Hello there, and thank you for checking out this topic. You can read about the game down below, I know it looks kind of complex, but you can always ask me to explain any mechanic you don't understand. Anyway, if you wish to join, you can find the character sheet at the end of this post. Have fun.
Roll to Dodge: Estratia
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Estratia used to be a peaceful, thriving world. That is, until one of the True Demons, Bahamur, had been summoned in a ritual by a myserious cult called The Order. They were unable to bind him to their will, so the Demon ran rampart and attempted to devour the world, but was slain by a group of heroes, who became legendary because of their feat. Unfortunately, the Order is still at large, and it's up to you to find and destroy them. Or join them, if you desire power at any cost.
Map
Will be added sometime. I don't think it'll be any time soon, though.
Mechanics
After the host (me) starts a round, each player can post his or her action once (Please only post once and edit the post if need be. Only the first post after any round will be considered.)
You can have minor actions (as many as you want) and major actions (only 2 per post). Major actions are things such as attacking, casting spells, firing weaponry, reloading, drinking potions or any action which could be considered to take up a considerable amount of time and effort. Minor actions are actions such as walking, opening chests, picking up items, giving items to others. In short, an action which either does not take up a considerable amount of time or effort, or does not directly effect your survival rate (For example, walking may put you out of the range of a spell cast the next turn, but walking effected your survival indirectly as you did not know you were to be attacked.)
Every time an attack is made, a two six sided die are rolled. The first die determines the effectiveness of the attackers attack. The second determines the sturdiness of the defense. The die which is higher wins the standoff. If they are equal, the defender will win. The difference between the die will determine the damage done if the attacker wins. The higher the difference, the more likely you are to kill a defender. This also depends on factors such as strength of the attacker/defender, and any injuries obtained. If the difference between the defender and attacker is bigger than 6, then the attacker's weapon will break, resulting in a -3 to all offensive rolls until it's repaired (at a blacksmith).
To advance the players and reduce randomness as a deciding factor in who wins or loses a skirmish; weapons, armour, and attacks can gain and lose stat points based on weapon and attack type, user stats, user race, user weapon experience, passive bonuses, and so on. Stats are as follow:
Character stats:
All characters start at level 1 and have 5 stats which start at zero. You get one stat point to alocate in any of them when creating a character and each time you level up.
Strength - STR (Your muscular strength. Affects the rolls that involve power. Each 3 points adds an extra 1 inventory slot. At 10 points or higher you can dual-wield 2H weapons)
Dexterity - DEX (Your skill and accuracy with weapons. Affects the rolls that involve accuracy. At 6 points and higher dual wielding will no longer have debuffs and you'll be able to gain EXP in that passive.)
Resistance - RES (Your natural ability to minimize the damage you take. Affects the rolls that involve parrying. Each 3 points increases maximum HP by 1. At 8 points the duration of debuffs is halved and pain accumulation is 1/4)
Agility - AGI (Your speed and reflexes. Affects the rolls that involve dodging. At 6 points and 12 points each you get +1 major actions.)
Intelligence - INT (Your mental prowess. Affects the rolls that involve casting spells. At 8 points you gain the passive "Magicka Beginner" which levels up like any other mastery and provides various bonuses. Also helps when learning new spells.)
In order to level up, you need to get experience points (EXP) by killing enemies, doing specific tasks or using items. You also get EXP equal to your highest stat each time you complete a quest.
There are several defense modes:
- Defense is a flat boost to any defense roll.
- Dodge allows you to evade attacks. This is directly affected by your AGI and can be boosted by equipment/enchantments.
- Parry allows you to block attacks. This is directly affected by your RES and can be boosted by equipment/enchantments.
- Intercept allows you to attempt to parry an attack to an ally and possibly deflect it backwards. Half of your Dodge plus half of your Parry , both rounded up, plus your Defense boost Intercept. To deflect an attack back at the attacker (Redo the roll with switched attack positions. Only the weapon boost and STR/DEX will be counted towards the attacker), you must have be in the favor with a difference of 4 or more. If you lose an intercept roll, you will simply receive the damage from the attack instead of the target.
- Armour gives you defense boost if and only if you fail to dodge, parry, or intercept an attack. If the difference between rolls is smaller than your armor, then no damage will be dealt, otherwise it just subtracts from how much damage a hit would do to you.
- Wards are magical defenses. Some last a specified amount of time while others are permanent. They can boost any of the defense types, save for Intercept, but can be dispelled by certain items or skills.
- Clashing: If two characters attack at the same time then a clash will be initiated. This will pull on the AGI and STR stats of both characters. If the AGI is the same, than the STR stats will be pitted against each other. The winner gets to attack first. If both and AGI and STR stats end up the same, then both attacks will be cancelled.
Attacking buffs are as follows:
- Attack: A flat bonus to all attacking hits.
- Power: A bonus against defenders who are parrying (Intercepting included). Directly affected by STR, or INT if using a magic spell.
- Accuracy: Affects the rolls against dodging targets. Directly affected by DEX.
- Piercing: Ranged attack bonus to armour and armor giving wards. If a difference of 6 is favored to the attacker, a projectile can go through an adversary and hit a second target if the target is directly in the path of the projectile. Note: This does not count at all if the target has no armor.
- Stabbing: A kind of bladed weapon style which has higher power and is better for armour piercing (+2 if the target has armor protection). Induces external bleeding.
- Slashing/Slicing: A type of bladed weapon style which has higher accuracy and works best on dodging enemies (+2 if target is trying to dodge). Induces external bleeding.
Impact: A type of melee weapon (or ammunition) which does blunt damage. Works best against parries (+2 if target is trying to parry). Causes internal bleeding and broken bones.
You can get status effects through attacks or abilities which don't kill you but still hit, item usage or equipment, such as:
- External Bleeding: Leads to numbness and loss of movement: Large amounts can lead to death. Inflicts pain.
- Pain: Leads to loss of movement if high enough, as well as degenerative attack and defense effects for non-ward mechanics.
- Internal Bleeding: Leads to extreme loss of movement and high amounts of pain. Large amounts can cause death.
- Broken Bones: Leads to complete loss of movement in afflicted area and high amounts of pain.
- Missing Limbs: If an attack is aimed for a specific area and receives a high enough positive difference, a limb may be lost. This leads to the permanent inability to use said limb as well as heavy external bleeding and large amounts of pain.
- Blindness: Leads to loss of ability to attack precisely and dodge properly. Negates all bonuses (stats + equipment) to accuracy and dodge rolls.
- Confusion: Lead to the possiblity of attacking a random target (including allies) instead of the one specified.
- Paralysis: Complete and total loss of movement. All your bonuses (stats + equipment) to rolls are negated.
- Unconsciousness: Unable to perform actions.
- Poisoned: There are 5 variations of this status:
-- Poison (Reduces all rolls by 1 each turn while active, starting from 0)
-- Venom (Reduces dodge and accuracy rolls by 1 each turn while active, starting from 1)
-- Pox (Reduces power and parry rolls by 1 each turn while active, starting from 1)
-- Plague (Reduces defense rolls by 1 each turn while active, starting from 1. 50% chance to spread to other characters each turn)
-- Phagocytose (very rare) (Reduces all rolls by 2 while active, doubles pain, removes all other poisons.)
- Overencumberment: Weighed down enough to hinder movement. Happens when you go over your inventory limit.
- Elemental: The effect of the element. See the elements page for more details.
- Pre-emptive: This can be given through gear or gained as a passive. You will skip turn check and instead always go first. If two or more characters have Pre-emptive, then a special turn check will be done for them.
As well, there are determiners to how you can attack.
Some weapons will allow you to attack more than twice in a turn, while others will attack more than once in a single action.
Range factor determines from how far you can fire a weapon. Projectile weapons will be given a base range stat from 1 to 6 (0 is melee) which can be improved by upgrades or certain passives.
One healing spell will heal one point from an injury. For each positive point given to a healing spell, 1 additional negative injury point will be taken off when the spell is used. Will also cause double the amount of pain to go away.
Active abilities are abilities which you activate and use: they can be used as an attack, to give you or an ally a buff or debuff an enemy for a period of time.
Passive abilities are abilities which are always active and give you a passive buff.
Quests are tasks that given to you by NPCs through direct (talking) or indirect (announcements) means. These usually involve a reward upon completion (apart from the EXP reward which is always given regardless of what the quest actually involves). Most of the time you'll need to go back and speak to the one who gave you the quest in order to receive the reward, but there are exceptions.
Weaponry
Weapons are divided into different classes depending on how they function. The two main classes are ranged and melee. Melee will further divide into blunt and bladed, while ranged divides into bows, throwables, and magical enhancers (ie staffs). Keep in mind that the following stats are base stats applied to all of their type. Individual weaponry can add or detract from these stats. So the stuff you find or other characters have might not have the same stats as those listed here.
Note: When you're dual wielding two weapons, you'll get a passive depending on the type of weapons you're wielding:
- Melee x melee: +1 speed/parry, -1 power/dodge.
- Ranged x melee: +1 interceptions. (No debuff since ranged + melee would be a drawback in itself)
- Magic x magic: +1 magic, -1 physical defense.
Please note that these bonuses are ONLY for one handed weapons. Weapons that are two handed (2H) cannot be wielded with anything else, unless you have 10 or more strenght, in which case you'll be able to wield two handed weapons like one handed ones (bows are an exception to this rule).
Melee:
- Bladed:
-- Rapier (+2 stabbing, +1 accuracy, -1 power)
-- Dagger (+1 stabbing, +1 slashing, -1 power, no penalty when dual wielded with a dagger or blade)
-- Blade (+1 stabbing, +1 accuracy, -1 power, +1 parry, +1 additional parry when dual wielded)
-- Saber (+2 slashing, +1 additional slashing when mounted, +1 power, -1 dodge)
-- Scimitar (+2 slashing, +1 accuracy, -2 stabbing, -1 pierce)
-- Katana (2H) (+3 slashing, +1 accuracy, +1 parry, +1 additional parry if DEX is above 4)
-- Dai-Katana (+2 slashing, +1 accuracy, -1 pierce, dodge instead of parry bonus when dual-wielded with another Dai-katana)
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
-- Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
-- Scythe (+2 slashing, +2 stabbing, -1 attack if DEX is below 3, attacks hit all character adjacted to the target)
-- Trident (2H) (+3 stabbing, +1 piercing, +1 attack if both STR and RES are above 3, -1 slashing, -1 dodge)
-- Cutlass (+2 stabbing, +1 power, -1 parry)
-- Javelin (2H) (+2 stabbing, +1 power, -1 accuracy, -1 dodge, +2 attack when thrown)
- Blunt:
-- Hammer (2H) (+2 impact, +2 power, -2 speed is STR is below 4)
-- Staff (+1 impact, +1 speed, +1 additional speed for each consecutive attack up to 4)
-- Hard Gauntlets (2H) (+2 impact, +2 speed, -1 power/parry if STR is below 3)
Ranged:
- Bows (arrows used also have stats that can affect rolls):
-- Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce +1 major actions per round, reload time: 0)
-- Balanced Bow (2H) (Base range = up to 2, +1 accuracy, +1 pierce, reload time: 0)
-- Longbow (2H) (Base range = up to 3, +2 pierce, +1 accuracy, -2 accuracy if target is more than 2 range units away, reload time: 0)
-- Crossbow (2H) (Base range = up to 2, +1 accuracy, +1 power, +2 pierce, reload time: 1)
- Magical Enhancers:
-- Rod (Base Range = Up to 6. +1 power)
-- Cane (Base Range = Up to 4. +1 major actions when casting spells, -1 magical attack)
-- Wand (Base Range = Up to 6. +1 piercing)
-- Spellbook (Base Range = Up to 6. +1 accuracy)
- Throwables:
-- Basically any weapon (except for magical enhancers) you have can become a throwable. Their range will be determined by the forumula (STR + 1)/2 rounded down, and they'll have the same bonuses as when you attack with them normally.
Magic: The most versatile type of weapon, magic comes in several different forms:
- Elemental Magic: This magic uses an element as a form of weapon.
- Projection Magic: This type conjures up weaponry and armour.
- Summoning: Allows you to summon allies to the field directly.
Armour can fit into the following slots. Note that armour can take up more than one slot. As well some armours can be worn over others, or clipped on to other pieces. Anything that does not fit into these slots goes into your inventory.
Head slots (Helmets, hats, ect.)
Neck slots (Necklaces, Talismans, ect.)
Torso slots (Chestplates, robes, ect.)
Back slots (Backpacks, quivers, ect.)
Arm slots (Shoulder pads, bucklers, ect.)
Hand Slots (Gauntlets, gloves, ect.)
Finger slots (Rings)
Waist slot (Belts, Sheaths, ect.)
Leg slots (Leggings)
Feet slots (Shoes)
Two weaponry slots.
Weapons are categorized under the following:
Common: Weapons with pure base stats.
Uncommon: Weapons with enhanced stats.
Rare: Harder to find but more powerful. Less negations, more bonuses.
Renowned: Weapons of unmatched forgemanship. Hard to come by but even more further set apart from their base stats.
Legendary: Extremely powerful weapons of folktale which are as hard to come by as they are mighty. They tend to have high bonuses as well as special abilities.
Artifact: Strange and reality defying objects with vastly different powers. Most are dangerous to use, while the rest require obnoxiously specific conditions to do anything at all.
Ultimate: The rarest and also most powerful type of weapons. They have bonuses that scale with your level, and each of them has an unique skill or passive that you can use while they're equipped. There are also 6 orbs in this category that provide an unique effect when equipped. They are found in the heart of most dangerous of areas as well as with the strongest of bosses, or in some of the most hidden and obscure places on the planet.
Most weapons can be upgraded and/or infused with elemental properties. Weapons can be coated in poisons.
Players can enhance their skill in weaponry. Using a certain type of weapon long enough grants passive bonuses to said skill. Using magic often enough not only grants you passive skills but also grants you additional bonuses to active abilities. There are 6 levels of usage which can apply to weaponry type, magic type, defense type, or element: Beginner, Novice, Intermediate, Adept, Proficient, and Master.
Elements
All the beings in Estratia are aligned to a certain element, which dictate their resistance and weakness. Magic users are most proficient in their own element, although they can learn and use spells from other elements as well. Most skills that warriors use are non-elemental.
Fire (One of the primal elements, fire users mainly focus on offensive abilities which include burning their targets alive with destructive skills, although they can learn a few ward spells. Weak vs Water. Good vs Ice)
Water (One of the primal elements, water users can use the element to drown their enemies, debuff them or even hit them with blasts of high pressure water. Weak vs Thunder. Good vs Fire)
Air (One of the primal elements, air users are very agile and can easily use the wind to blast or debuff the enemy, summon tornadoes or even create an air void in an area. Weak vs Earth. Good vs Nature)
Earth (One of the primal elements, earth users are more defensive and can manipulate the ground, create earthquakes, debuff the enemy's defense or buff their defenses. Weak vs Nature. Good vs Air)
Nature (One of the subelements, nature users focus on healing, removing ailements and offensive skills revolve around poisoning enemies. Weak vs Air. Good vs Earth)
Ice (One of the subelements, ice users can greatly buff their defense and give rapid regeneration, at the cost of free movement for a short while. They also have quite a few deadly offensive abilities, and experienced mages can completely encase an enemy in ice. Weak vs Fire. Good vs Thunder)
Thunder (One of the subelements, thunder users are fast and rather volatile by nature, specializing in paralyzing enemies and situational skills. Weak vs Ice. Good vs Water)
Holy (One of the moral elements, holy can be used offensively, to heal or to create various wards against other elements. Weak vs: Dark. Strong vs: Holy)
Darkness (One of the moral elements, darkness can be mainly used offensively, to inflict various debuffs including instant death to enemies or to afflict them with the Plague status. Weak vs Holy. Strong vs Dark.)
Laxius (A very rare and mysterious element. Very few users existed throughout history, and it is said that they could use this element to greatly increase one's capabilities overall or obliterate any enemy. Immune vs Holy/Dark. Weak vs Nothing. Good vs Fel. Cannot be choosen as starting element)
Fel (? ? ? Immune vs everything except Holy and Laxius. Weak vs Laxius. Good vs most living things. Cannot be choosen as starting element)
Locations
- Human Empire:
-- Andretana, city of the 1001 lakes. (Ruled by king Lucien and queen Alexandra, this is the richest city and a haven for adventurers. Contains an assortment of shops and guilds.)
-- Tyrine, the school of warriors. (This is actually a town in the east, but the main and perhaps only thing it is known for is the massive building residing in the town center in which some of the best warriors are trained)
-- Indinera forest (A massive jungle that surrounds Mt. Zule. It is mainly inhabited by elves, pixies, nereids and various wild animals. There are a few villages scattered around, although most of it's inhabitants preffer living in the wilderness.)
-- Metrolia (The last and biggest city that was razed by Bahamur before he was destroyed, Metrolia is now nothing more than ruins inhabited by various undead. Very powerful loot can be found in the central area of the ruins, though there is also quite a bit to be found in the surrounding wilderness.)
-- Sank't Leona (The biggest port city in the Empire. It situated near the massive ocean and it is the favourite location of fishermen.)
-- Many other smaller towns and villages
- The desert kingdom:
-- Ultai (A massive and ancient city that has been ruled by generations of Vizirs, Ultai is to this day still independent to the human empire and home to various elementals and magicians.)
-- Qusarma (A neutral town at the border of the kingdom, Qusarma has been founded by those people who did not wish to live under the rule of the vizirs. The main races who live here are humans and fire elementals.)
-- The Pyramids (Some of them were places of respite and prayer for the people of the desert, while others were built to house the riches and powerful artifacts of deceased Vizirs. A few of the pyramids are still used by people, but the rest are overrun with monsters.)
- The Order:
-- The seven Shrines (The order resides in seven shrines scattered across various regions of the world. Of course, they also have hidden outpusts spread around major cities, but the temples are the Order's main base of operations. No outsiders know their locations, yet.)
Races
Many creatures call Estratia home. They are divided into 4 factions, and you must choose one of them. You can defect from the faction you've choosen at any time.
- Races:
-- Playable:
--- Humans (Good old humans. You should all about them, since you are one after all. No bonuses.)
