doesn't care about loot, but it will be a pile up for grabs at the end.)
Age: He looks young, but nobody knows for sure.
Description: He is dressed in a business suit, and he wields a pen as a magic staff.
Backstory: He's the guy that introduced you all to the fearless society. Beyond that, nobody knows.
Name: Gruuuugghh (referred to as grug)
Class: Warrior
HP: 150/150
Exp: 40/125
Ship: Ship 6
Active Modifiers: -1 to next turn actions
Loot: 40
Age:old
Description: An undead humanoid creature carrying a sharpened anchor(sword) and covered in hardened, natural carapace(armor), its body is noticeably rotted in some locations and it seems very confused about why everyone is panicking at something else, and what that thing is.
Backstory: Sea husks. Undead creatures known for marauding ships, and hunting large sea beasts. It seems that the incoming kraken has caused the Order to miss this ones approach, and possibly others. They naturally fear krakens, and respond to said fears with violence as they lack any self preservation instincts. Luckily for their kind(and unluckily for everyone else) Sea Husks tend to form whenever a humanoid being drowns and the corpse goes uneaten for a few days. While their name calls them husks, they are actually very physically well built and capable, their crab like carapace being equivalent to armor, it more refers to their mind and soul than their body.
Reason for joining the Fearless Society:it didn't. It saw a boat, and decided to attack, ignorant to the incoming kraken. Won't likely be able to do anything meaningful before the thing gets here due to how hectic everything is
Any additional information:basically, instead of a sword it has a small, sharpened anchor. So basically treat this like our various animal characters, in that in combat, the anchor just functions as a warriors sword. Other sea husks will likely arrive(unless this guy somehow DOESN'T die) with similarly makeshift, weird weapons. It's basically just now climbing onto ship eleven.
Name: Urist the Bard
Class: Mage
HP: 80/80
EXP:0/75
Ship: 7
Active Modifiers: none
Loot: 0
Age: 68
Description: Just a dwarven travelling bard
Backstory: Urist The Bard was born in Limuladil, "Goldwall" in dwarven language. He always dreamed to be a bard and a traveller, and even though he did become a bard, he was very unsuccessful one. But one day in his travellings, he meat a fellow bard and also a mage of music. The mage found that Urist has the gift to do that kind of magic, and taught him some tricks. After Urist learned those tricks, he discovered that the musical magic not only can make people dance, but also hurt them rather severely. Then he became a novice mage of music.
Reason for joining the Fearless Society: They promised me a quick fame and fortune!
Additional notes: He uses his guitar as a conductor for the musical magic.
Name: Sally (Level 2)
HP: 0/190
EXP: 0/250
Current range from Monster: Distance
Active Modifiers: dead
Total damage dealt: 160
Age:13
Description: human female child, has long blond hair and is normally smiling.
Backstory: Daughter of farmers, has 4 older brothers.
Reason for joining the Fearless Society: What kind of kid doesn't dream of killing dragons and saving princesses? Sally just decided to try to make these dreams a reality.
Any additional information: Is unknown if she has her parents permission to be here.
Name: Werther (Level 2)
Class: Warrior
HP: 0/190
EXP: 228/250
Current range from monster: distance
Active Modifiers: dead
Loot: 27
Additional Skills: Guard, pommel strike
Age:Adult
Description:A dilophosaurus.
Backstory:Werther once belonged to a decadent count who purchased him as a hatchling from a group of adventurers who found his egg while slaying the Bird-Serpents of the South. Werther was eventually trained to entertain at parties by mauling prisoners to death on command for the guest's amusement.
Reason for joining the Fearless Society:Eventually, the count disapproved of his daughter's choice of a peasant suitor and fed him to Werther. The count's daughter ran away after that, and the count swiftly tired of the dinosaur's "act" when it reminded him of what he had lost. The dinosaur was then sold to the Fearless Society.
Any additional information:I'd like to flavor my sword as bite damage, please.
