Turn 4. You people are really bloodthirsty, you know that? When I made this, I was afraid that Id have to put wild animals into the arena to get you to stop training skills and kill each other.
Dragooble
| Dragooble rolls away from Errol, jumps up, and, after a quick sprint, fires a shot at Errol.
| His shot misses.
Unharmed.
Skills:
Dabbling Archer 1/4 xp
{Knife Fighter} 1/2 xp
Inventory
Short Bow - +1 damage
28/30 arrows in quiver
Leather armor
Healing herb
Shoruke
| Shoruke, annoyed at the loss of his arm, fires a bold of lightning at Lear.
| | The bolt strikes true, and Lear is harmed.
| Shoruke feels slightly weaker from the power of the spell, but he will be fine.
|Wounded (-1 to rolls)
Bleeding
No left arm
Skills:
{meditation} 1/2 xp
Dabbling Lightning Magic- 1/4 xp
{speed} 1/2 xp
Spells known:
Lightning Bolt -1 to accuracy and damage, ignores armor and shields.
Inventory
Staff - +1 to magic
Cloth robes
(2)Healing herbs
Lear
| Lear charges at Shoruke, but he trips and falls. His sword hits the ground hard, and 2/3 of the blade is broken off.
Bruised
Skills:
Dabbling Swordsman - 0/4 xp
Inventory
Broken Short Sword
Broken Blade
Leather armor
Buckler - + 1 to dodge
Weht -
| Weht charges at Digital to deliver a powerful blow, but he slips on the ice.
| He manages to jump instead of falling over, but he lands near Digital. Prone.
Unharmed.
Prone (-1 to actions, -1 to dodge roll. Can get up as a free action, with a roll. If the roll fails, the turn fails.)
Skills:
Dabbling Hammerer 1/4 xp
Inventory
Two Handed War hammer + 1 to hit, +2 damage
Leather armor
Errol
| Errol runs at Dragooble, .and attempts to cut the bowstring.
||[/acronym]He fumbles the dagger, dropping it.
|Wounded (-1 to rolls)
Skills:
Dabbling Dirty Fighter 0/4 xp
Inventory
Flail - +1 to damage
Studded Leather armor - +1 to toughness
Kite Shield
Digital
| Digital casts cura on himself
|. His wounds close.
|Bruised. (2 turns remain)
Skills:
Dabbling Protective Mage 0/4 xp
Dabbling Ice Mage 0/4 xp
{healer} 1/2 xp
Spells known:
Shield - +1 toughness for 1D6+1(2-7) turns. Protective Magic.
Freeze Orb -1 damage, freezes the target in place for 1-3 turns, or until broken. Ice Magic.
Cura Restores 1-3 levels of health and/or bleeding (Bleeding takes precedence, and counts as a health level for the purposes of this spell).
Inventory
Staff - +1 to magic rolls
Leather armor
Buckler - +1 to dodge rolls