--- Elves (Elves are close in resemblance to humans, although they are fairer, are more afiliated to magic and, of course, have pointy ears that no one cares about. +1 dodge/accuracy, +1 ranged, -1 melee)
--- Elementals (These are sentient souls that possesed an element and used it to take a physical form resembling a humanoid shape. Elementals are always most proficient with the element they posses, and rarely even bother with using others. +2 to magic of your element, +1 bonus to one stat depending on element choosen, -1 physical actions, -1 parry)
--- Orcs (The green brutes who seem to be addicted to violence. They have surprising strenght and resistance, but lack in spellcasting and speed. +1 to blunt weapons, +1 power, +1 parry, -2 magic, -1 dodge)
--- Lycans (Short, intelligent creatures covered in fur. They can be reckless sometimes, but no one can dispute their speed and proficiency with bladed weapons. +2 to bladed weapons, +1 accuracy/dodge, -2 parry, -1 power, -1 to any other weapon type)
--- Wraiths (Like elementals, the wraiths are sentient souls that took the form of a humanoid shape. Unlike elementals, though, they didn't posses an element to do so, but rather used pure, unaligned energy to create their own form. Because of this, they are good with nearly any type of magic, but their form is rather fragile physically. Most of them wear cloaks. +2 to magic, +1 dodge, -2 physical attack, -1 parry)
--- Skeletons (Skeletons are actually the spirits of the dead who were denied judgement in heaven. Most of them are servants of Azygos, the god of the underworld, although a few managed to escape his grasp and now wander the world acting of their own will. Cannot feel pain, cannot bleed, +1 power/parry, -2 defense against blunt attacks, -1 to all magic except dark)
--- Tigo (Tigoes are creatures of the sea who adapted to the surface environment. Despite popular belief, they are actually inteligent, although most can't speak human language easily or even coherently. +2 parry/power underwater, +1 power on land, +1 water magic, -1 dodge, -1 accuracy on land. Can breathe underwater.)
-- Non-playable (this will be updated each time a player finds out about one of these races):
Factions:
Basically who you're affiliated with. This affects your starting location, your job, the equipment you get at the beggining, what quests are availaible to you etc. There are currently three factions you can choose from:
Human Empire (You may choose a location in the Human Empire to start in.)
The Order (You will start in one of the Shrines, at random.)
Mercenary (You may start in any location you wish)
Companions
Companions, or allies, are divided in three categories:
A pet (or familiar) is a companion which is usually an animal type. It can be humanoid or have been a humanoid, but it can't be human or a human counterpart. They may be found, bought, or gifted. These companions will only separate with you from your will (They can mostly be regained later). They will attack whomever is directed, and whomever attacks you/you attack.
A steed is a companion whose main purpose is transportation. It has to be larger than any playable race and capable of holding any playable race. They may be found, bought, or gifted. You may have one steed with you at any time. They will only separate with you of your own will (Most can be regained later). It is their choice whether they will attack whomever attacks you, you attack, or you direct them to attack. They will follow any transportation directions given. (do note that some pets can also double as steeds if they can and are willing to carry you.)
A colleague is a companion who is usually human or one of their counterparts, or a being of generally higher intelligence. They join you of their own free will, by request, necessity or contract. They may separate from you of their own free will or your own (Unless under contract). They will attack as directed most of the time, but it is their choice whether they will attack anyone else (Unless under contract).
Sign-Up Form
You may have up to 2 different characters at one time (All in different storylines.)
And please note that you can ask me to make the active and passive abilities for your character. (just tell me how you want them to be)
Name:
Race:
Gender:
Appearance (optional):
Backstory (optional):
Faction:
Starting Location:
Element (1 only):
Inventory (2 items max. These items will be created by you and can only be either potions or extra pieces of equipment. Please don't make them too OP.):
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(You may only start with two pieces of equipment, be it armor or weapon. You can use the 'stock' weapons in the weapon section, or make a custom one. Your armor will also be created by you. Once again, please keep it balanced.)
Head:
Neck:
Torso:
Back:
Arms:
Hands:
Fingers 1-10:
Waist:
Legs:
Feet:
Weapon 1:
Weapon 2:
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Stats (you get 1 stat point from the beginning):
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Abilities (1 only):
Passive Abilities (1 only):
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First, to clarify a few things:
- I'm usually quite busy IRL so I can only support a few players (Sorry).
- I'll try to post at least once per day. Twice if you're lucky.
- This format has been inspired from RtD Illysia.
- The locations and storyline were inspired from Laxius Force.
- I'll be the one keeping track of your sheets.
List of Players:
- NRDL (Nix, the Deceased Duelist)
Nix had the misfortune of being the son of a highly skilled, rather famous warrior. This was misfortune because the demands of being a warrior on retainer to the local lord meant that Nix's father barely spent any time at home with his son. No mother, no siblings, Nix was left on his own much of the time. He'd spend his days absently ignoring the teachings of various two-bit tutors his father hired, picking fights with the neighbourhood toughs, and on the rare occasions where he actually interacted with his father, learning how to handle the sword.
Thus was Nix's life. Seeing that he had no real future other than applied violence much like his old man, Nix enlisted in some petty war or another, he couldn't even remember what it was about. Separatist rebel farmers or something. Nix bled, fought and killed plenty in that war, and found he had a taste for it. The rush of battle, camaraderie with fellow warriors, the strange closeness he felt with the foes he duelled and killed, it was the only connections he ever really knew.
After his father's passing, Nix took the rapier of his old man and set out to become a respected warrior in his own right. Not tied to any one master or place, he challenged strong fighters wherever he went, winning plenty, losing some, but never losing badly enough to risk death. Up until he had the bad luck of running into a wizard who was the brother of a man he'd killed. Caught off guard, the wizard's magic tore the flesh from Nix's bones, and death overcame him. To Nix's surprise, it wasn't the end. The wizard, in his vengeance, raised Nix to be an undead tool and weapon.
Years passed in a hazy, barely remembered dream. Nix knew he must have done some awful things in the service of that bastard, didn't bother him much. Eventually, such a wizard would encounter something he could not overcome, and when Nix finally snapped back to full sapience, he found himself standing around the corpse of the wizard, along with other still moving, but mostly smashed, skeletons. Nix was the last minion to survive. Not wanting to know the circumstances behind his survival, Nix found his father's rapier and took off. Now, an undead mercenary, he shall find his fame, fortune and place in this world one stab, thrust, and cut at a time.
- Crimson (Mystel)
The early parts of Mystel's life are actually mired in trouble. For one, the identity of her parents and her original birthplace were completely unknown. Even her name was not know, her current name having been given to her by her foster mother, Leila, who had raised her up since that day.
Originally, Mystel was discovered when Leila and a few warriors went in and dealt with a group of troublesome bandits. While cleaning up the bandit's base, they discovered the extremely young Mystel within the bandit encampment, tucked in thick clothing and sleeping peacefully at one part of th camp. She was slightly malnourished yet was doing relatively well despite the group she was in.
One problem however was that all of the bandits were male and not one of them had any features that resembled the child in any way. As a result, it was concluded that child was likely the victim of the bandit's atrocities, most likely having been kidnapped from her original family during an attack or raid. However, despite being freed from bandits clutches, it was impossible to track the child's original family and as a result, Leila herself took in the responsibility of raising the child whom she now called Mystel.
Mystel was then raised within Tyrine for years with nothing notable happening for most of her life. That was until at the age of 13, Mystel began physical and combat training under her foster mother. Inspired by her mother's skill and deeds, Mystel herself wanted to become a warrior. This life of training continued on for at least a year until one particular moment. A month after Mystel's 14th birthday, Leila left Mystel under the care of the School of Warriors. It was then that Leila left Tyrine and never returned.
When she left, Leila's last words to her adopted daughter was to not search for her, something which the young Mystel did not initially follow. Yet after months of fruitless searching and even with the help of the school, nothing substantial was found other than that Leila had apparently left the territory of the Human Empire before disappearing completely. Mystel eventually decided to settle in her new life, all the while holding conflicted feelings for the mother who had once raised and left her. It was 3 years later that Mystel became a candidate for a certain tournament.
- Rethi-Eli (Antaeus)
ANTAEUS IS SOOPER MYSTERIOUS OKAY HE DOESN'T NEED A BACKST-
Antaeus is an outsider to this land. He is a wanderer, always on the move. Indeed, in the lands he came from, Antaeus garnered too much fame for his skills with the blade. He was stronger than any mortal man, and his strikes were quicker than lightning. None could stand against him. He left, seeking adventure and a new challenge. That new challenge came to him during a catastrophic accident, where he stumbled upon a rare source of pure dark magic. He lost all of his power and skill, and is now simply waiting for his life to end.
Indeed, when his life ends, it shall only be the beginning.
Antaeus is more than one may think at first - he is a mortal, but was he always one?
- _DivideByZero_ (Cyfraith)
"Why musn't we cross the mist?"
"It is dangerous. To walk into the world past that boundary, is to let yourself be transformed into something else."
"..."
"Beyond the mist lies only misdirection. You will lose your way."
"Don't all creatures have a light inside them to guide the way?"
"A candle does not light a chasm. Take the humans for instance; the darkness inside of them consumes the light, and so they depend on the light of the flesh. A human is a slave without a master."
"Then what do we do? Just rot away in here?"
Feeling the paint flaking off his chin, the ancient figure smiled.
"Very well.
Do not disappoint me, young one."
- WunderKatze (Nayrous)
The warriors of Aamon were but a quorum when compared to the armies of neighboring states. Controlled by long standing warrior-nobles, the army refused to fill their ranks with peasants and mercenaries, instead they continued in their traditions of recruiting errant knights and other proven warriors. This small and elite force enjoyed many victories, falsely affirming the arrogant warrior-nobles military policies. However, as time past nearby estates became to organize their more sizable forces, although they still relied on peasants and mercenaries they began to form ranks and formations that proved much harder to route even for the well fed, physically superior and often magically blessed warriors of Aamon. The warriors of Aamon began to suffer serious attrition.
Raioyris, a particularly ambitious errant knight, was offered the prestigious title of Tribunus Militum, Commander of the Knights, on the condition that he helped execute a coup to supplant the current warrior-nobles whose constant defeats had shaken the hold's faith in their strategies and policies. Raioyris accepted.
Born of a strong wild pale mountain people Raioyris enjoyed life as a both fair and strong warrior. His early deeds allowed him to come in possession of a distinctive black suit of armor, with a pluming Galea style helmet with a close helm (renaissance style) like face mask and purple cloths. The suit was of layered plates designed to facilitate rapid movements and contortions. He also came into possession of powerful sword called Animo Feram. It was long and thin, crafted to match Raioyris' rapid fighting style.
Raioyris supported a successful coup and soon assumed the position of Tribunus Militum; however, by this time the army of Aamon had dwindled to but a few exhausted warriors who were to defend the estate of Aamon against the tactically evolved levied armies of neighboring estates. Sworn to the service of his lord and having built a life out of daring and brave deeds, Raioyris maneuvered his knights for one last strike against the closing enemies of Aamon.
His ambushed proved effective; however, foolish as the number of warriors under his command were not enough to achieve an offensive victory. The enemy general dismounted to fight an exhausted and bloodied Raioyris. It was during this grueling match that Raioyris was struck down. The hand full of remaining knights of Aamon appealed to the enemy general asking that they be permitted to take the Tribunus Militum back to the Castle of Aamon to bury him in accordance with the traditions of the estate. The general accepted under the condition that half of the remaining knights surrender as prisoners. And so Raioyris' body and a handful of remaining knights returned to the estate.
The Lord of the estate, who had led the coup, in desperation enlisted a necromancer to resurrect all of the knights buried in the estate. The necromancer agreed under the condition that 200 human souls be paid tribute, under the pressure of the current state of affairs the Lord accepted the shameful deal.
Among the resurrected warriors were Raioyris, now called Nayrous, and three generations of Tribunus Militum all of which rivaled Nayrous in strength. At the completion of the final siege Nayrous and the previous Tribunus Militum were unleashed on the oncoming forces. Nayrous found that he had slowed considerably, he found that his legendary armor had been bound to his very spirit form by seals and incantations. His abilities were, by necessity, heavily augmented by magic, the skeletal body of the dead did not share the natural strength of a living body. Nayrous and his peers fought with great success but could not affect the out come of the siege and instead were repelled into the wilderness.
Nayrous wondered for quite sometime, desperately trying to hold on to his dream like memories. He decided that he must pursue the resurrection of his flesh as this current undead vessel was suited only for servitude, it is far to weak to contain his spirit.
- Rautherdir (Theta)
- randomgenericusername (Manus)
Manus suddenly woke in an abandoned underground library filled with tomes and books of magic, in the center of a weird circle inscribed on the ground. He must have been a mage or a scholar in his past life: before he knew, he had already spent a whole week just reading from various of the books in the strange library.
But there was a particular term that forced him leave the library and embark on a quest to learn about demons and dark magic. No other tome dared to mention it, except for a particularly large black magic tome.
"Fel"
A few years ago and many years after he left his "birthplace", Manus joined The Order to continue his investigation on "Fel", demons and dark magic. He still keeps the great black tome that defined the rest of his life.
- TricMagic (Artemis)
Born during the Height of the Full Moon after the True Demon Bahamur was defeated.
Waitlist:
- *Empty*
- *Empty*
- *Empty*
- *Empty*
- *Empty*
Roll 1
So it begins...
--
Oh, and don't forget to look around... you never knew what you can find hidden.
----
Mercenary 1
After two weeks of journeying through the massive desert, you finally arrive at the gates of the massive city called Ultai. The guards let you in without much of a fuss after you tell them that you're here as a mercenary seeking work. It seems that you're not the first talking skeleton they've encountered. You shrug it off, deciding to not give it anymore though, and enter the city. Humans and various elementals are bustling around all over the place, some of them trying to do their chores while others were browsing small shops that were scattered all over the place. In the distance, you can see the massive palace where the Vizir resides trumping all of the sandstone buildings around you, making them seem tiny in comparison. Anyway, you decide to make your way towards the small outpost situated in the inner district to take up a task and earn some money, since you had none on you at the moment. There, the following quests are listed:
"Relic Hunt:
- Need someone to help me explore the Pyramid of Theos and kill off any monsters that attack us.
Reward: 450 gold coins and half of the loot.
Find me at the Golden Harpy inn in the royal district."
"Clean up:
- The Vizir is hiring any willing adventurer to help with killing off the lamias residing in the Ul'raak cave. Talk to Khuru Dorrak at the outpost for who will accopany you and to claim your reward.
Reward: 750 gold coins"
"Bodyguard:
- More people are needed to guard the delegate we are going to send at Andretana to represent our kingdom. Come at the easter exit and speak to the guard cpatain there if you wish to join the escort.
Reward: 850 gold coins and an enchanted diadema that will be given upon the delegate's safe arrival at the destination"
---
NRDL
Name: 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)
Gender: Male
Appearance (optional): Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element (1 only): Darkness
Inventory:
- Aquapunga Potion (+2 health, heals broken bones, stops bleeding, doesn't reduce pain) {2}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
---
Head:
Neck:
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Ability: (1 only):
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2)
Passive Ability (1 only):
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
Mercenary 2
You've been walking through this accursed forest, which seemed more like a jungle, for hours and still no village in sight. You sigh and stop for a moment to glare at a massive oak tree with your velvet eyes. As resume your walk, you feel a shiver go down your spine as the various runes adorning your body begin emitting a faint ember glow. You turn around just in time to see three basilisks, one light blue and two emerald green, emerge from the bushes. With surprising speed, the green ones flank you, while the third one hisses menacingly.
---
Enemies:
Light blue Bassilisk
Race: Basilisk (+1 accuracy, +2 dodge, -1 power, -2 earth defense)
Element: Ice
--
Torso: Icy scales (+1 defense, ??)
Weapon: Pointy Teeth (??)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
--
Active Ability:
- Ice:
-- Enfrost (??)
Passive Ability:
Emerald Basilisk x 2
Race: Basilisk (+1 accuracy, +2 dodge, -1 power, -2 earth defense)
Element: Nature
--
Torso: Green scales (+1 defense)
Weapon: Pointy Teeth (??)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
--
Active Ability:
Passive Ability:
---
WunderKatze
Name: 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 (optional): 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.
Starting Location: Indinera forest
Element (1 only): Darkness
Inventory:
- Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
--
(You may only start with two pieces of equipment, be it armor or weapon. You can use the 'stock' weapons in the weapon section, or make a custom one. Your armor will also be created by you. Once again, please keep it balanced.)
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Carnem deleo (rod) (Range: up to 6. +1 power)
Weapon 2:
--
Stats (you get 1 stat point from the beginning):
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 0/20
--
Active Ability: (1 only):
- 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. Has a 5 turn cooldown.)
Passive Ability (1 only):
- 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.)
Mercenary 3
You navigate through the Marrowin Woods, careful to avoid any lizardmen along the way, until you finally arrive at a four way cross. To the north is the way you came from, to the east lays the Path of the Dreaded, called so by it's seemingly constant bad weather, a path leading deeper into the woods to the south and finally, a few crumbled colums and a ruined wall to the west marked the entrance to the Ruins of Metrolia. Unfortunately, two lizardmen were guarding it, although they didn't seem interested in you. Of course, you could also search the area of any useful plants or hidden items before moving on.
---
Rethi-Eli
Name: Antaeus
Race: Human
Gender: Male
Appearance (optional): 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 (1 only): Fire
Inventory:
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
---
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 2 (+1)
AGI: -1 (-1)
INT: 0
EXP: 0/20
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.)
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
Empire 1
You're outside in the trainning field among with your fellow classmates, watching as Paladin Rayes, your swordplay and magic teacher, came out of the Academy towards you. Everyone goes silent when he stopped in front of your group and began measuring each of the students with a critical eye.
"As you might know, the Grand ArenA in Andretana will host a championship in the next few weeks, and Tyrine has been invited to send two warriors to compete." he spoke with a stern tone, the news stirring whispers between the students.
"Your hard work has earned your place as the class which will represent our Academy at the championship." the man continued, pacing around the field.
"Carola! Mystel! Erik! Step forth!" he suddenly yelled in his parade tone. The three of you hurry to follow his order.
"Carola, you've already proven yourself multiple times as a fine fighter, the top of the class." he said with a slight smile before turning towards you and Erik.
"Although both of you are fine swordsmen by now, you never really managed to surpass each other in any way. So, we need to decide which one of you will go with Carola to the championship through a duel." the paladin explains before urging the other students to clear some space for you two. Erik nods towards you then walks three meters away from you, before turning around drawing his weapon, a rapier.
---
Enemies:
Erik
Race: Human
Faction: Human Empire
Element: Water
--
Hand Left and Right: Fine Leather Gloves (+1 defense, +1 power)
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
---
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
---
Active Ability:
Passive Ability:
- Fluid Strikes(??)