Name: Eweler, the old
Class: mage
HP: 80/80
Exp: 0/75
Current Range from monster: distance
Active Modifiers: none
loot: 0
Age: Appears really old
Description: A tall, white-haired and long-bearded man with well-tanned skin from the years.
Backstory: He's been training as a mage for a while. Well, a few hours, anyway. He's an expert at all things plant-based! Except for those things not related to carrots. He claims to be some sort of genius at growing things, but nobody's ever seen him do anything with plants. For that matter, nobody's ever heard him more than seven words in a sentence. He rarely ever talks. Probably because he's been a hermit for years.
Reason for joining the Fearless Society: His carrot crop was destroyed, and so he was both bored and starving to death. To alleviate the above issues, he decided to go somewhere to die. Unluckily for you, he chose to join this society.
Any additional information: He seems to have really spindly limbs and worn-out knees, but he can move surprisingly quickly in his staff-aided hobble.
Name: Burklaif (Pronounced: Boork-life) O'Labrador (Level 3)
Class: archer
HP: 0/160
Exp: 0/300
Current range from monster: distance
active modifiers: dead
Loot: 280
Additional Skills: quick reflexes
Age: 16 years old.
Description: A member of Dog-People race, belongs to nomadic Labrador sub-race/clan.
Backstory: Burklaif was born in the nomadic clan of Labrador. Like every other child in the clan, Burklaif was trained in art of archery and animal tracking since childhood, which he spent hunting caribous and elks. Eventually, he was able to hunt much dangerous prey, like lynx or polar bear.
Reason for joining the Fearless Society: After turning 16 years old, Burklaif needed to complete initiation ritual to become true member of Labrador clan. He needs to kill dangerous rare, or magical creature in order to return to his clan. After 3 unsuccessful months of searching for the prey, he found a member of the Fearless Society. He offered him help with Burklaif's search in exchange for the permanent membership in the Fearless Society...
Any additional information: Since he belongs to literally anthropomorphic Labrador clan, I wish he got a small Cold Resistance.
Name: Young Johnny (Level 3)
Class: Warrior
HP: 0/230
Exp: 160/375
Current Range from monster: distance
Active Modifiers: none
Loot: 323
Additional Skills: Pommel Strike
Age: 106
Description:A really old human his beard comes to his knees
Backstory: A baker left his store to his grandchild's.
Reason for joining the Fearless Society: Death in the battlefield is better that death in a bed.
Any additional information: Is his first time touching a weapon
Name: Neckslicer
Class: Warrior
HP: 0/150
EXP: 0/125
Current Range from monster: distance
Active Modifiers: dead
Loot: 0
Age:1
Description:A giant amphibious lobster
Backstory:Legsnapper is a megalobster, a breed of crustacean magically augmented to provide huge portions and easy access for farmers.
Reason for joining the Fearless Society:A recruiter bought Legsnapper and sent him to the Fearless Society as a prank.
Any additional information:I'd like to flavor my sword as the pincers.
Name: Faker Bomrek
HP: 0/150
EXP: 0/125
Current range from monster: NA
Active modifiers: dead
loot: 0
Age: 73
Description: He is the only one of his kind. His beard is long and combed. He is a short creature of sturdy stature.
Backstory: Trained in the tundras hugging coyotes and grimelings. He got sidetracked while migrating to another fortress.
Reason for joining the Fearless Society: The fortress I was migrating to appears to be in ruins.
Any additional information: He keeps his silver battleaxe shiny.
Name: Bruce The Hero
Class: Warrior
HP: 0/150
Exp: 55/125
Current Range from monster: distance
active modifiers: dead
Loot: 240
Age: 35 biologically, 235 chronologically.
Description: An Albian hero who disappeared in the Cold North, and recently rescued by the Fearless Society. 7 feet tall, red hair, brown eyes, and MUSCLES!
