Sorry this is a little bit late, I was tired after working extra last night.
Hm.... Continue work on the spell.
[5] Well, you don't have much else to do so you continue to work on your spell. Now all you need is a target to try it out on.
Draw my sword of fire, cast earthskin on meself and engage the nearest bandit in melee combat.
[5] You cast earthskin on yourself in preparation for the battle and then charge towards the bandits with your sword drawn. [3] [(5+2+1)/2 = 4 - 2 = 2 damage] Unfortunately, your frail mage body is slightly winded after the run and if it wasn't bad enough the bandit was wearing armor as well, blocking much of the damage you would have otherwise caused. Curses.
Rush to Flintus?
"What's going on!?!" Dor'lek yells as he prepares a Blinding Flash.
[4] [damage rolls: [5] [5] [3] [2] [1] [2] ] Running forward, Dor'lek unleashes a flash of pure white light burning the bandits with it's holiness, and also blinding them all.
Fire my pistol at one of the marksman. Aim for the face
[4] [4+3 = 7 damage] You hit the bandit in the face. He hits the ground, though he's still barely clinging onto life.
"Damnit..." I mutter. I've always hated bandits. On the one hand I don't want to kill another human, and on the other it's me or them. I draw my rifle and aim for one of the bandit marksman, figuring that once I take out their ability to fire at me I can concentrate on the melee warriors at my leisure.
[1] [hit roll: 3] [(2+3+1)/2 = 3 damage] You take what you think to be expert aim at the bandit that Flintus has already shot, finishing that bandit off should be easy. You pull the trigger and somehow end up hitting Flintus in the back of his leg. . .
darn cross breezesBe completely oblivious to my hero sense, and continue sleeping.
[2] You wake up and find Ochita preparing to test some sort of spell on you. Oh crap.
Enemy TurnsBandit 1: [5] [target roll: 1] [2+2+1 = 5x2 = 10-2 = 8 damage] This bandit is mid swing when he is blinded and somehow fails so bad at hitting his target, Khan, that he slices through his own hamstrings.
Bandit 2: [4] [target roll: 5] [2+2+1-1 = 4 damage] The bandit engaged by Khan manages to actually slice Khan's arm from near the base of his shoulder to his hand with the barb of his sword, ripping much of the flesh of his arm away.
Bandit 3: [1] The third bandit slices wildly at empty air.
Bandit 4: [5] [target roll: 2] [4+2+1 =7x2 = 14-2 = 12 damage] This bandit finishes the job for Khan decapitating the second bandit.
Bandit Marksman 1: [1] This bandit takes out both his pistols and begins firing wildly, not coming close to hitting anybody or anything of importance.
Bandit Marksman 2: [1] Breathing raggedly this bandit takes out his pistol and tries to aim for Flintus, the man who mortally wounded him
Enemy StatusBandit 1
Health: 2 of 15
Resistance: - 2 Physical Damage
Status: Hamstrung, -3 to movement rolls
Bandit 2
Health: 0 of 15
Resistance: - 2 Physical Damage
DeadBandit 3
Health: 12 of 15
Resistance: - 2 Physical Damage
Bandit 4
Health: 13 of 15
Resistance: - 2 Physical Damage
Bandit Marksman 1
Health: 9 of 10
Bandit Marksman 2
Health: 1 of 10
Status Changes:
Health: 19 of 19
Mana: 5 of 5
Location: With the caravan
Status: Broken Ribs, +1 to Physical damage recieved
Health: 24 of 24
Mana: 7 of 7
Location: With the caravan
Health: 21 of 24
Mana: 5 out of 5
Location: On the road (surrounded by bandits)
Status: Hamstrung, -3 to movement rolls
Health: 26 out of 26
Location: On the road
Status: Doesn't take account for the wind: -1 to next shot
Health: 19 out of 19
Mana: 11 out of 12
Location: On the road
Health: 17 out of 17
Mana: 14 out of 14
Location: On the road
Status: Earthskin + 4 Phy Resistance, 2 turns left
I've also decided that up to this point I was being a bit too nice, expect more negative modifiers in the future. Like in this turn where 4 out of the 6 characters have a negative modifier attached to them.
Edit: I also added in Divine Will and did some general clean up on the character sheets.