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance (optional): Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element (1 only): Thunder
Inventory:
- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats (you get 1 stat point from the beginning):
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Ability: (1 only):
- 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)
Passive Ability (1 only):
- 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)
Empire 2
You glance around the glade you find yourself in, looking for some luna berry bushes to fill the basket with and get this silly quest over with. The main reason you even took it up wasn't actually for the reward, which was meager at best, but rather as an excuse to go out and explore for a bit. Sighing as you see no trace of any berry bushes, you continue deeper into the forest, the clattering of your wooden limbs accompanying your every step. After a few minutes of walking, you come across a crossroads, one path going straight forward and the other one going to the right. You can also hear a shriek coming from further down the second path.
---
_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 (2 items max):
- 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) {5}
- Magicka Energyzer (+2 to magic for 3 turns, speeds up cooldowns by 1 upon use) {2}
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 0/20
--
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.)
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)
Roll 2
----
Mercenary 1
Deciding to take up the Relic Hunt quest, you rip off the notice and take it with you before going to the Golden Harpy inn. It took you about seven minutes to reach the building, since it wasn't located very far from the outpost. Anyway, you go inside and take a look around: there a bar on the left where a bulky man was serving drinks and foodstuff, the rest of the space being occupied by many round tables scattered around, most of them being occupied by patrons, and finally there was a wooden staircase leading up at the other end of the room. After taking a few steps inside you are approached by a golden haired man wearing a pale yellow tunic and a black cloak around his shoulders.
"Greetings, my name is Ohura Daxon, the relic hunter." he introduces himself with a smile. Now that he's closer, you can see that he has two scimitars sheathed at his waist.
"I saw that you have the notice I posted at the outpost, so you must've taken up my request." Daxson explains, eyeing the paper in question that's sticking out of your pocket.
"But ah, where are my manners? Please, take a seat, have a... drink if you wish, before we go." he adds after a moment, his expression looking somewhat uncertain as he finished his sentence.
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element (1 only): Darkness
Inventory:
- Aquapunga Potion (+2 health, heals broken bones, stops bleeding, doesn't reduce pain) {2}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
---
Head:
Neck:
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2)
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
Mercenary 2
(Nayrous: 3 + 3 + 2 - 1 = 7 vs 7 = 1 + 2 + 4 Dodge Emerald Basilisk #1)
You slash in an arc towards one of the green basilisks, but it manages to move out of they way in the last second. Gritting your teeth, you attack it again:
(Nayrous: 1 + 3 + 2 - 1 = 5 vs 8 = 1 + 2 + 5 Dodge Emerald Basilisk #1)
The basilisk dodges your attack again, more easily this time. At least your assault seems to have put some distance between you two, so it can't retaliate immediately. Meanwhile, the other two basilisks attack:
(L. Blue Basilisk: 2 + 1 + 1 - 1 = 3 vs 4 = 1 - 1 + 1 + 1 + 2 Parry Nayrous)
(Emerald Basilisk: 5 + 1 + 1 - 1 = 6 vs 8 = 1 - 1 + 1 + 1 + 6 Parry Nayrous)
You manage to fend off both of their attacks, leaving you unharmed. The three reptiles group together this time, the green ones staying in front of blue, seemingly covering him.
---
Enemies:
Light blue Bassilisk
Race: Basilisk (+1 accuracy, +2 dodge, -1 power, -2 earth defense)
Element: Ice
--
Torso: Icy scales (+1 defense, ??)
Weapon: Pointy Teeth (??)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
--
Active Ability:
- Ice:
-- Enfrost (??)
Passive Ability:
Emerald Basilisk x 2
Race: Basilisk (+1 accuracy, +2 dodge, -1 power, -2 earth defense)
Element: Nature
--
Torso: Green scales (+1 defense)
Weapon: Pointy Teeth (??)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
--
Active Ability:
Passive Ability:
---
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory:
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
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:
--
Stats:
STR: 2 (+2)
DEX: 0
RES: 1 (+1)
AGI: 0
INT: 0 (-1)
EXP: 0/20
--
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. Has a 5 turn cooldown.) {Cooldown: 5 turns left}
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.)
Condition:
- Ghastly power (+1 STR, +1 RES, +2 blunt defense, converts INT to STR, Spiritus sepulturam nullified for the duration) {3 turns remaining}
Mercenary 3
You search around the area you're in. You can see that some of the trees have some weird red oval shaped fruits in them and decide to take some of those you can reach. Moving on, you see that there is a bird nest on top of one of the few pillars that were still whole and finally, you find a Cycca Leaf just sitting there on a rock. You decide to take it, but just as you turn around you see a lizard man staring at you with anger.
"Hey! You stole my healing leaf! I'll kill you, human thief!" he yells towards you before swinging a crude wooden hammer towards you.
(Lizardman: 1 + 1 + 2 + 1 + 1 = 6 vs 6 = 1 - 1 + 2 + 4 Parry Antaeus)
You barely manage to unsheathe your giant sword and parry his attack in time.
---
Enemies:
Green Lizardman
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Nature
--
Torso: Brown Runes (+1 magical defense)
Weapon: Crude hammer (+1 impact, -1 parry)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 0
--
Active Ability:
Passive Ability:
---
Rethi-Eli
Name: Antaeus
Race: Human
Gender: Male
Appearance (optional): 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 (1 only): Fire
Inventory:
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Red fruit (??) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {1}
---
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 2 (+1)
AGI: -1 (-1)
INT: 0
EXP: 0/20
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.)
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
Empire 1
As you dashed towards Erik, you could see the corners of his lips forming into a smirk as he also charged towards you.
(Clash{AGI}: Mystel 1 vs 5 Erik)
He easily weaves through your guard and makes an attempt to stab you, forcing you to stop your attack and defend yourself:
(Erik: 1 + 2 + 1 = 4 vs 7 = 1 + 2 + 4 Dodge Mystel)
You manage to dodge his rapier by sidestepping before returning the favor:
(Mystel: 3 + 2 + 2 - 1 = 6 vs 2 = 1 + 1 Parry Erik)
You land a blow square in the chest but stop yourself before actually hurting your adversary. Meanwhile, Paladin Rayes motions you to stop and approaches both of you.
"Alright, I've seen enough. You both fought well, but it is clear that Mystel is the winner." he declared.
"You've definitely improved since last time we dueled. Good luck at the championship." Erik said with a wink as he sheathed his rapier.
"Either way, you're all free to go now. Mystel, Carola, make sure come at the city entrance Sunday at six hours in the morning." your teacher informed before walking back inside the building. Some students followed after him, probably going back to the student ward to rest, others went to other districts of the town to do some shopping, hang around the pub or visit their families and a few remained in the training field and began sparring or practicing.
"So, what do we do now?" Erik asked after a moment. You consider your options.
---
Allies:
Erik
Race: Human
Faction: Human Empire
Element: Water
--
Hand Left and Right: Fine Leather Gloves (+1 defense, +1 power)
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
---
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
---
Active Ability:
Passive Ability:
- Fluid Strikes(??)
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory:
- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats (you get 1 stat point from the beginning):
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
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)
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)
Empire 2
You take a few steps forward before having a change of hearth and deciding to follow the path leading right. It doesn't take long for you to come across the source of the shrieking: a relatively small sized wolf with jet black fur who was bleeding from a bite wound on his back and seemed to have been pinned down by a medium-sized three headed anaconda with light green skin and red spots. You realize that the reptile was actually toying with the poor wolf, since it was only using one head to attack and it's tail to pin him down. Neither of them have noticed you yet.
---
Enemies:
Indinera Anaconda
Race: Anaconda (+2 dodge, +1 stabbing, +1 accuracy, -1 slashing defense, attacks 3 times when injured)
Element: Nature
--
Weapon: Big teeth (+2 stabbing, +1 pierce, -1 parry)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
--
Active Ability:
- Constrict (??)
Passive Ability:
---
_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:
- 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) {5}
- Magicka Energyzer (+2 to magic for 3 turns, speeds up cooldowns by 1 upon use) {2}
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 0/20
--
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.)
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)
Roll 3
----
You can check your inventory to see the description of any new items you find.
--
Mercenary 1
"Ah, straight down to bussiness, are we? Very well then, let us be off." Daxon replies, his smile broadening, before going out of the inn.
You follow after him through the streets, exiting the town through the northern gate and after about four hours of traveling through the desert, you finally reach your destination. The Pyramid of Theos wasn't as massive like the other pyramids you saw on your first journey through the desert, although it was impressive in it's own right. Before you was a massive staircase leading up to the entrance, which wasn't really covered by anything, with statues of various minor deities or holy beasts arranged in neat columns on either side of the staircase. The relic hunter turns towards you.
"Well, here we are! Before we enter though, I want to make one thing clear: the inside of this place is brimming with traps and monsters, so be watch your step." he explains. As you look at him, you also notice something sparkling in the sand near a palm tree.
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(2/8):
- Aquapunga Potion (+2 health, heals broken bones, stops bleeding, doesn't reduce pain) {2}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
---
Head:
Neck:
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2)
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
Mercenary 2
The green basilisk hiss in response to your words, but don't move.
(Nayrous: 3 + 3 + 2 - 1 = 7 vs 5 = 1 + 2 + 2 Dodge Emerald Basilisk #1)
You inflict a large gash across the first basilisk's back before it can react. It sprawls on the ground, hissing loudly and bleeding profusely before going limp.
(Nayrous: 3 + 3 + 2 + 2 = 10 vs 8 = 1 + 1 + 2 + 4 Parry L. Blue basilisk)
You then manage to off the blue basilisk before it finished whatever it was doing. Hissing in anger, the last basilisk rushes towards you.
(Emerald Basilisk: 4 + 1 + 1 - 1 = 5 vs 5 = 1 - 1 + 1 + 1 + 3 Parry Nayrous)
You barely manage to bring up your sword and parry it's attack. Nevertheless, it looks like the fight has been almost decided.
---
Enemies:
Emerald Basilisk
Race: Basilisk (+1 accuracy, +2 dodge, -1 power, -2 earth defense)
Element: Nature
--
Torso: Green scales (+1 defense)
Weapon: Pointy Teeth (??)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
--
Active Ability:
Passive Ability:
---
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(2/8):
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
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:
--
Stats:
STR: 2 (+2)
DEX: 0
RES: 1 (+1)
AGI: 0
INT: 0 (-1)
EXP: 0/20
--
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. Has a 5 turn cooldown.) {Cooldown: 4 turns left}
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.)
Condition:
- Ghastly power (+1 STR, +1 RES, +2 blunt defense, converts INT to STR, Spiritus sepulturam nullified for the duration) {2 turns remaining}
Mercenary 3
(Antaeus: 2 + 2 + 2 = 6 vs 5 = 1 + 4 Parry Lizardman)
You bring down your sword and slash a gash across the enemy's arm. The lizardman squeaks, attempting to stop the bleeding, but it was too late and in a few moments his body falls limp on the grass painted crimson by his blood.
*Fanfare* Victory! +3 EXP
As the good adventurer you are, you loot the corpse of any valuables, finding another Cycca Leaf and the hamer he was wielding. You proceed to place them in your inventory before taking a look around. You see the two lizardmen guarding the entrance to Metrolia talking to eachother for a few seconds before one of them begins walking towards you. He seems unarmed.
---
Enemies:
---
Rethi-Eli
Name: 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 (1 only): Fire
Inventory(5/8):
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Red fruit (?? You're probably going to have to eat this to find out what it does.) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
---
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 2 (+1)
AGI: -1 (-1)
INT: 0
EXP: 3/20
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.)
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
Empire 1
You decide to go to the library first, Erik accompanying you.
"Heh, I see you finally want to learn some magic, eh? Here, let me show you some introductory books I found..." he observes before leading you to a shelf filled with books about various elements.
"Here you go." he says, handing you one of them and taking another for himself. You read the title: "Apprentice's spell guide: Thunder Edition.".
You both go to a reading table and begin reading paragraph after paragraph describing the basics of spellcasting, how the Thunder element works and the ways of how to control it. Finally, after about an hour of reading, you manage to learn a few basics and pick up two spells before closing the book. and placing it on the table. You look at Erik and see that he was still reading, so you decide to leave him for now and go outside. As you go toward a group of students, Carola walks up to you.
"Hey Mystel, nice job on winning that duel against Erik." she praised with a small smirk.
"Anyway, since we're both going to the championship, I wanted to ask you something." the girl then says, the smirk on her face being replaced by a serious expression. "I know you might be tired after all that happened today, but would you like to duel me too? To see eachother's skill levels better." she adds, glancing towards the training field.
---
Allies:
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(2/8):
- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
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)
- 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. Range: 2. Cooldown: 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)
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)
Empire 2
(Cyfraith: 3 + 1 = 4 vs 8 = 2 + 6 Dodge Indinera Anaconda)
One of the anaconda's heads turns around just in time to see you throwing the razor wire at the base of their necks, managing to move out of the way before the wire reached it. The head who sighted you then proceeds to snap the wire in half with it's teeth, while another bites down on the wolf again just after he managed to get up.
(Indinera Anaconda: 1 + 2 + 2 + 1 = 5 vs 4 = 1 - 1 + 1 + 3 Black wolf)
The wolf whimpers as the anaconda lands a bite on it's shoulder, throwing him back the ground. It then prepares to attack again and finish off it's prey.
---
Enemies:
Indinera Anaconda
Race: Anaconda (+2 dodge, +1 stabbing, +1 accuracy, -1 slashing defense, attacks 3 times when injured)
Element: Nature
--
Weapon: Big teeth (+2 stabbing, +1 pierce, -1 parry)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
--
Active Ability:
- Constrict (??)
Passive Ability:
---
_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(2/8):
- 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) {5}
- Magicka Energyzer (+2 to magic for 3 turns, speeds up cooldowns by 1 upon use) {2}
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 0/20
--
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.)
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)
Roll 4
----
I'd suggest that you use your abillities more often in battle, since your enemies definitely will (if they have any).
--
Also, I forgot to mention that whenever you win a roll using a weapon/skill or parrying/dodging, and also use buff abilities, you gain 1 EXP point for said skill/weapon type or defense type. When enough exp accumulates, you get a passive that increase stuff like parry, dodge, attack with a weapon type or a small upgrade in the skill's case.
--
Mercenary 1
Daxon looks at you as you go near a palm tree and pick up something. Wiping away the sand you find out that it was... a blue apple? You decide to show it to your patron.
"Ah, it seems you hit the jackpot my friend! This is a Sacj-dil apple, a very rare item. It is said that it was enchanted by the Godess of Life herself to increase the resistance of whoever eats it. You could also sell it for a good price, too." he explains with a wide grin on his face.
Anyway, before deciding what to do with the apple, you two head up the steps of the pyramid. The inside turns out be even more grandious that the outside, the first room you enter having many golden rod-like monuments placed in a square shape. There are also two ways you can go: a large path leading north and a small hallway to the right.
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(3/8):
- Aquapunga Potion (+2 health, heals broken bones, stops bleeding, doesn't reduce pain) {2}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- Sacj'dil apple (+1 RES. Permanent.)
---
Head:
Neck:
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2)
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
Mercenary 2
(Nayrous: 2 + 3 + 2 - 1 = 6 vs 8 = 1 + 2 + 5 Dodge Emerald Basilisk #2)
The basilisk manages to dodge your first attack and starts backing away before you swing again.
(Nayrous: 4 + 3 + 2 - 1 = 8 vs 5 = 1 + 2 + 2 Dodge Emerald Basilisk #2)
This time it's unable to dodge and you almost cleave it in half with your broadsword.
Victory! +12 exp
You proceed to loot their corpses, but you don't find anything of value. Probably because they're just lizards. Anyway, looking around, you see the path you were following earlier and an opening to the left in the trees surrounding you.
---
Enemies:
---
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(2/8):
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
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:
--
Stats:
STR: 2 (+2)
DEX: 0
RES: 1 (+1)
AGI: 0
INT: 0 (-1)
EXP: 12/20
--
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.) {Cooldown: 3 turns left} {XP:1/5}
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 Null (Placeholder) {3/5}
- Bladed Null (Placeholder) {3/5}
Condition:
- Ghastly power (+1 STR, +1 RES, +2 blunt defense, converts INT to STR, Spiritus sepulturam nullified for the duration) {1 turn remaining}
Mercenary 3
"I'm not here to fight you, human. And that leadhead was no comrade of mine, he was a rogue." the lizardman replies before walking the rest of the way up to you. You can see that this one had purple runes drawn on his chest and had a sheath which kept a shortsword with a geode encrusted on the hilt. You remain vigilant, but he shows no sights of aggression. You ask him about the red fruits, showing him one.
"Oh, that's called Tk'iumr, which is Crimson Orange in your language. It tastes pretty good." he answers casually. They're probably some common food around here.
"Anyway, me and Sar'nir saw that you're pretty good with that sword and I decided to ask you a favor: help me raid the encampment of our rogue kin. There's a good reward waiting for you if you accept." he explains, eyeing the dead lizardman. "What do you say?"
---
Enemies:
---
Rethi-Eli
Name: 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 (1 only): Fire
Inventory(5/8):
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
---
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 2 (+1)
AGI: -1 (-1)
INT: 0
EXP: 3/20
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.)
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Null (Placeholder){1/5}
- Parry Null (Placeholder){1/5}
Empire 1
Carola nods before following you to the trainning field. You both take a few steps backwards, placing about four metters between you two.
"I'm ready." you say.
"Good, let us begin then." she replies, unsheathing two swords and taking a battle stance just like you.
You dash towards her, hoping to make her attack you. She takes your bait, swinging her swords towards you when you get close enough.
(Carola: 1 + 2 + 2 + 2 - 1 + 1 = 7 vs 7 = 1 + 2 + 4 Dodge Mystel)
You barely manage to move away from her attack. Nevertheless, you take the offensive and strike...
(Mystel: 2 + 2 + 2 - 1 = 5 vs 8 = 1 + 1 + 1 + 1 + 2 + 2 Parry Carola)
And again...
(Mystel: 1 + 2 + 2 - 1 = 4 vs 12 = 1 + 1 + 1 + 1 + 2 + 6 Parry Carola)
But Carola manages to parry both of your attacks with relative ease. Both of you prepare for another round of trading blows.
---
Enemies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (??)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Hand Left and Right: White Gloves (+1 defense, ??)
Weapon 1: Shortsword (+2 stabbing, +1 power, -1 accuracy/dodge)
Weapon 2: Battle-Erika (+2 stabbing, ??)
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 0/67
---
Active Ability:
- Flurry Strikes (??)
- Holy:
-- Mend (??)
-- Saint Waves (??)
Passive Ability:
- Enduring Soul(??)
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
---
Allies:
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(2/8):
- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
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)
- 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. Range: 2. Cooldown: 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)
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 Null (Placeholder){1/5}
- Dodge Null (Placeholder){2/5}
Empire 2
You throw three knives around the trunk of a nearby tree, in order to secure yourself before before casting your Tempest towards the Anaconda.