Backstory: A folk hero hailing from the Kingdom of Alba, which located on Albion, to the north of the Kingdom of Aenglic. His dedds include fighting off an invasion Aenglish people with only his fellow peasants, hunting down over seven hundred and fifty witches, protecting the king from the ever-plotting vassals (he solved it just by pure luck and some rip and tearing), killed legendary troll called Blair, and most importantly, killed Lucifer himself and took The Potion Of The Eternal Life for his dying king. He mysteriously disappeared after he went to the Cold North to fight Ancient Ice Dragon, Frostscale. But after 2 centuries, the Fearless Society found him frozen in the cave of the dragon. Now it's time for The Hero of Alba to announce to the whole world that he's back!
Reason for joining the Fearless Society: They saved me, do I need to explain more?
Additional Notes: Bruce doesn't need a weapon to kill huge-ass monsters, he does it just fine with his bare hands. Also, can he be the same level as Burklaif before his demise?
Name: Zombie Young Johnny (Level 2)
Class: Warrior
HP: 190/190
EXP: 90/250
Ship: 11
Active Modifiers: -2 to attacks (in the ocean)
Loot: 120
Turn Template
Either fill in this template, or submit your turn using your own methods. Just make sure all the information is present.
Name of character: [this would make it a whole lot easier for me.]
Non-Combat action: [usually movement based, but you can get creative]
Attack: [the name of the attack you are using]
Target: [either a body part of the monster, or the name of the other character you want to attack]
Role Playing: [optional words or actions that serve no game purpose, but enhance role playing.]
Refrences:
Heavy Strike: A strong two-handed strike that puts all your power into the blow. No amount of armor can withstand a strike of this magnitude!
damage: 80
modifier: -1
Range: adjacent
bonus: Ignores armor
Quick Strike: A fast slash in front of you.
damage: 50
modifier: none
Range: adjacent
Bonus: none
Kick: A quick kick with your armored boots is sure to do damage to whatever it hits.
damage: 30
modifier: +1
Range: adjacent
Bonus: none
Skill: Guard
Required Level: 2
Cost: 150 loot
Bonus: For two turns, all attacks against you have a -1 modifier to hit (Must roll a 3 or higher for success)
Attack: Pommel Strike
Required Level: 2
Cost: 200 loot
Range: adjacent
Damage: 50
modifier: none
Bonus: Double damage to heads.
Arrow Shot: Shoot an arrow at your target, no matter the range. Does decent damage, but is neutralized easily with armor.
Damage: 60
modifier: none
Range: distance
Bonus: none
Lunge: lunge straight for your target with your knife, cutting deep into the target if successful. A miss will leave you wide open, however.
Damage: 70
modifier: -1
Range: adjacent
Bonus: A miss will give your target a free attack, weather or not the roll was a 1.
Slash: Sweep your knife across your target, dealing easy, but shallow damage.
Damage: 20
modifier: +1
Range: adjacent
Bonus: none
Skill: Quick Reflexes
Required Level: 2
Cost: 100 loot
Bonus: For two turns, all attacks against you have a -1 modifier to hit (Must roll a 4 or higher for success)
Skill: Deep Breathing
Required Level: 3
Cost: 400 loot
Bonus: Next ranged attack guarenteed to hit with no retaliation. (1-2 half damage, 3-4 full damage, 5-6 double damage.)
Magic Bolt: Fires a bolt of elemental energy at the target. This ignores armor, but is not that strong.
Damage: 30
modifier: none
Range: distance
Bonus: ignores armor
Magic Beam: Fires a constant beam of elemental energy. This is more damaging, but difficult to aim.
Damage: 50
modifier: -1
Range: distance
Bonus: ignores armor
Staff Strike: Whack your target with your staff, good when things get too close for comfort.
Damage: 20
modifier: +1
Range: adjacent
Bonus: none
Attack: Heal
Required Level: 2
Cost: 150
Damage: -50 (negative damage, it heals your target 50 HP. Use on allies)
Bonus: can be targeted on yourself.
OOC notes
We clearly need a mini-arc where Cinderella leanrs the power of love.