(Cyfraith: 4 + 2 + 2 = 8 vs 3 = 2 + 1 Dodge Indinera Anaconda)
(Cyfraith: 2 + 2 + 2 = 6 vs 5 = 1 - 1 - 1 + 1 + 5 Black Wolf)
The gust of wind blows so hard that it throws the anaconda like a ragdoll, smashing it through a tree after which it's body was limp.
Victory! +6 exp
The wolf is also affected by the blast, but ends up only rolling over a few times. You watch the wounded animal struggle to get up for a few moments, then it looks at you with mixed fear and curiousity.
---
Enemies:
---
_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(2/8):
- 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}
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 6/20
--
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.) {Cooldown: 3 turns left.} {2/5 XP}
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)
- Air Null (Placeholder) {2/5 XP}
Roll 5
----
@Crimson: That's mainly to show that focusing on only accuracy or power is a bad idea, lol. Although it doesn't help that Carolina seems to having back luck right now.
--
Also, apologies to NRDL because I forgot to add Daxon's sheet.
--
Mercenary 1
Daxon nods in reply and follows just behind you. As you walk through the north hallway, you can already see a blue square carpet with yellow and red runes sewn on it and one lit candle siting on each corner in the next room. The fact that the candles seem to be made of solid gold only makes the shine they emit all the more dazzling to your eyes. Or well, the red orbs that took the place of your eyes when you were made into a skeleton. Anyway, just beofre you reach the end of the path, Daxon places a hand on your shoulder, making you stop. Before you can say anything, three brown lamias adorned with bronze jewerly emerge from the corner of the walls and rush at you.
(Lamia #1: 1 + 1 + 1 + 1 - 1 - 2 = 1 vs 3 = 1 + 1 + 1 Parry Nix)
(Lamia #2: 3 + 1 + 1 + 1 - 1 - 2 = 3 vs 7 = 1 + 1 + 5 Parry Nix)
(Lamia #3: 4 + 1 + 1 + 1 - 1 - 1 = 5 vs 7 = 1 + 1 + 2 + 3 Parry Daxon)
You both manage to parry all of their attacks, and before the lamias can recover Daxon launches a counterattack with blinding speed.
(Daxon: 2 + 2 + 2 + 2 + 1 - 1 = 8 vs 9 = 1 + 1 + 1 + 6 Dodge Lamia)
But the enemy manages to dodge his attack.
---
Enemies:
Brown Lamia x3
Race: Lamia (+1 bladed, +1 accuracy/dodge, -1 magical defense, -1 debuff resist)
Element: Earth
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Weapon: Sacrificial dagger (+1 stabbing, +1 slashing, +1 attack vs unarmored targets, -1 power, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
--
Active Ability:
- Earth
-- 5.5 Earthquake (??)
Passive Ability:
- Sacrificial blood (??)
---
Allies:
Daxon
Race: Human
Element: Water
Faction: Mercenary
--
Finger 1: Topaz ring (+1 magic attack)
Finger 2: Emerald ring (+2 accuracy, -1 power)
Weapon 1: Dazzle Scimitar (+2 slashing, ??)
Weapon 2: Counter-Scimitar (??)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 1
Exp: 0/30
--
Active Ability:
- Water:
-- Whirpool (??)
-- 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 Null (Placeholder){Exp: 1/5}
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(3/8):
- Aquapunga Potion (+2 health, heals broken bones, stops bleeding, doesn't reduce pain) {2}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- Sacj'dil apple (+1 RES. Permanent.)
---
Head:
Neck:
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2)
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
- Parry Null (Placeholder){Exp: 2/5}
Mercenary 2
You decide to follow the path, meanwhile your ghastly armor slowly fades into nothing thus leaving you skeleton body exposed once again. Nevertheless, you trudge on for another hour, trying to ignore the sound of the wilderness around you until the path you were following just cut off in front of a line of trees. Simply by looking at them you can tell that they are unnatural. Nevertheless, you inspect your surroundings and see a large clearing to your left and a possible way to go around the treeline to the right. You also catch a glimpse of something moving in the clearing.
---
Enemies:
---
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(2/8):
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
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:
--
Stats:
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 12/20
--
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.) {Cooldown: 2 turns left} {XP:1/5}
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 Null (Placeholder) {3/5}
- Bladed Null (Placeholder) {3/5}
Mercenary 3
"Good answer." the lizardman replies before gesturing you to come with him. You do so, following him through the south path to a small glade. You can see a brown wolf sleeping near a oak tree, but no Crimson Oranges around that you can reach. He opens his eyes and studies the two of you for a few moments before closing them again.
"I'm Nez'gol by the way." he says, completely ignoring the animal. "Uh, humans have names too right? What's yours?" he adds with a rather reluctant tone. It seems that the lizardmen know as much about humans as you do about them. After you reply, Nez'gol points towards a narrow path leading east.
"I see. Anyway, that way is our rogue kin's camp. We should be able to get a good view of it at the end." he explains before walking down said path. You once again follow him until you reach an opening in the trees. Using the bushes as cover, you look around and see quite a bit of lizardmen scattered around a large clearing with a river flowing through the middle. There were also a few wooden cottages, three of them in total. Most the rogues seemed busy doing chores or patrolling.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (??)
Weapon: Geode Encrusted Shortsword (+2 stabbing, ??) (Uncommon)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 0/30
--
Active Ability:
- Lightning:
-- Cloud Strike (??)
Passive Ability:
- Swiftness (??)
---
Rethi-Eli
Name: 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(5/8):
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
---
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 2 (+1)
AGI: -1 (-1)
INT: 0
EXP: 3/20
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.)
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Null (Placeholder){1/5}
- Parry Null (Placeholder){1/5}
Empire 1
"You may go ahead, although that also means that I may use my techniques too." Carola replies indifferently, watching you as you use both of your self-buff spells. You can catch a glimpse of surprise as you cast Magnet Body though. Anyway, your senses are as sharp as ever, all of them focused on your opponent's movements, while you also feel electricity flowing through your body. Dashing with greater speed than before, you attempt to bait her into attacking you, which she does, although she strikes with much greater nimbleness this time.
(Carola: 2 + 2 + 2 + 2 - 1 + 1 = 8 vs 9 = 1 + 2 + 6 Dodge Mystel)
You dodge the attack, and a small jolt of electricity courses through your hands, making you counter her attack.
(Mystel: 4 + 2 + 2 - 1 + 1 = 8 vs 7 = 1 + 1 + 1 + 1 + 2 + 1 Parry Carola)
You manage to go through her guard and inflict a shallow wound on her left arm, but she seems to completely ignore the injury and attacks once again unhindered.
(Carola: 1 + 2 + 2 + 2 - 1 + 1 = 7 vs 8 = 1 + 2 + 5 Dodge Mystel)
You dodge once again, and then you strike back.
(Mystel: 4 + 2 + 2 - 1 + 1 - 1 = 8 vs 10 = 1 + 1 + 1 + 1 + 2 + 4 Parry Carola)
And again...
(Mystel: 3 + 2 + 2 - 1 + 1 - 1 = 7 vs 12 = 1 + 1 + 1 + 1 + 2 + 6 Parry Carola)
But she easily parries both of your blows. Panting from the rush of adrenaline, you see that Carola seems to be acknowledging her injury only now.
"You are indeed very skilled with your blades, Mystel. I have seen enough for myself, so, shall we end the duel now, or...?" she says, sounding almost as tired as you.
---
Enemies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (??)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Hand Left and Right: White Gloves (+1 defense, ??)
Weapon 1: Shortsword (+2 stabbing, +1 power, -1 accuracy/dodge)
Weapon 2: Battle-Erika (+2 stabbing, ??)
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 0/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 5 turn cooldown. ??)
- Holy:
-- Mend (??)
-- Saint Waves (??)
Passive Ability:
- Enduring Soul(Injury debuffs take effect after 1 turn, ??)
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Parry Null (Placeholder) {4/5}
Condition:
- Small wound (-1 to all rolls)
---
Allies:
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(2/8):
- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
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) {Cooldown: 5 turns remaining} {Exp: 1/5}
- 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. Range: 2. Cooldown: 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) {Cooldown: 4 turns remaining} {Exp: 1/5}
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 Null (Placeholder){2/5}
- Dodge Null (Placeholder){4/5}
Conditions:
- Sharp Senses (+2 accuracy, +1 attack) {3 turns remaining}
- Magnet Body (+1 dodge, -2 parry, -1 accuracy. Attracts attacks, and counters melee attacks.) {2 turns remaining}
Empire 2
You decide to experiment with your magic on the wolf, but in order to do that, you have to get close to him. You pull back the three knives you used to resist the effect of your Tempest before climbing down the tree and approaching the animal. He takes a step back and smells you, tilting his head with a confused look before slowly walking towards you. You figure it was probably because you don't smell like a human. Anyway, up close you can see that his fur was short and pointy, while he had two slightly longer fangs proturding from his jaw. You begin focusing on the Nature element, which is fortunately made more accesible by the fact that you're a wraith and you're in the middle of a jungle, and start channeling energy towards the two bite wounds.
(Roll for success: 10/10)
The channeling of the element comes incredibly easy to you, and you watch as a green glow began engulfing the first wound, leaving no trace of it behind, before it appeared once again on the second one. A few moments later and the wolf is now fully healthy and looking up to you in admiration while wiggling his tail.
---
Enemies:
---
_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(2/8):
- 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}
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 6/20
--
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.) {Cooldown: 3 turns left.} {2/5 XP}
- 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)
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)
- Air Null (Placeholder) {2/5 XP}
Roll 6
----
Damn, looks like NRDL is having really bad luck with rolls today. Except for for his partner, who is rolling 6s like crazy.
---
Mercenary 1
(Nix: 6 + 1 = 7 vs 3 = 1 - 1 - 1 + 1 + 1 + 2 Dodge Lamia)
(Nix: 3 + 1 = 4 vs 6 = 1 - 1 - 1 + 1 + 1 + 5 Dodge Lamia )
(Nix: 1 + 1 = 2 vs 2 = 1 - 1 - 1 + 1 + 1 + 1 Dodge Lamia )
Only the first one falls to the taunt, and she charges towards you, dagger at the ready. You prepare to stab her with your rapier...
(Clash {AGI}: Nix: 5 vs 5 = 1 + 4 Brown Lamia)
(Clash {STR}: Nix: 1 vs 6 = 6 Brown Lamia)
You find yourself in a deadlock with the Lamia, but it takes just a second for her to throw you back with impressive force. She then moves in to attack.
(Lamia #1: 6 + 1 + 1 + 1 - 1 - 2 = 6 vs 3 = 1 + 1 + 1 Parry Nix)
She gets through your guard easily and stabs into your ribcage with force. Fortunately, you're a skeleton, so it's not very bad, but still... the damage caused will definitely hinder you a lot. Meanwhile...
(Lamia #2: 1 + 1 + 1 + 1 - 1 - 1 = 2 vs 10 = 1 + 1 + 2 + 6 Parry Daxon)
(Lamia #3: 5 + 1 + 1 + 1 - 1 - 1 = 6 vs 10 = 1 + 1 + 2 + 6 Parry Daxon)
Daxon expertly parries both of his opponent's attacks before countering with of them with incredible nimbleness.
(Daxon: 6 + 2 + 2 + 2 + 1 - 1 = 12 vs 4 = 1 + 1 + 1 + 1 Dodge Lamia #2)
(Daxon: 6 + 2 + 2 + 2 + 1 - 1 = 12 vs 5 = 1 + 1 + 1 + 2 Dodge Lamia #3)
He easily slays both of the lamias this time. He then turns around toward the last one and raises the palms of his hands towards it...
(Daxon: 4 + 2 + 1 + 1 = 8 vs 8 = 2 - 3 + 1 + 1 + 5 Dodge Lamia #1)
The last lamia barely manages to dodge the jet of water the relic hunter summoned, which proceeds to impact the wall and leave a medium hole there.
---
Enemies:
Brown Lamia
Race: Lamia (+1 bladed, +1 accuracy/dodge, -1 magical defense, -1 debuff resist)
Element: Earth
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Weapon: Sacrificial dagger (+1 stabbing, +1 slashing, +1 attack vs unarmored targets, -1 power, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 3 (+2)
INT: 0
--
Active Ability:
- Earth
-- 5.5 Earthquake (??)
Passive Ability:
- Sacrificial blood (+1 to a random stat whenever a character dies)
Conditions:
- Sacrificial Strength (+1 AGI)
- Sacrificial Strength (+1 AGI)
- Taunted (-2 defense) {2 turns remaining}
---
Allies:
Daxon
Race: Human
Element: Water
Faction: Mercenary
--
Finger 1: Topaz ring (+1 magic attack)
Finger 2: Emerald ring (+2 accuracy, -1 power)
Weapon 1: Dazzle Scimitar (+2 slashing, ??)
Weapon 2: Counter-Scimitar (+2 parry, -1 power, 50% to counter parried attacks)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 1
Exp: 0/30
--
Active Ability:
- Water:
-- Water Blaster (Attack with +3 power and +1 accuracy. Hits targets beyond the first 1 up to range of 3. Cooldown: 5) {Cooldown: 5 turns remaining}
-- 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 Null (Placeholder){Exp: 3/5}
- Bladed Null (Placeholder){Exp: 2/5}
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(3/8):
- Aquapunga Potion (+2 health, heals broken bones, stops bleeding, doesn't reduce pain) {2}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- Sacj'dil apple (+1 RES. Permanent.)
---
Head:
Neck:
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. 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.)
- Parry Null (Placeholder){Exp: 2/5}
Condition:
- Large injury (-3 to all rolls)
Mercenary 2
You begin suspecting that this is an elf's doing and go to the left into the clearing. There, siting on a tree is... an elf, holding a bow with an arrow notched right towards you. He regards you warily for a few moments.
"State your business here, undead." he says in a harsh tone, still pointing the arrow towards you. Before replying, you glance around without moving your head too much, and see that there were a few rocks with strange small red and green gemstones proturding from the ground. You can feel magic coming from them. Grass and a few bushes scattered around completed the landscape.
---
Enemies:
---
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(2/8):
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
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:
--
Stats:
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 12/20
--
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.) {Cooldown: 1 turn left} {XP:1/5}
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 Null (Placeholder) {3/5}
- Bladed Null (Placeholder) {3/5}
Mercenary 3
"Peaceful, right... until they raid a nearby village and kidnap humans to eat them." Nez'gol replies, rolling his eyes. Nevertheless, he goes back with you to the entrance of metrolia, where the other lizardman was. You can see that he had brown runes on his chest and a wand at his waist. He looks at you curiously.
"Oh, I forgot to tell you about my partner. He's Raz'ayek, and unfortunately doesn't know your language." he says.
"Anyway, I won't stop you from your 'meditation', just make sure to not get killed by some undead." he adds, leaning on a pillar. You nod and go into the ruins, following a small way littered with moss and rubble until you reach the stone path of the city. Looking around, you notice that you're in the western district. The houses right next to you are nothing more but piles of rubble and after a few steps you come to a four way intersection. It appears that you can either go east, north or south.
---
Enemies:
---
Allies:
---
Rethi-Eli
Name: 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(5/8):
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
---
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 2 (+1)
AGI: -1 (-1)
INT: 0
EXP: 3/20
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.)
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Null (Placeholder){1/5}
- Parry Null (Placeholder){1/5}
Empire 1
"Yes, we all more to learn. After all, we're still students, aren't we?" Carola replies with small smile.
"And don't worry about my wound, what kind of holy magic user would I be if I couldn't heal?" she adds before mumbling a few words you don't understand. One second later, you can see her injury get engulfed by a small light and completely disappear. The two of you then go into the Academy together before splitting up, the girl going to her wards and you going to the library. On the way there, you bump into Eric. You tell him about the duel with Carola and that you want to read more books about magic.
"Woah, you hit Carola? Now that's some news!" the boy remarks, chuckling.
"Anyway, I think you'll have to practice a bit more with those thunder spells you learned, because I didn't find any other beginner stuff around here. Although... I know a book that has basic information about most elements..." he then says before darting towards a bookshelf. You follow after him, and a few moments later he holds out to you an old book with yellow pages. You read the title: "The Elements of the Arcanum", before opening it. The way the book is writen is odd at best, but it gives quite some insign about the elements:
First of all, the four primary elements: Fire, Water, Earth and Air. Most of their users base themselves around one stat, fire on strength or inteligence, water on dexterity, earth on resistance and air on agility. Fire is typically used as a powerful weapon of destruction, most of fire related skills being either having an area of effect or can travel through multiple units, and inflict burns and sometimes debuffs to magical resistance. Water is the opposite of fire, and more effective against fire-users, and can be used to inflict long term effects that affect the battlefield, summon jets of high-pressure water to burst through enemies. Some users have proven that this element can also be used for effective area of effect healing, but only advanced magicians can hope to learn such techniques. Earth is a more defensive element, which is knows to be used to create barriers that defend against other attacks or to control the ground to your favor. Some can use earth to create equipment which they can use, which is categorized as projection, or even animate certain elements of nature into beings called 'Golems', which is called summoning. Most of the offensive magic is based around creating earthquakes, which have a massive area of effect, or to simply throw rocks at enemies. Finally, Air is the last of the primal elements and the opposite of Earth. Most of it's users have superior agility, which they can increase even more through skills, and all of their spells are area of effect, but perhaps what air is most known for is the fact that most of it's spells inflict a 'delay' status on the enemy. It's effect mainly revolves delaying their attack to always be the last while debuffing their accuracy slightly. This effect is powerful because it is inflicted regardless if the attack hits them or not.
As you reach the end of the chapter you beging feeling very tired, your eyelids heavy. Looking at the window you see that it's night already and that Eric had left, most probably to sleep. You consider going back to your bed or continuing to read the book.
---
Enemies:
---
Allies:
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(2/8):
- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
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) {Cooldown: 4 turns remaining} {Exp: 1/5}
- 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. Range: 2. Cooldown: 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) {Cooldown: 3 turns remaining} {Exp: 1/5}
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 Null (Placeholder){2/5}
- Dodge Null (Placeholder){4/5}
Conditions:
- Sharp Senses (+2 accuracy, +1 attack) {2 turns remaining}
- Magnet Body (+1 dodge, -2 parry, -1 accuracy. Attracts attacks, and counters melee attacks.) {1 turn remaining}
Empire 2
Despite this being the best possible outcome, you believe that it is actually the worst. Nevertheless, you ask the wolf about your quest and he replies with a curious sound, obviously not knowing what you are talking about. Nevertheless, when you mention help, he quickly runs up by your side. You then look around and see two visible paths: one to the north leading out of the clearing and, in the south-east, the one that led you here. No signs of any berry bushes unfortunately.
---
Enemies:
---
Allies:
Wolf
Race: ?? (+1 parry, +1 melee attacks, +2 power, +1 slashing defense, -1 dodge/accuracy, -1 ranged defense)
Element: Ice
--
Weapon: Jaws (+2 stabbing, +1 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 0/20
--
Active Ability:
- Flesh Bite (+2 attack vs unarmored targets, gets all bonuses from weapon, -2 piercing. Inflicts heavy bleeding. 2 turn cooldown.)
Passive Ability:
--
_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(2/8):
- 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}
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 6/20
--
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.) {Cooldown: 2 turns left.} {2/5 XP}
- 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)
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)
- Air Null (Placeholder) {2/5 XP}
Roll 7
----
@_DivideByZero_ Don't worry about it.
---
Also, I forgot to mention that players may miss three rolls in a row before being placed on the waitlist on the fourth one.
Mercenary 1
You drink one of your Aquapunga potions. The brew begins it's effect almost immediately, greatly reducing the size of the hole in your chest, although a small gap is still there. Definitely not as aggravating as before, though. Anyway, you move on to attack the Lamia, who in the meantime was trying to stab you again.
(Nix: 2 + 2 + 1 + 1 - 1 = 5 vs 4 = 2 - 3 + 1 + 1 + 1 Dodge Lamia #1)
You just manage to hit her, inflicting a good sized wound on her serpentine body. She falls on the ground, limp.
Victory! +9 exp
"That was a rough hit you took there, are you okay?" Daxon asks, coming next to you.
---
Enemies:
---
Allies:
Daxon
Race: Human
Element: Water
Faction: Mercenary
--
Finger 1: Topaz ring (+1 magic attack)
Finger 2: Emerald ring (+2 accuracy, -1 power)
Weapon 1: Dazzle Scimitar (+2 slashing, ??)
Weapon 2: Counter-Scimitar (+2 parry, -1 power, 50% to counter parried attacks)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 1
Exp: 9/30
--
Active Ability:
- Water:
-- Water Blaster (Attack with +3 power and +1 accuracy. Hits targets beyond the first 1 up to range of 3. Cooldown: 5) {Cooldown: 5 turns remaining}
-- 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 Null (Placeholder){Exp: 3/5}
- Bladed Null (Placeholder){Exp: 2/5}
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(3/8):
- Aquapunga Potion (+2 health, heals broken bones, stops bleeding, doesn't reduce pain) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- Sacj'dil apple (+1 RES. Permanent.)
---
Head:
Neck:
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 9/20
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. 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.)
- Parry Null (Placeholder){Exp: 2/5}
- Bladed Null (Placeholder){Exp: 1/5}
Condition:
- Large injury (-1 to all rolls)
Mercenary 2
The elf looks at with an odd expression for a moment before bursting into laugher. You realize that he looks quite young by elven standards, with unkept brown hair and very sleek features. You also notice that his clothes are slightly torn.
"Well, you are certainly not a servant of Azygos." he remarks after regaining control of himself, before placing the bow behind his back and climbing down the tree with practiced ease.
"But still, what brings you to our forest... warrior?" he then asks, eyeing your broadsword, which you haven't traded for your wand yet. You take note of his unnatural yellow eyes, made even more proeminent by the reflection of one of the teal gemstones that was just behind you.
---
Enemies:
---
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(2/8):
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
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:
--
Stats:
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 12/20
--
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.) {XP:1/5}
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 Null (Placeholder) {3/5}
- Bladed Null (Placeholder) {3/5}
Mercenary 3
You silently take the east path, which is, in fact, the path right in front of you. You walk for a few moments, trying to make out any treasure until you come across a small cottage. Or what used to be a small cottage, since all that was left was a formation of stone walls covered in moss with no roof. Anyway, you go inside and check around, finding 24 gold coins in a broken jar and a chest in which you find a simple mail shirt. You then make to resume the path but just after exiting the house, a translucid figure approaches you.
---
Enemies:
---
Allies:
---
Rethi-Eli
Name: 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(5/8):
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
- Mail shirt (+1 defense, -1 dodge, may be worn under other armor)
---
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 2 (+1)
AGI: -1 (-1)
INT: 0
EXP: 3/20
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.)
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Null (Placeholder){1/5}
- Parry Null (Placeholder){1/5}
Empire 1
"Yes, we all have more to learn. After all, we're still students, aren't we?" Carola replies with small smile.
"And don't worry about my wound, what kind of holy magic user would I be if I couldn't heal?" she adds before mumbling a few words you don't understand. One second later, you can see her injury get engulfed by a small light and completely disappear. The two of you then go into the Academy together before splitting up, the girl going to her wards and you going to the library. On the way there, you bump into Eric. You tell him about the duel with Carola and that you want to read more books about magic.
"Woah, you hit Carola? Now that's some news!" the boy remarks, chuckling.
"Anyway, I think you'll have to practice a bit more with those thunder spells you learned, because I didn't find any other beginner stuff around here. Although... I know a book that has basic information about most elements..." he then says before darting towards a bookshelf. You follow after him, and a few moments later he holds out to you an old book with yellow pages. You read the title: "The Elements of the Arcanum", before opening it. The way the book is writen is odd at best, but it gives quite some insign about the elements:
First of all, the four primary elements: Fire, Water, Earth and Air. Most of their users base themselves around one stat, fire on strength or inteligence, water on dexterity, earth on resistance and air on agility. Fire is typically used as a powerful weapon of destruction, most of fire related skills being either having an area of effect or can travel through multiple units, and inflict burns and sometimes debuffs to magical resistance. Water is the opposite of fire, and more effective against fire-users, and can be used to inflict long term effects that affect the battlefield, summon jets of high-pressure water to burst through enemies. Some users have proven that this element can also be used for effective area of effect healing, but only advanced magicians can hope to learn such techniques. Earth is a more defensive element, which is knows to be used to create barriers that defend against other attacks or to control the ground to your favor. Some can use earth to create equipment which they can use, which is categorized as projection, or even animate certain elements of nature into beings called 'Golems', which is called summoning. Most of the offensive magic is based around creating earthquakes, which have a massive area of effect, or to simply throw rocks at enemies. Finally, Air is the last of the primal elements and the opposite of Earth. Most of it's users have superior agility, which they can increase even more through skills, and all of their spells are area of effect, but perhaps what air is most known for is the fact that most of it's spells inflict a 'delay' status on the enemy. It's effect mainly revolves delaying their attack to always be the last while debuffing their accuracy slightly. This effect is powerful because it is inflicted regardless if the attack hits them or not.
As you reach the end of the chapter you beging feeling very tired, your eyelids heavy. Looking at the window you see that it's night already and that Eric had left, most probably to sleep. You consider going back to your bed or continuing to read the book.
---
Enemies:
---
Allies:
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(2/8):
- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
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) {Cooldown: 4 turns remaining} {Exp: 1/5}
- 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. Range: 2. Cooldown: 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) {Cooldown: 3 turns remaining} {Exp: 1/5}
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 Null (Placeholder){2/5}
- Dodge Null (Placeholder){4/5}
Conditions:
- Sharp Senses (+2 accuracy, +1 attack) {2 turns remaining}
- Magnet Body (+1 dodge, -2 parry, -1 accuracy. Attracts attacks, and counters melee attacks.) {1 turn remaining}
Empire 2
Calling upon your raw Magicka once again, you manage to form a ball of pure black mist that flowed in your hand in a spherical shape. The wolf cocks his head at the name you decided to call him, but then proceeds to smell a few times the black mist you conjured before darting south-east, back the way you came. You follow him to the main path and then go further east until you reach a small clearing with a bunch of berry bushes growing next to each other. Inspecting the berries, you see that they are indeed the Luna Berries you were looking for, with their distinct dark-purple color. Saraqael is siting next to a tree's trunk, looking proud of himself.
---
Enemies:
---
Allies:
Saraqael
Race: ?? (+1 parry, +1 melee attacks, +2 power, +1 slashing defense, -1 dodge/accuracy, -1 ranged defense)
Element: Ice
--
Weapon: Jaws (+2 stabbing, +1 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 0/20
--
Active Ability:
- Flesh Bite (+2 attack vs unarmored targets, gets all bonuses from weapon, -2 piercing. Inflicts heavy bleeding. 2 turn cooldown.)
Passive Ability:
--
_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(2/8):
- 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}
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 6/20
--
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.) {Cooldown: 1 turns left.} {2/5 XP}
- 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)
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)
- Air Null (Placeholder) {2/5 XP}
Roll 8
----
@Everyone don't forget to equip some of the stuff you loot. I wrote each piece of equipment the slot where it goes in parantheses.
---
@_DivideByZero_ I thought the wolf's name was Saraqael? Or did I misread something?
---
Mercenary 1
"If you say so, then let's loot these wrecthes and move on." Daxon replies with an indifferent shrug before moving towards the corpses of the three lamias. Meanwhile, you attempt to push bits of your torso together in order to seal the rest of the gap.
(Roll for succes: 6)
You do a nice job at mending the damage, and just as you finished your partner came back holding two daggers and some bronze jewels on a small metal chain and gives them to you. You also notice that he's now wearing a chain of jewels that looks just like the one he gave to you.
"This is your half of the share. I already took mine." he explains before leading you into the room. You both silently decide to avoid stepping on the carpet for now and instead stick to the yellow stone floor along the walls. Looking around, you can see two paths, one going east and one going west, and a staircase leading up right in front of you.
---
Enemies:
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(2/8):
- Bronze jewels (+1 magic attack, +1 dodge)
- Sacrificial dagger (+1 stabbing, +1 slashing, +1 attack vs unarmored targets, -1 power, -1 pierce)
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Finger 1: Topaz ring (+1 magic attack)
Finger 2: Emerald ring (+2 accuracy, -1 power)
Weapon 1: Dazzle Scimitar (+2 slashing, ??)
Weapon 2: Counter-Scimitar (+2 parry, -1 power, 50% to counter parried attacks)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 1
Exp: 9/30
--
Active Ability:
- Water:
-- Water Blaster (Attack with +3 power and +1 accuracy. Hits targets beyond the first 1 up to range of 3. Cooldown: 5) {Cooldown: 3 turns remaining}
-- 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 Null (Placeholder){Exp: 3/5}
- Bladed Null (Placeholder){Exp: 2/5}
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(3/8):
- Aquapunga Potion (+2 health, heals broken bones, stops bleeding, doesn't reduce pain) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- Sacj'dil apple (+1 RES on use. Bonus is permanent)
- Bronze jewels (+1 magic attack, +1 dodge) (neck)
- Sacrificial dagger (+1 stabbing, +1 slashing, +1 attack vs unarmored targets, -1 power, -1 pierce) (weapon)
- Sacrificial dagger (+1 stabbing, +1 slashing, +1 attack vs unarmored targets, -1 power, -1 pierce) (weapon)
---
Head:
Neck:
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 9/20
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. 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.)
- Parry Null (Placeholder){Exp: 2/5}
- Bladed Null (Placeholder){Exp: 1/5}
Condition:
Mercenary 2
"I see. So, you were awakened by a necromancer, but now you've been released from his grasp since he died." the elf mutters, seemingly talking to himself rather than replying. He quickly returns his attention towards you, though.
"Well, if you don't bring any malice with you, then you may wander the forest or visit our village to your hearth's... content." he finally says, pausing awkwardly at the last words when he notices that you don't have a hearth in your ribcage. Nevertheless, he mutters a few words, which also seems to cause the green gemstones to emit a considerable glow. You also feel the incantations on your body react to the magicka being released by the elf.
"There you go, now the path you've been following shouldn't be blocked by trees anymore. Also, what's your name? I'm Rhunon." he then asks, looking somewhat tired compared to all the energy he had before.
---
Enemies:
---
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(2/8):
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
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:
--
Stats:
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 12/20
--
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.) {XP:1/5}
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 Null (Placeholder) {3/5}
- Bladed Null (Placeholder) {3/5}
Mercenary 3
The figure ignores your words and instead continues approaching you, becoming more and more visible with each second. When it had fully materialized, you realize that it was in fact a Wraith. You study it for a second, noting it's ghoul-like appearance and purple eyes hidden by the large cloak adorned with a few runes it was wearing. One of it's decaying hands was holding an simple wooden cane.
"Ah, a fresh body. You shall do nicely..." it mutters, but before it has a chance to finish it's words, you attack with a swing of your sword!
(Antaeus: 3 + 2 + 2 = 7 vs 8 = 1 + 1 + 1 + 5 Dodge Wraith)
Your opponent moves out of the way of your attack before raising it's cane towards you, launching a black fragment of energy towards you.
(Wraith: 3 + 2 + 1 + 1 - 1 = 6 vs 8 = 1 + 2 + 1 - 6 Parry Antaeus)
You parry the first one, but before you can do anything else you see another one coming at you.
(Wraith: 1 + 2 + 1 + 1 - 1 = 4 vs 8 = 1 + 2 + 1 - 6 Parry Antaeus)
You parry it once again, much more easily this time. You then move in to attack again.
(Antaeus: 6 + 2 + 2 = 10 vs 7 = 1 + 1 + 1 + 4 Dodge Wraith)
Your sword cuts through it's cloak and slashes a large wound across it's bare chest. Yet, even with that, the wraith isn't down yet, although it does seem more... transparent now.
---
Enemies:
Rotten Wraith
Race: Wraith (+2 to magic, +1 dodge, -2 physical attack, -1 parry)
Element: Darkness
--
Torso: Runed cloak (+1 defense, +1 magical defense, +1 magic, -2 physical attack)
Weapon: Cane (Base Range = Up to 4. +1 major actions when casting spells, -1 magical attack)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
--
Active Ability:
- Darkness:
-- Shrowd (??)
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy)
Passive Ability:
- Astral phasing (??)
---
Allies:
---
Rethi-Eli
Name: 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(7/8):
- 24 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
- Mail shirt (+1 defense, -1 dodge, may be worn under other armor)
---
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 2 (+1)
AGI: -1 (-1)
INT: 0
EXP: 3/20
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.)
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Null (Placeholder){2/5}
- Parry Null (Placeholder){3/5}
Empire 1
You close the book and go to your wards, arranging your equipment and preparing whatever supplies you have in a bag before tossing it next to your bed and going to sleep. As you drift off, though, you feel a strange pressence in your room.
You immediately open your eyes to see that you're not in your bed anymore. In fact, looking around, you realize that you're in a place you've never seen before: the walls and the floor are dark blue with odd patterns all over them. In front of you is what seems to be a black box, although it is too dark to figure out what it really was. On your right is a blonde woman in a torn green dress, while on your left, standing right next to you, was a tall black man in full gold and black armor, save the helmet. The woman looks at you with a scared expression while the man ignores you. Finally, you realize that you've been sitting on the floor all this time, so you get up and notice what appeared to be a throne just behind you. It had the same color and patterns as the rest of the room, although something seemed odd about it...
"You asked for me, Grand Commendanter?" a meek voice sounds from the direction of the tall man. You notice that it was a small, green creature with wings who talked.
"Balt, I am unhappy with how our plan has turned out. I need a full assessment of the situation." the man, or the 'Grand Commendanter', replied. His voice was intimidating and had an unnatural sound to it.
"W-why are you unha-" Balt tried to ask, but was cut off.
"Why? Nearly a quarter of our assets wasted to summon a True Demon whom we couldn't even control. And what do I see? Only Metrolia is gone, and it cannot even be said that it is our fault! I should feel shame, yet the only thing coursing through my mind is scorn for my servants."
"Well, it-"
"My invincible temple! The utmost pride of my army! Is it ready to attack? I want everybody in Estratia to either die or become my slave! Like this piece of waste..." he continues before kicking you into the stomach. You are thrown back on the floor, and even cough up some blood. The sharp pain distracts you from their conversation for a few moments. You manage to hear the words 'huge' and 'message', but not much else...
"We were able to inject it successfully into 80 percent of the Estratian creatures." the meek voice, Balt, says. It seems that they jumped to another topic while you were clouded by pain.
"An 80 percent that is weaker than the remaining 20 percent, though."
"*Ahem* Yes, unfortunately. Although... I haven't come alone. Hey you, come in now!" you see a small imp fly into the room and right next to Balt.
"Is this about the test you've told me about?"
"Yes, Grand Commendanter. Can you... ask one of the servants to stand by him?"
"By the imp?" he snaps his fingers, finally looking at you. "You.". You take a second to realize what he was talking about, which almost prompted another kick, but you quickly scamper on your feet and stand by the imp.
"Good. Now, slap her." Balt orders. The imp flies up to your face and slaps you. Surprisingly, you barely feel it. The man watches intently.
"As you can see, not even a scratch. But with this..." he pulls out a bottle with dark blue liquid and pours a few drops into the imp's mouth.
"Slap her again." the imp once again obeys and slaps your face. This time though, you watch in horror as it's claws dig deep into your flesh and inflict a large gash.
"Such a weak creature, and yet... Imp, lacerate her body." the Grand Commendanter says. You feel as the imp strikes you again, and again, until your vision fades into the darkness...
You wake up in your bed after what seems like an eternity. You're sweating all over, and turning your head towards the window you notice that it's morning already. You hastily get out of the bed, nearly tripping on the bag you left there last night in the process, and strap your swords to your waist. You can still clearly remember the entire dream, if it could even be called that...
---
Enemies:
---
Allies:
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(2/8):
- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
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) {Cooldown: 4 turns remaining} {Exp: 1/5}
- 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. Range: 2. Cooldown: 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) {Cooldown: 3 turns remaining} {Exp: 1/5}
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 Null (Placeholder){2/5}
- Dodge Null (Placeholder){4/5}
Conditions:
Empire 2
You are impressed by your companion's performance and decide to go and search for more luna berries. Although, before doing that, you first harvest the berries from the bushes you just found and place them in the basket, filling it up halfway. After that, you give one berry to Saraqael to smell, which he then eats before running through the trees towards the north. You quickly follow after him, and would've have actually lost him if he wouldn't have stopped by a tree to wait for you, and finally find another clearing, a bigger one this time, with more bushes.
---
Enemies:
---
Allies:
Saraqael
Race: ?? (+1 parry, +1 melee attacks, +2 power, +1 slashing defense, -1 dodge/accuracy, -1 ranged defense)
Element: Ice
--
Weapon: Jaws (+2 stabbing, +1 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 0/20
--
Active Ability:
- Flesh Bite (+2 attack vs unarmored targets, gets all bonuses from weapon, -2 piercing. Inflicts heavy bleeding. 2 turn cooldown.)
Passive Ability:
--
_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(2/8):
- 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}
- Basket (20/40):
-- Luna Berry (-1 pain, cures pox/plague) {20}
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 6/20
--
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.) {Cooldown: 1 turns left.} {2/5 XP}
- 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)
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)
- Air Null (Placeholder) {2/5 XP}
Roll 9
----
Mercenary 1
Daxon gives you a humored smile before following you to the eastern path. The hallway was pretty cramped, barely enough space for two person to move side by side, and after some steps it took 90 degrees turn to the south. After about half a minute you arrive at another turn, going once again east and then north into a large room. You look around and see some more golden sceptres like the ones at the entrance screwn around, although the main object of interest was a pond in the shape of a hourglass siting in the middle. Oddly enough, it's surface is completely opaque, so you can't tell how deep it is. Finally, you notice three red boxes at the far end of the room, although the only way to get to them brought you pretty close to the water's edge.
---
Enemies:
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(2/8):
- Bronze jewels (+1 magic attack, +1 dodge)
- Sacrificial dagger (+1 stabbing, +1 slashing, +1 attack vs unarmored targets, -1 power, -1 pierce)
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Finger 1: Topaz ring (+1 magic attack)
Finger 2: Emerald ring (+2 accuracy, -1 power)
Weapon 1: Dazzle Scimitar (+2 slashing, ??)
Weapon 2: Counter-Scimitar (+2 parry, -1 power, 50% to counter parried attacks)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 1
Exp: 9/30
--
Active Ability:
- Water:
-- Water Blaster (Attack with +3 power and +1 accuracy. Hits targets beyond the first 1 up to range of 3. Cooldown: 5) {Cooldown: 3 turns remaining}
-- 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 Null (Placeholder){Exp: 3/5}
- Bladed Null (Placeholder){Exp: 2/5}
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(3/8):
- Aquapunga Potion (+2 health, heals broken bones, stops bleeding, doesn't reduce pain) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
- Sacrificial dagger (+1 stabbing, +1 slashing, +1 attack vs unarmored targets, -1 power, -1 pierce) (weapon)
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 9/20
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. 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.)
- Parry Null (Placeholder){Exp: 2/5}
- Bladed Null (Placeholder){Exp: 1/5}
Condition:
Mercenary 2
"My pleasure. Also, if you're going to our town then I'm coming with you. I had finished my task some time ago." Rhunon replies before running behind a large tree and coming back with two baskets full of various vegetables. You shrug to yourself before making your way back to the tress that blocked you earlier. Further down the path you now see that there was a massive clearing surrounded by what seemed to be a wall formed of dense trees and bushes, their brambles interlocking together in some places. Inside are many wooden or stone houses arranged around a few bigger buildings, none of which you recognize. As you enter the town square you see quite a few elves going on and about in different directions, some of them giving you curious glances as they passed by, as well as two stores. While you were looking around, you notice that the young elf was nowhere to be seen until a moment later she comes out of an alley without the baskets but holding a pouch of gold.
"Kind of a chaotic place, isn't it?" he asks with a chuckle. You decide to ask him where you can find work and learn magic.
"We don't have quests boards around here like the human cities do, so you'll have to ask around for tasks. As for magic, you can find a lot of books teaching that in the library." Rhunon explains, pointing towards tall stone tower located to your right.
"And, speaking of work, I might have something that you can help me with. If you're interested." he finally says.
---
Enemies:
---
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(2/8):
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
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:
--
Stats:
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 12/20
--
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.) {XP:1/5}
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 Null (Placeholder) {3/5}
- Bladed Null (Placeholder) {3/5}
Mercenary 3
You attempt to finish the Wraith off before it can cast another spell, but before you can swing your swird it mutters two words and suddenly a black fog began seeping from under it's robes, covering both of you. (Debuff - 2 accuracy)
Despite the darkness surrounding you, you can still see your opponent fainly and move in to attack!
(Antaeus: 1 + 2 + 2 - 2 = 3 vs 2 = 4 - 1 - 3 - 2 + 1 + 1 + 1 + 5 Dodge Rotten Wraith)
Your opponent tries it's best to dodge your attack, but ultimately fails. You land the finishing blow on the Wraith, it's rotting body falling limp on the cold stone floor.
Victory! +7 exp
The black fog that surrounded you disperses into the air, until there is no trace of it anymore.
---
Enemies:
---
Allies:
---
Rethi-Eli
Name: 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(7/8):
- 24 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
- Mail shirt (+1 defense, -1 dodge, may be worn under other armors) (Torso)
---
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 2 (+1)
AGI: -1 (-1)
INT: 0
EXP: 10/20
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.)
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Null (Placeholder){3/5}
- Parry Null (Placeholder){3/5}
Empire 1
Taking the bag you placed your supplies in, you decide to go to the training area and practice your swordplay for a little bit in hopes of clearing your head. It only takes a few minutes to get there, and, as you begin dueling against an invisible enemy, you ponder about your dream (+1 bladed weapons exp). Who was this Grand Commendanter and why did he want to take over Estratia? What was the 'Invincible Temple' he was talking about? Did he really have an entire army at his command? And, most of all, what did that green servant, Balt, do to the imp that it was able to tear your body to... You shake your head, not daring to remember that part. Could it have been just a nightmare?
"Ah, good morning Mystel. I didn't think I'd find you here." the voice of a man makes you stagger for a second. You turn around and see Paladin Rayes coming towards you.
"I agree that some practice fighting is good to wake you up in the morning, but if I were you I'd hurry to the city entrance before the carriage leaves without you." he adds before you can say anything, his eyes darting towards your bag for a second.
---
Enemies:
---
Allies:
---
Crimson
Name: 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 (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
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) {Cooldown: 4 turns remaining} {Exp: 1/5}
- 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. Range: 2. Cooldown: 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) {Cooldown: 3 turns remaining} {Exp: 1/5}
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 Null (Placeholder){3/5}
- Dodge Null (Placeholder){4/5}
Conditions:
Empire 2
You decide to task yourself finding something evil lurking in the forest, so you go ahead a harvest all the berries from the bushes. You place some of them inside the basket, filling it up completely, and carry the rest to a fairly large rock that was conveniently close-by. Saraqael watches you confused as you use the rock to press the Luna Berries, releasing all of their juice on the ground and splashing your dress with some too. Their juice emits a surprisingly strong smell that spread around, attracting your wolf companion who comes to lick the stone you smashed the berries with. Unfortunately, he's not the only one who was drawn to the smell, and after a few moments a... medium-sized tree with numerous red eyes proturding from it's bark charges into the clearing. You both manage to move out of it's way before geting trampled, the tree-monster stopping and turning towards you, it's eyes fixated on the stone you're holding.
---
Enemies:
Blood-Oak
Race: Magitree (+2 power, +1 magic, +2 physical defense, -3 dodge, -1 accuracy, always attacks last)
Element: Darkness
--
Torso: Hardened Bark (+2 armor, +1 parry, Fire Weak)
Weapon: Bramble-Hands (+2 blunt, +1 slashing, +1 power, -1 accuracy/dodge)
--
Stats:
STR: 1
DEX: 0
RES: 1
AGI: 0
INT: 0
--
Active Ability:
- Darkness:
-- Obsidian Sphere (??)
-- Plague Wave (??)
- Nature:
-- Entangling roots (??)
Passive Ability:
- Sharp brambles (??)
---
Allies:
Saraqael
Race: ?? (+1 parry, +1 melee attacks, +2 power, +1 slashing defense, -1 dodge/accuracy, -1 ranged defense)
Element: Ice
--
Weapon: Jaws (+2 stabbing, +1 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 0/20
--
Active Ability:
- Flesh Bite (+2 attack vs unarmored targets, gets all bonuses from weapon, -2 piercing. Inflicts heavy bleeding. 2 turn cooldown.)
Passive Ability:
--
_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(2/8):
- 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}
- Basket (40/40):
-- Luna Berry (-1 pain, cures pox/plague) {40}
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 6/20
--
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.) {Cooldown: 1 turns left.} {2/5 XP}
- 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)
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)
- Air Null (Placeholder) {2/5 XP}
Roll 10
----
Fixed the roll number in the title and added Sosoku234 to the waitlist.
---
Mercenary 1
You dip one of the lamia's daggers you looted into the water. As the blade submerges into the pond, you feel the weapon vibrating slightly, but otherwise nothing really hapens. You keep it like that for about a minute before raising the dagger from the water, and you realize that the entirety of the blade was now missing. As you study the remaining hilt, Daxon comes takes it from your hand and throw it into the pond. You see a white glimmer in the corner of your eye and in the next second, the hilt had also mysteriously diappeared.
"I don't like the look of this, maybe we should go and exp-" your partner is interrupted by something suddenly emerging from the pond. You both look with startled expression at what appeared to be the dagger from earlier which was now entire again and floating above the pond. It then suddenly darts towards you, seemingly possesed by an unknown force.
(??: 6 + 1 + 1 + 1 - 1 - 1 - 2 = 5 vs 7 = 1 + 1 + 5 Parry Nix)
You manage to parry the attack pretty nicely, the offending dagger stumbling backwards in the air. You and Daxon prepare to strike it down.
---
Enemies:
??
Race: Ghost (Spirit form: +2 magic, immune to physical attacks, -2 holy defense; Physical form: +2 magical defense, +2 dodge, +1 accuracy, immune to pain, -3 parry, -1 power)
Element: Fire
--
Weapon: Sacrificial dagger (+1 stabbing, +1 slashing, +1 attack vs unarmored targets, -1 power, -1 pierce)
--
Stats:
STR: 1 (+1)
DEX: 1 (+1)
RES: 0
AGI: 1
INT: 0 (-1)
--
Active Ability:
- Darkness:
-- Aura Seal (??)
- Fire:
-- Slashing Fireballs (??)
Passive Ability:
- Adaptive posession (??)
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(2/8):
- Bronze jewels (+1 magic attack, +1 dodge)
- Sacrificial dagger (+1 stabbing, +1 slashing, +1 attack vs unarmored targets, -1 power, -1 pierce)
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Finger 1: Topaz ring (+1 magic attack)
Finger 2: Emerald ring (+2 accuracy, -1 power)
Weapon 1: Dazzle Scimitar (+2 slashing, ??)
Weapon 2: Counter-Scimitar (+2 parry, -1 power, 50% to counter parried attacks)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 1
Exp: 9/30
--
Active Ability:
- Water:
-- Water Blaster (Attack with +3 power and +1 accuracy. Hits targets beyond the first 1 up to range of 3. Cooldown: 5) {Cooldown: 1 turn remaining}
-- 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 Null (Placeholder){Exp: 3/5}
- Bladed Null (Placeholder){Exp: 2/5}
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(4/8):
- Aquapunga Potion (+2 health, heals broken bones, stops bleeding, doesn't reduce pain) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 9/20
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. 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.)
- Parry Null (Placeholder){Exp: 3/5}
- Bladed Null (Placeholder){Exp: 1/5}
Condition:
Mercenary 2
"A bunch of Millipuves have started building a nest near the town and we need to drive them off before they become too agressive. Anyway, I still have a few things to do, so meet me at the entrance in an hour." Rhunon explains before taking her leave. You watch her as she goes to a group of small houses bundled together before you go to the library, searching for books about dark magic. You find an entire row of various volumes about the darkness element on a shelf. Most of them seem to involve things too advanced for you, although you manage to find about five that teach the basics: "The dark healing", "Curses and hexes", "Shadow of destruction", "Dark incantations for novices" and "Plague's grip". You estimate that you can barely read two of them in an hour, though.
---
Enemies:
---
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(2/8):
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
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:
--
Stats:
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 12/20
--
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.) {XP:1/5}
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 Null (Placeholder) {3/5}
- Bladed Null (Placeholder) {3/5}
Mercenary 3
You try to loot the corpse, but you don't have enough room for them. One second later, you realize that you haven't equipped the mail shirt you got from the chest earlier, and in doing so you free up enough space for the now-dead Wraith's belongings. Anyway, you decide to not go any deeper into the ruins, which means not following the path you went on anymore because it seemed to lead to the town's square. Instead, you forage around, finding a small alley going south which leads you to a garden. Looking around you can see random patches of burnt grass and a few rotten trees, a bunch of mostly intact bushes growing arownd and the entrance loacated to the west. Maybe you could check around before leaving.
---
Enemies:
---
Allies:
---
Rethi-Eli
Name: 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(6/8):
- 24 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
---
Head:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 2 (+1)
AGI: -1 (-1)
INT: 0
EXP: 3/20
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.)
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Null (Placeholder){2/5}
- Parry Null (Placeholder){3/5}
Empire 1
Rayes replies with a nod and watches as you haul the bag over your shoulder and run east into town. You then skip by a bunch of large stone houses and the Great Hall, take a right and finally arrive at the gate. You can see Carola talking to a man outside by a carriage cart with two horses. You walk up to them.
"Oh, I see you've finally arrived, Mystel. What took so long?" Carola says towards you when you get next to them. The man, wearing a long grey coat and simple clothes, only watches you curiously.
---
Enemies:
---
Allies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (??)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Hand Left and Right: White Gloves (+1 defense, ??)
Weapon 1: Shortsword (+2 stabbing, +1 power, -1 accuracy/dodge)
Weapon 2: Battle-Erika (+2 stabbing, ??)
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 0/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 5 turn cooldown. ??)
- Holy:
-- Mend (??)
-- Saint Waves (??)
Passive Ability:
- Enduring Soul(Injury debuffs take effect after 1 turn, ??)
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Parry Null (Placeholder) {4/5}
---
Crimson
Name: 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 (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
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: 1/5}
- 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. Range: 2. Cooldown: 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}
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 Null (Placeholder){3/5}
- Dodge Null (Placeholder){4/5}
Conditions:
Empire 2
(Roll to success: 7)
You manage to infuse the rock with the same elemental energy that you use for moving your limbs, before throwing it at the oak. (Passive upgraded!)
(Cyfraith: 1 + 2 + 1 = 4 vs 5 = 1 + 1 + 2 + 1 Parry Blood-oak)
The tree deflects your rock with slight difficulty, but is mostly unharmed. You then cast your Tempest on him.
(Cyfraith: 1 + 2 + 1 + 1 = 4 vs 6 = 1 + 1 + 4 Parry Blood-Oak)
(Cyfraith: 1 + 2 + 2 = 4 vs 4 = 4 Cyfraith)
Unfortunately, this time your wind magic is too weak to affect the oak or even send you flying despite not opposing any resistance. Meanwhile, Saraqael charges in...
(Saraqael: 3 + 2 + 2 + 2 + 1 + 1 = 11 vs 6 = 1 + 2 + 3 Blood Oak)
(Armor protection: 5 - 2 = 3 damage)
His jaws manage to penetrate it's bark and deal quite a bit of damage. All of tree's red eyes suddenly focus on him, and suddenly black mist starts gathering in front of them, forming a massive black sphere which the enemy proceeds to throw at the wolf.
(Blood-Oak: 1 + 2 + 2 + 1 + 2 + 1 - 3 = 6 vs 8 = 1 + 1 + 6 Parry Saraqael)
Saraqael manages to parry the sphere, using his jaws to throw it in a random direction, although you can see that the impact damaged his teeth a little.
---
Enemies:
Blood-Oak
Race: Magitree (+2 power, +1 magic, +2 physical defense, -3 dodge, -1 accuracy, always attacks last)
Element: Darkness
--
Torso: Hardened Bark (+2 armor, +1 parry, Fire Weak)
Weapon: Bramble-Hands (+2 blunt, +1 slashing, +1 power, -1 accuracy/dodge)
--
Stats:
STR: 1
DEX: 0
RES: 1
AGI: 0
INT: 0
--
Active Ability:
- Darkness:
-- Obsidian Sphere (??)
-- Plague Wave (??)
- Nature:
-- Entangling roots (??)
Passive Ability:
- Sharp brambles (??)
Condition:
- Large injury (-3 to all rolls)
---
Allies:
Saraqael
Race: ?? (+1 parry, +1 melee attacks, +2 power, +1 slashing defense, -1 dodge/accuracy, -1 ranged defense)
Element: Ice
--
Weapon: Jaws (+2 stabbing, +1 slashing, +1 power, -1 accuracy) {Damaged: -1 to all rolls. Can be healed by items that cure broken bones.}
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 0/20
--
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: 1/5}
- Parry Null (Placeholder){Exp: 1/5}
--
_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(2/8):
- 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}
- Basket (40/40):
-- Luna Berry (-1 pain, cures pox/plague) {40}
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 6/20
--
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.) {Cooldown: 3 turns left.} {2/5 XP}
- 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)
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) {2/5 XP}
Roll 11
----
@_DivideByZero_ I know, but your opponent was caught in the AoE since he was literarily in front of you. Kind of unlucky with those tempest rolls tho. Also, the blood-oak was aggroed by your companion because he managed hurt him pretty badly, and thus saw him as the immediate threat.
---
I need to stop forgetting to update the cooldowns of abilities.
---
Mercenary 1
"I still have a trick up my sleeve." Daxon replies with a wink as you attempt to use the bronze jewels on the floating sword to no visible effect. After that, you see in the corner of your eye Daxon raising his palms towards the possesed dagger, much like he did during the battle with the lamias...
(Daxon: 5 + 2 + 1 + 1 + 1 = 10 vs 4 = 2 - 1 + 5 Dodge ??)
The jet of water hits the dagger in the fullest, throwing it across the room with such force that the blade shatters in contact with the wall. Seconds later, you see a white presence take form in front of the two of you. It's appearance seems a unstable for a moment before finally settling for a tall man in what appeared to be fine clothing covering a breastplate and a katana at his waist, although what really caught your eye was the fact that his face was deformed to the point he couldn't be called human at all.
"You dared to defile this once sacred place, and for that, I shall slay both of you." it almost sounded as if more than one voice was talking. You don't have time to think about it, though, because immediately after he unsheathes his katana and charges at you!
(Ante Spirit: 1 + 3 + 1 + 1 - 1 - 2 = 3 vs 5 = 1 + 1 + 3 Parry Nix)
You manage to parry his attack, and then decide to run past him and go to the boxes, nearly slipping into the pond along the way. Nevertheless, you make your way to the boxes, leaving your partner to fight the ghost alone, and take the lid off one of them. (STR: 0) This task proves to be quite difficult due to the lid being very heavy, but after a minute of struggling you manage to move it away and then loot the contents: a healing Reagent and a pair of bracers.
---
Enemies:
Ante Spirit
Race: Ghost (Spirit form: +2 magic, immune to physical attacks, -2 holy defense; Physical form: +2 magical defense, +2 dodge, +1 accuracy, immune to pain, -3 parry, -1 power)
Element: Fire
--
Weapon: Worshipper's Katana (2H) (+3 slashing, +1 power, +2 parry, +1 attack if DEX is above 4) (Uncommon)
Torso: Blue Breastplate (+2 armor, +1 magical defense, -1 accuracy/dodge)
Back: Shimmering cloak (+1 power, negates all parry penalties, -1 dodge) (Rare)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
--
Active Ability:
- Darkness:
-- Aura Seal (??)
- Fire:
-- Slashing Fireballs (??)
Passive Ability:
- Adaptive posession (??)
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(2/8):
- Bronze jewels (+1 magic attack, +1 dodge)
- Sacrificial dagger (+1 stabbing, +1 slashing, +1 attack vs unarmored targets, -1 power, -1 pierce)
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Finger 1: Topaz ring (+1 magic attack)
Finger 2: Emerald ring (+2 accuracy, -1 power)
Weapon 1: Dazzle Scimitar (+2 slashing, ??)
Weapon 2: Counter-Scimitar (+2 parry, -1 power, 50% to counter parried attacks)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 1
Exp: 9/30
--
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) {Cooldown: 5 turns remaining}
-- 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 Null (Placeholder){Exp: 3/5}
- Bladed Null (Placeholder){Exp: 2/5}
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(6/8):
- Aquapunga Potion (+2 health, heals broken bones, stops bleeding, doesn't reduce pain) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
- Champion Bracers (+1 parry, +1 attack, -1 magic defense) (Arms)
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 9/20
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. 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.)
- Parry Null (Placeholder){Exp: 4/5}
- Bladed Null (Placeholder){Exp: 1/5}
Condition:
Mercenary 2
You take the two books from the shelf before finding a desk where you can sit at and read. You proceed with the first book, "The Dark Healing", and begin reading it. The volume starts with a basic description about how darkness can, under certain circumstances, be used to heal and cure instead of injure. It then immediately warns you that most dark healing spells will only work properly on dark-aligned creatures, while others will be cursed or even injured by them. Anyway, it then moves on to describing some of the spells, out of which you manage to learn only one. It seems that healing with the darkness element is pretty difficult for inexperienced users.
Nevertheless, you place the book aside and take up the next one, "Shadow of Destruction" and open it. The book tells you about one of the basic uses of Darkness, which is injuring and killing. While darkness can cripple through hexes and kill slowly through plague, it can also unleash devastating abilities that can rip apart most armors and flesh or even make your opponent's body decay and crumble to the core instantly. You find that the spells here are more easy for you to use, managing to learn two of them before closing the book. Finally, you get up and hurry to the entrance, where you find Rhunon leaning against a tree nearby, looking bored.
"Huh, I thought you were never going to come. Anyway, are you ready to go?" he asks.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (45/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {10}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (??)
Passive Ability:
- Quick Reflexes (??)
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(2/8):
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
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:
--
Stats:
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 12/20
--
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.) {XP:1/5}
- Darkness:
-- Saaris' Touch (+1-2 healing, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.)
-- Shadow Blast (Releases a large concentration of energy that strikes enemies with +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4)
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 Null (Placeholder) {3/5}
- Bladed Null (Placeholder) {3/5}
Mercenary 3
You decide to go back to Nez'gol and aid him in destroying the rogue's camp. You take the west exit out of the garden, go north and find yourself back at the intersection from earlier. You then go west back the way you came and finally find yourself at the entrance. Both lizardmen were still there, guarding the entrance, and you tell Nez'gol that you're ready to go.
"Good, then let's not waste any more time." he replies before leading you back to the glade, where you notice that the wolf was gone, and then once again take the path east that led to the camp. You both sneak through the bushes until your reach the border of the clearing.
"Okay, here's the plan. The patrols are usually formed of groups of two or three. We're going to engage each of them when they get far enough from the others, then break into their main hall." he explains, gesturing towards a medium house next to a crop.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (??)
Weapon: Geode Encrusted Shortsword (+2 stabbing, ??) (Uncommon)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 0/30
--
Active Ability:
- Lightning:
-- Cloud Strike (??)
Passive Ability:
- Swiftness (??)
---
Rethi-Eli
Name: 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):
- 24 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
- 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)
---
Head:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 2 (+1)
AGI: -1 (-1)
INT: 0
EXP: 3/20
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.)
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Null (Placeholder){2/5}
- Parry Null (Placeholder){3/5}
Empire 1
"Ah, I see. Nightmares are usually caused by spirits who entertain themselves by corrupting our thoughts." Carola replies with a grimace before entering the carriage. You check your things one last time before following after her, while the man climbs onto his perch and begins directing the horses down the path. The girl stares out of the window, clearly bored.
"Sorry about asking suddenly but... what do you know about demons?" you ask. Your question seems to have surprised her, because she turns towards you with a shaken expression.
"Why do you want to... No, nevermind, don't answer that." Carola pauses for a moment. "Demons are a class of creatures that live in the Underworld, from the lowest imp to the terryifing Deveourers, and, the ones who trump all, True Demons. All of them save for imps have very limited access to our world, and have to be summoned in a ritual in order to attain a physical form here. Most of them are resistant or even immune to multiple elements and have powerful magical capabilities, with only a few specializing in physical combat. Also, as everyone knows, they love feeding on the emotions of intelligent beings." she explains with a sigh.
---
Enemies:
---
Allies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (??)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Hand Left and Right: White Gloves (+1 defense, ??)
Weapon 1: Shortsword (+2 stabbing, +1 power, -1 accuracy/dodge)
Weapon 2: Battle-Erika (+2 stabbing, ??)
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 0/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 5 turn cooldown. ??)
- Holy:
-- Mend (??)
-- Saint Waves (??)
Passive Ability:
- Enduring Soul(Injury debuffs take effect after 1 turn, ??)
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Parry Null (Placeholder) {4/5}
---
Crimson
Name: 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 (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
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: 1/5}
- 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. Range: 2. Cooldown: 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}
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 Null (Placeholder){3/5}
- Dodge Null (Placeholder){4/5}
Conditions:
Empire 2
You throw two of your knives at the tree.
(Cyfraith: 6 + 1 + 2 - 1 - 2 = 6 vs 8 = 1 + 2 + 5 Parry Blood Oak)
(Cyfraith: 3 + 1 + 2 - 1 - 2 = 3 vs 7 = 1 + 2 + 4 Parry Blood Oak)
He blocks both of them, although the first one manages to lodge itself a little into it's bark, while the other falls on the ground. You then focus your Magicka once again, trying to channel electricity through the wires and into the knives...
(Roll to success: 2)
Unfortunately, you fail to channel the element and nothing really happens. Meanwhile, Saraquel growls and bites again at the enemy.
(Saraqael: 4 + 2 + 2 + 2 + 1 + 1 - 1 = 11 vs 3 = 3 - 1 + 2 + 3 Blood Oak)
(Armor protection: 8 - 2 = 6 damage)
Despite his slightly broken teeth, your companion manages to ravage the tree with a powerful bite.
Victory! +13 exp
It colapses with a hard Thump! on the ground. Meanwhile, Saraqael is busy spitting out wood from his mouth, and you notice that by some miracle he's mostly unhurt.
---
Enemies:
---
Allies:
Saraqael
Race: ?? (+1 parry, +1 melee attacks, +2 power, +1 slashing defense, -1 dodge/accuracy, -1 ranged defense)
Element: Ice
--
Weapon: Jaws (+2 stabbing, +1 slashing, +1 power, -1 accuracy) {Damaged: -1 to all rolls. Can be healed by items that cure broken bones.}
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 13/20
--
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}
--
_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(2/8):
- 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}
- Basket (40/40):
-- Luna Berry (-1 pain, cures pox/plague) {40}
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 19/20
--
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.) {Cooldown: 2 turns left.} {2/5 XP}
- 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)
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) {2/5 XP}
Roll 12
----
@_DivideByZero_ I will consider it. Although I suppose that I shall post the roll instead of turn when the ability will be ready.
---
I'll be adding another player slot this weekend. The first character in the waitlist will be added in that slot.
---
Mercenary 1
Unfortunately, you're too far right now for the enemy to hear your taunt, so you take half the way back in order to get in range. Meanwhile, Daxon attack the ghost.
(Daxon: 1 + 2 + 1 - 1 = 3 vs 3 = 2 + 1 Parry Ante Spirit)
The warrior struggles a bit but manages to parry his attack. He then strikes...
(Ante Spirit: 1 + 3 + 1 + 1 - 1 = 5 vs 9 = 1 + 2 + 6 Parry Daxon)
But he expertly blocks the blow with his counter-scimitar before counter-attacking.
(Daxon: 5 + 2 + 1 - 1 = 7 vs 7 = 2 + 5 Parry Ante Spirit)
Despite his best efforts, the spirit once again parries his blow. You are finally close enough to use your taunt, and you do so.
(Nix: 1 + 1 + 1 = 3 vs 4 = 2 + 2 Parry Ante Spirit)
He glares at you for a moment but otherwise ignores your insult.
---
Enemies:
Ante Spirit
Race: Ghost (Spirit form: +2 magic, immune to physical attacks, -2 holy defense; Physical form: +2 magical defense, +2 dodge, +1 accuracy, immune to pain, -3 parry, -1 power)
Element: Fire
--
Weapon: Worshipper's Katana (2H) (+3 slashing, +1 power, +2 parry, +1 attack if DEX is above 4) (Uncommon)
Torso: Blue Breastplate (+2 armor, +1 magical defense, -1 accuracy/dodge)
Back: Shimmering cloak (+1 power, negates all parry penalties, -1 dodge) (Rare)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
--
Active Ability:
- Darkness:
-- Aura Seal (??)
- Fire:
-- Slashing Fireballs (??)
Passive Ability:
- Adaptive posession (??)
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(2/8):
- Bronze jewels (+1 magic attack, +1 dodge)
- Sacrificial dagger (+1 stabbing, +1 slashing, +1 attack vs unarmored targets, -1 power, -1 pierce)
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Finger 1: Topaz ring (+1 magic attack)
Finger 2: Emerald ring (+2 accuracy, -1 power)
Weapon 1: Dazzle Scimitar (+2 slashing, ??)
Weapon 2: Counter-Scimitar (+2 parry, -1 power, 50% to counter parried attacks)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 1
Exp: 9/30
--
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) {Cooldown: 4 turns remaining}
-- 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 Null (Placeholder){Exp: 4/5}
- Bladed Null (Placeholder){Exp: 2/5}
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(6/8):
- Aquapunga Potion (+2 health, heals broken bones, stops bleeding, doesn't reduce pain) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
- Champion Bracers (+1 parry, +1 attack, -1 magic defense) (Arms)
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 9/20
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/3} {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.)
- Parry Null (Placeholder){Exp: 4/5}
- Bladed Null (Placeholder){Exp: 1/5}
Condition:
Mercenary 2
"Don't worry about it." Rhunon replies as you switch to your rod. You the follow him through the woods, completely ignoring the main paths until you get to a relatively large cave. You can see that the lower part of the entrance being blocked by the trunk of a fallen tree, which you notice that was cut by something razor sharp.
"Alright, this is the entrance. We can both get through this opening, here." he explains, pointing towards a medium-sized gap at the top that the tree trunk didn't cover. He easily slips through, and you follow...
(Roll for success {AGI}: 5)
You manage to get inside without much trouble, although the process was slightly uncomfortable for your bones. Anyway, you go up to the elf who in the meantime lighted up a torch. You can hear a buzz sound coming from deeper inside.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (45/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {10}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (??)
Passive Ability:
- Quick Reflexes (??)
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(2/8):
- Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Carnem deleo (rod) (Range: up to 6. +1 power)
Weapon 2:
--
Stats:
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 12/20
--
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.) {XP:1/5}
- Darkness:
-- Saaris' Touch (+1-2 healing, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.)
-- Shadow Blast (Releases a large concentration of energy that strikes enemies with +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4)
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 Null (Placeholder) {3/5}
- Bladed Null (Placeholder) {3/5}
Mercenary 3
You respond affirmatively and he nods towards you. You both then lie in wait for about two minutes until a group of three lizardmen, two with brown runes and shields and one with black runes dual wielding daggers, came across your spot. Nez'gol jumps out of his hiding spot and lunges towards one of them...
(Nez'gol: 5 + 2 + 1 + 1 = 9 vs 5 = 1 + 1 + 1 + 2 Parry Lizardman Guard)
He easily takes down the first one. You then follow in with a swing of your sword...
(Antaeus: 6 + 2 + 3 = 11 vs 7 = 1 + 1 + 1 + 4 Parry Lizardman Guard)
The enemy attempts to parry your attack, but you easily overwhelm and kill him. The last lizardman lets out a shriek before turning around to run, but you catch up to him.
(Antaeus: 6 + 2 + 3 = 11 vs 2 = 1 + 1 Parry Lizardman Rogue)
You slay him too.
Victory! +12 exp
Unfortunately, his shriek attracted another patrol, and this one seemed better equipped.
---
Enemies:
Lizardman Shaman
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Holy
--
Torso: White Runes (+1 magical defense, +1 defense)
Legs Left and Right: Red bracers (+2 dodge, -1 attack)
Weapon 1: Rod (Range: up to 6. +1 power)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
--
Active Ability:
- Holy:
-- Flash heal (??)
-- Scield (??)
Passive Ability:
- Empower (??)
Lizardman Rogue
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Darkness
--
Hands left and right: Heavy Leather Gloves (+1 defense, +1 power/parry, -1 accuracy)
Torso: Black Runes (+1 magical defense, +1 darkness magic)
Weapon 1: Dagger (+1 stabbing, +1 slashing, -1 power, no penalty when dual wielded with a dagger or blade)
Weapon 2: Dagger (+1 stabbing, +1 slashing, -1 power, no penalty when dual wielded with a dagger or blade)
--
Stats:
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
--
Active Ability:
- Darkness:
-- Cripple (??)
Passive Ability:
- Preparation (??)
- Dual-wielding (Dagger) (+1 accuracy, +1 parry)
Lizardman Guard x 2
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Nature
--
Torso (over): Chestpiece (+2 defense)
Torso (under): Brown Runes (+1 magical defense)
Weapon 1: Medium hammer (+2 impact, -1 accuracy)
Weapon 2: Wood Buckler (+1 defese, +1 parry)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
--
Active Ability:
Passive Ability:
- Defender (??)
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (??)
Weapon: Geode Encrusted Shortsword (+2 stabbing, ??) (Uncommon)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 12/30
--
Active Ability:
- Lightning:
-- Cloud Strike (??)
Passive Ability:
- Swiftness (??)
- Bladed Null (Placeholder) {Exp: 1/5}
---
Rethi-Eli
Name: 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):
- 24 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
- 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)
---
Head:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 2 (+1)
AGI: -1 (-1)
INT: 0
EXP: 15/20
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.)
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Null (Placeholder){4/5}
- Parry Null (Placeholder){3/5}
Empire 1
"Oh, don't worry about it." Carola replies, returning her gaze towards the window. You decide to follow her example, watching the brown road ridden with holes as the carriage went on. It has been rainning a lot recently, so the ground was somewhat muddy, although it ought to dry up by the end of the day. You can also see a bridge built over a steep slope that led up a hill and to Saaris', the god of bloodshed, shrine. Fortunately it had been cleared of cultists and monsters some time ago by Tyrine's Crusader, so all that was really left of it was a tall building looming over you. As you continue analizing the building, the carriage stops abruptly. You glance at Carola who grips one of her swords before getting out, and you decide to do the same. Outside, you notice two red orcs talking to the man in grey coat.
---
Enemies:
---
Allies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (??)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Hand Left and Right: White Gloves (+1 defense, ??)
Weapon 1: Shortsword (+2 stabbing, +1 power, -1 accuracy/dodge)
Weapon 2: Battle-Erika (+2 stabbing, ??)
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 0/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 5 turn cooldown. ??)
- Holy:
-- Mend (??)
-- Saint Waves (??)
Passive Ability:
- Enduring Soul(Injury debuffs take effect after 1 turn, ??)
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Parry Null (Placeholder) {4/5}
---
Crimson
Name: 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 (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
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: 1/5}
- 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. Range: 2. Cooldown: 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}
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 Null (Placeholder){3/5}
- Dodge Null (Placeholder){4/5}
Conditions:
Empire 2
You attempt to use your recently acquired spell to heal Saraqael's teeth, but realize that it cannot actually heal bone injuries. It looks like you'll have to find some other way to mend him and until then he'll have to endure. Despite that, the wolf studies you closely for a few moments before looking at you satisfied. Anyway, you move to the now dead tree and loot his acorns, although you are unable to place them in the basked since it's full of berries.
---
Enemies:
---
Allies:
Saraqael
Race: ?? (+1 parry, +1 melee attacks, +2 power, +1 slashing defense, -1 dodge/accuracy, -1 ranged defense)
Element: Ice
--
Weapon: Jaws (+2 stabbing, +1 slashing, +1 power, -1 accuracy) {Damaged: -1 to all rolls. Can be healed by items that cure broken bones.}
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 13/20
--
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}
--
_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(4/8):
- 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}
- Basket (40/40):
-- Luna Berry (-1 pain, cures pox/plague) {40}
- Blood-Acorn (?? There's some sticky red liquid on them) {8}
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 19/20
--
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.) {Cooldown: 1 turns left.} {2/5 XP}
- 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)
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) {2/5 XP}
Roll 13
----
Added new player slot! Hooray! Oh, and chrose added to the player list.
---
Also, small question: do you like me writing the rolls in italic, or does it make it annoying to read? Or you just don't care? Anyway, if you don't like it, then write in your action what style/color do you want your roll to be written in.
---
Mercenary 1
You charge the rest of the way towards the ghost and make an attempt at stabbing it with your rapier...
(Nix: 5 + 2 + 2 + 1 + 1 - 1 = 10 vs 6 = 2 + 4 Parry Ante-Spirit)
(Armor protection: 4 - 2 = 2 damage)
Your sink your sword into it's ghostly flesh, leaving a hole in his armor from which an odd ethereal substance emerged. Daxon follows up with his scimitar...
(Daxon: 3 + 2 + 1 - 1 = 5 vs 4 = 2 - 2 + 4 Parry Ante-Spirit)
(Armor protection: 1 - 2 - 1{weapon pierce} = -2 damage)
Although he does land a hit, his scimitar simply bounces off it's armor. The warrior then swings his katana towards you.
(Ante-Spirit: 1 + 3 + 1 + 1 - 2 - 2 = 2 vs 8 = 1 + 1 + 6 Parry Nix)
You easily block off it's attack with your rapier before attempting to stab it again.
(Nix: 6 + 2 + 2 + 1 + 1 - 1 = 11 vs 3 = 2 - 2 + 3 Parry Ante-Spirit)
(Armor protection: 8 - 2 = 6 damage)
This time you finish your ghostly opponent off, it's ethereal body slowly spreading into a teal mist and vanishing into thin air. All that remains of it is the elegant cloak.
Victory! +8 exp
---
Enemies:
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(2/8):
- Bronze jewels (+1 magic attack, +1 dodge)
- Sacrificial dagger (+1 stabbing, +1 slashing, +1 attack vs unarmored targets, -1 power, -1 pierce)
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Finger 1: Topaz ring (+1 magic attack)
Finger 2: Emerald ring (+2 accuracy, -1 dodge)
Weapon 1: Dazzle Scimitar (+2 slashing, ??)
Weapon 2: Counter-Scimitar (+2 parry, -1 power, 50% to counter parried attacks)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 1
Exp: 17/30
--
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) {Cooldown: 3 turns remaining}
-- 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 Null (Placeholder){Exp: 4/5}
- Bladed Null (Placeholder){Exp: 3/5}
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(6/8):
- Aquapunga Potion (+2 health, heals broken bones, stops bleeding, doesn't reduce pain) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
- Champion Bracers (+1 parry, +1 attack, -1 magic defense) (Arms)
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 17/20
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/3} {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.)
- Parry Beginner (+1 parry){Exp: 0/10}
- Bladed Null (Placeholder){Exp: 3/5}
Condition:
Mercenary 2
Rhunon stares at you oddly after whispering your battle cry, but nevertheless you proceed deeper into the cave. The passageway opens up to a small room with a large opening in the left corner and a hole in the right wall. You also notice that it's rather... warm in here, although you don't have too much time to dwell on it because two large bee-like insects with red carapace emerge out of the hole and attack you! Before you can do anything, the elf looses one arrow towards the closest one.
(Rhunon: 4 + 2 + 1 + 1 + 1 + 1 = 10 vs 10 = 1 + 1 + 2 + 6 Dodge Red Millipuf)
"Well, looks like this will be your first encounter with the Millipuves. You'll learn to hate these things soon enough..." the elf remarks as his arrow narrowly misses it's target. You proceed with casting your Shadow Bolt.
(Nayrous: 1 + 2 + 2 + 1 = 6 vs 7 = 1 + 1 + 2 + 3 Dodge Red Millipuf)
(Nayrous: 2 + 2 + 2 + 1 = 7 vs 9 = 1 + 1 + 2 + 5 Dodge Red Millipuf)
But both of your attacks miss, unfortunately. Meanwhile, one of the insects manages to get close enough and attacks you!
(Red Millipuf: 1 + 2 + 1 + 1 = 5 vs 5 = 1 - 1 + 1 + 4 Parry Nayrous)
You barely manage to block off it's stinger before it impaled you. The other Millipuf closes in towards you but Rhunon fires off an arrow in an odd way towards it...
(Rhunon: 3 + 2 + 1 + 1 + 1 + 1 + 1 = 10 vs 8 = 1 + 1 + 2 + 4 Dodge Red Millipuf)
(Armor Protection: 2 - 3 + 1 - 1 - 2 = -3 damage)
The second arrow simply bounces off the insect's shell, not harming it at all, but the elf expertly looses another arrow after that.
(Rhunon: 4 + 2 + 1 + 1 + 1 + 1 + 1 + 2 = 13 vs 7 = 1 + 1 + 2 + 3 Dodge Red Millipuf)
(Armor Protection: 6 - 3 + 1 - 1 = 3 damage)
This time his arrow pierces through it's abdomen. The enemy falls to the ground, limp.
---
Enemies:
Red Millipuf
Race: Millipuf (+2 accuracy/dodge, +1 melee attack, -1 blunt defense, -1 fire defense, paralyzed by cold temperatures)
Element: Nature
--
Torso: Red Shell (+3 armor)
Weapon 1: Razor Stinger (+2 stabbing, +1 power, +1 pierce, -1 accuracy)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
--
Active Ability:
- Venom Sting (??)
Passive Ability:
- Hivemind (gains +1 to all rolls for each living ally)
- Winged (+1 dodge, -1 parry)
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (42/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) {12}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {10}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +1 accuracy, -1 power and -2 pierce and buff yourself with +2 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 2/5) {Cooldown: 2 turns remaining}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Null (Placeholder) {Exp: 2/5}
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(2/8):
- Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Carnem deleo (rod) (Range: up to 6. +1 power)
Weapon 2:
--
Stats:
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 12/20
--
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:1/5}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.) (Cooldown: 1 turn remaining)
-- Shadow Blast (Releases a large concentration of energy that strikes enemies with +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4)
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 Null (Placeholder) {4/5}
- Bladed Null (Placeholder) {3/5}
Mercenary 3
You rush towards the group and attempt to attack the shaman, but of one of the shield-wielder rushes in to intercept your attack.
(Antaeus: 6 + 2 + 3 = 11 vs 10 = 1 + 1 + 2 + 1 + 5 Intercept Lizardman Guard)
Despite his best efforts, the guard fails to block your attack and he falls to the ground, bleeding from a large gash on the chest. The shaman says a few words you don't recognize and suddenly a yellow aura forms around the other shield-wielder. Ignoring that, you swing your sword again towards the same target, but once again the armored lizardman intercepts your attack.
(Antaeus: 3 + 2 + 3 + 1 = 9 vs 11 = 1 + 1 + 2 + 1 + 2 + 1 + 3 Intercept Lizardman Guard)
Your attack gets blocked this time. Meanwhile, Nez'gol chants and suddenly a large cloud brimming with electricity forms over your heads. A thunderbolt comes down and strikes the rogue.
(Nez'gol: 5 + 1 + 1 + 1 = 8 vs 6 = 1 + 1 + 1 + 3 Parry Lizardman Rogue)
The lightning bolt inflicts some damage and burns on the enemy's body, but he manages to endure the attack. Even though he seems at death's door, he still lunges towards you with his daggers.
(Lizardman Rogue: 6 + 1 + 1 + 1 + 1 - 1 - 1 - 2 = 6 vs 6 = 1 - 1 + 1 + 2 + 3 Parry Antaeus)
You barely manage to parry his blow. In the meantime, the lizardman guard attempts to bash your partner...
(Lizardman Guard: 1 + 2 + 1 + 1 - 1 - 1 = 3 vs 4 = 1 + 1 + 2 Dodge Nez'gol)
He misses. The three lizardmen regroup and prepare for another clash.
---
Enemies:
Lizardman Shaman
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Holy
--
Torso: White Runes (+1 magical defense, +1 defense)
Legs Left and Right: Red bracers (+2 dodge, -1 attack)
Weapon 1: Rod (Range: up to 6. +1 power)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
--
Active Ability:
- Holy:
-- Flash heal (??)
-- Scield (Give +2 defense to an allied character for 3 turns. Cooldown: 3) {Cooldown: 3 turns remaining}
Passive Ability:
- Empower (All supportive spells give a buff of +1 to all rolls for 2 turns to the target. This stacks indefinitely)
Lizardman Rogue
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Darkness
--
Hands left and right: Heavy Leather Gloves (+1 defense, +1 power/parry, -1 accuracy)
Torso: Black Runes (+1 magical defense, +1 darkness magic)
Weapon 1: Dagger (+1 stabbing, +1 slashing, -1 power, no penalty when dual wielded with a dagger or blade)
Weapon 2: Dagger (+1 stabbing, +1 slashing, -1 power, no penalty when dual wielded with a dagger or blade)
--
Stats:
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
--
Active Ability:
- Darkness:
-- Cripple (??)
Passive Ability:
- Preparation (??)
- Dual-wielding (Dagger) (+1 accuracy, +1 parry)
Conditions:
- Medium Burns (-2 to all rolls)
Lizardman Guard
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Nature
--
Torso (over): Chestpiece (+2 defense)
Torso (under): Brown Runes (+1 magical defense)
Weapon 1: Medium hammer (+2 impact, -1 accuracy)
Weapon 2: Wood Buckler (+1 defese, +1 parry)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
--
Active Ability:
Passive Ability:
- Defender (Automatically interecepts attack for non-shield-wielding allies with +1 to intercept)
Conditions:
- Shielded (+2 defense) {3 turns remaining}
- Empowered (+1 to all rolls) {2 turns remaining}
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 12/30
--
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: 1/5} {Cooldown: 5 turns remaining}
Passive Ability:
- Swiftness (??)
- Bladed Null (Placeholder) {Exp: 1/5}
- Dodge Null (Placeholder) {Exp: 1/5}
- Lightning Null (Placeholder) {Exp: 1/5}
---
Rethi-Eli
Name: 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):
- 24 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
- 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)
---
Head:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 2 (+1)
AGI: -1 (-1)
INT: 0
EXP: 15/20
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.)
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 0/10}
- Parry Null (Placeholder){Exp: 4/5}
Mercenary 4
After months of hiking you finally arrive to the nomad village of Vallaus, located just south of Metrolia's ruins. Running down a small slope, you wander around the relatively small huts of the villagers, the most proeminent building being the town hall of course. You can spot out a general equipment store and an inn, although there is no quet board around. You can probably get some work by asking around the Town Hall, though.
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(1/8):
- Healing Potion (+1-2 health, -1-3 pain) {2}
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 additional parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.)
Passive Ability (1 only):
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
Empire 1
You slowly draw your swords and watch closely in case things go south. The orcs notice your action and one of them reaches for his shortswords strapped at his waist but is stopped by the other one, who shakes his head.
"This is Uba's territory, and you are about to pass through it. You need to pay a fee, otherwise... we can't guarantee your safe passage." the second one explains, motioning towards the road you were following.
"I-I... erm... I don't have any spare coins to give ye." the man replies, looking towards you two with pleading eyes. Carola shakes her head in response and makes a slight gesture towards your blades and then at the red orcs.
---
Enemies:
---
Allies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (??)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Hand Left and Right: White Gloves (+1 defense, ??)
Weapon 1: Shortsword (+2 stabbing, +1 power, -1 accuracy/dodge)
Weapon 2: Battle-Erika (+2 stabbing, ??)
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 0/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 5 turn cooldown. ??)
- Holy:
-- Mend (??)
-- Saint Waves (??)
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 Null (Placeholder) {4/5}
---
Crimson
Name: 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 (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
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: 1/5}
- 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. Range: 2. Cooldown: 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}
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 Null (Placeholder){3/5}
- Dodge Null (Placeholder){4/5}
Conditions:
Empire 2
You return to the village from where you first got your quest, marking your way by leaving scrathes on the trees with one of your knives. Saraquel walks by your side, and, after half an hour of walking, you finally get to the village and find the house of the elf who gave you the quest. You decide to knock first, but he comes out before your hand even reaches the door.
"Well, hello again. When I heard that clattering noise outside I knew it was you." he comments. You try to remember his name... Herrok? Yes, that was it.
"Anyway, thank you for collecting those Luna Berries for me, you wouldn't believe how many creatures are attracted to..." Herrok suddenly pauses, staring at your companion. "A x-xerberus...?" he mutters to himself, his eyes studying Saraquel.
---
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 slashing, +1 power, -1 accuracy) {Damaged: -1 to all rolls. Can be healed by items that cure broken bones.}
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 13/20
--
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}
--
_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(4/8):
- 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}
- Basket (40/40):
-- Luna Berry (-1 pain, cures pox/plague) {40}
- Blood-Acorn (?? There's some sticky red liquid on them) {8}
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 19/20
--
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.) {Cooldown: 1 turns left.} {2/5 XP}
- 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)
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) {2/5 XP}
Roll 14
----
I'd like to apologize for not posting yesterday. I'll try to not let it happen again.
---
Also, slightly reduced the cooldown of Mystel's Thunder Impulse and updated it's tooltip.
---
Mercenary 1
"Well, at least it's over." Daxon replied, taking the ghost's cloak from the ground and equipping it before following you to the three boxes. You absently notice that the water in the basic had become crystal clear now, and seemed to go pretty deep. Anyway, you both proceed to take the lids off the two remaining ones, finding a rapier with a golden emblem embeded in the hilt and a pile of 150 gold coins. Meanwhile, your partner loots a fine leather vest ornated with golden symbols and a bag with dark green leaves. You then watch as the relic hunter carefully inspects one of the goldern rods, taking something from it before exiting into the hallway you came from. You follow after him and come back to the room with the carpet, which began to be filled with the smell of decay from the three dead lamia corpses. Nevertheless, you have two more places to explore: the west path and the stairs.
---
Enemies:
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(2/8):
- 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 (7/15):
-- Buala (Removes poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){7}
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Ornated Vest (+1 defense, +1 power, +1 range/radius to all spells, -1 dodge) (Uncommon)
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)
Weapon 1: Dazzle Scimitar (+2 slashing, ??)
Weapon 2: Counter-Scimitar (+2 parry, -1 power, 50% to counter parried attacks)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 1
Exp: 17/30
--
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) {Cooldown: 2 turns remaining}
-- 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 Null (Placeholder){Exp: 4/5}
- Bladed Null (Placeholder){Exp: 3/5}
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(6/8):
- Aquapunga Potion (+2 health, heals broken bones, stops bleeding, doesn't reduce pain) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
- Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon) (Weapon)
- 150 Gold
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 17/20
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/3} {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.)
- Parry Beginner (+1 parry){Exp: 0/10}
- Bladed Null (Placeholder){Exp: 3/5}
Condition:
Mercenary 2
You threaten the insect before summoning the power of your past human self, a light blue mist engulfing you for a moment before revealing a suit of armor adorning your bones. You then switch to your broadsword and swing towards your opponent.
(Nayrous: 6 + 3 + 2 + 1 - 1 = 11 vs 8 = 1 + 2 + 5 Dodge Red Millipuf)
(Armor protection: 3 - 3 = 0 damage)
Your broadsword jumps off the millipuf's shell, inflicting a small scratch but no real damage. Nevertheless, you strike again.
(Nayrous: 6 + 3 + 2 + 1 - 1 = 11 vs 7 = 1 + 2 + 4 Dodge Red Millipuf)
(Armor protection: 4 - 3 = 1 damage)
This time your weapon pierces it's shell somewhat, damaging the insect. It falls to the ground writhing in agony for a few seconds before finally dying.
Victory! +10 exp! Nayrous Leveled up!
"Phew, we managed to kill them off before they called more millipuves here..." Rhunon observes, sighting in relief before studying you carefully. "Although, on another note, I never really saw anyone fight like you or being able to summon a suit of armor out of nowhere." he adds with a puzzled expression.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (42/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) {12}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {10}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 10/20
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +1 accuracy, -1 power and -2 pierce and buff yourself with +2 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 2/5) {Cooldown: 1 turn remaining}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Null (Placeholder) {Exp: 2/5}
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(2/8):
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
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:
--
Stats (Distribute 1 stat point):
STR: 2 (+2)
DEX: 0
RES: 1 (+1)
AGI: 0
INT: 0 (-1)
EXP: 2/30
--
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:2/5} {Cooldown: Ready on roll 19}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.)
-- Shadow Blast (Releases a large concentration of energy that strikes enemies with +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4)
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 Null (Placeholder) {4/5}
- Bladed Beginner (+1 to bladed weapons) {0/10}
Conditions:
- Ghastly power (+1 STR, +1 RES, +2 blunt defense, converts INT to STR, Spiritus sepulturam nullified for the duration) {Expires on roll 17}
Mercenary 3
You once again attempt to attack the shaman, who just finished casting a spell towards the rogue which seemed to heal some of his injuries, but just like last time the shield-wielder runs between you two and intercepts your attack.
(Antaeus: 1 + 2 + 3 + 1 = 7 vs 14 = 1 + 1 + 2 + 1 + 2 + 1 + 6 Intercept Lizardman Guard)
(Antaeus: 3 + 2 + 3 + 1 = 9 vs 10 = 1 + 1 + 2 + 1 + 2 + 1 + 2 Parry Lizardman Guard)
He blocks off both of your attacks, but fortunately he's left too winded by your assault to retaliate. In the meantime, the thunderous cloud looming above your heads released another thunderbolt, this time directed at the shaman.
(Nez'gol: 6 + 2 + 1 + 1 - 1 = 9 vs 7 = 1 + 1 + 1 + 2 + 2 Dodge Lizardman Shaman)
The lightning bolt strikes down the shaman, leaving nothing left but a pile of ashes. You catch with the corner of your eye the rogue and Nez'gol rushing at eachother.
(Clash {AGI}: Nez'gol: 1 + 1 = 2 vs 7 = 1 + 6 Lizardman Rogue)
The lizardman easily outspeed your ally and forces him to abandon his attack and dodge.
(Lizardman Rogue: 1 + 1 + 1 + 2 + 2 + 1 + 1 - 1 - 1 - 1 - 1 = 5 vs 9 = 2 + 1 + 1 + 5 Dodge Nez'gol)
But he easily manages to dodge the enemy's attack. You focus on the opponent in front of you, the guard.
---
Enemies:
Lizardman Rogue
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Darkness
--
Hands left and right: Heavy Leather Gloves (+1 defense, +1 power/parry, -1 accuracy)
Torso: Black Runes (+1 magical defense, +1 darkness magic)
Weapon 1: Dagger (+1 stabbing, +1 slashing, -1 power, no penalty when dual wielded with a dagger or blade)
Weapon 2: Dagger (+1 stabbing, +1 slashing, -1 power, no penalty when dual wielded with a dagger or blade)
--
Stats:
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
--
Active Ability:
- Darkness:
-- Cripple (??)
Passive Ability:
- Preparation (??)
- Dual-wielding (Dagger) (+1 accuracy, +1 parry)
Conditions:
- Small Burns (-1 to all rolls)
- Slight Pain (-1 to all rolls)
- Empowered (+1 to all rolls)
Lizardman Guard
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Nature
--
Torso (over): Chestpiece (+2 defense)
Torso (under): Brown Runes (+1 magical defense)
Weapon 1: Medium hammer (+2 impact, -1 accuracy)
Weapon 2: Wood Buckler (+1 defese, +1 parry)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
--
Active Ability:
Passive Ability:
- Defender (Automatically interecepts attacks for non-shield-wielding allies with +1 to intercept)
Conditions:
- Shielded (+2 defense) {2 turns remaining}
- Empowered (+1 to all rolls) {1 turn remaining}
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 12/30
--
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: 2/5} {Cooldown: 3 turns remaining}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 1/5}
- Dodge Null (Placeholder) {Exp: 2/5}
- Lightning Null (Placeholder) {Exp: 2/5}
---
Rethi-Eli
Name: 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):
- 24 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
- 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)
---
Head:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 2 (+1)
AGI: -1 (-1)
INT: 0
EXP: 15/20
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.)
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 0/10}
- Parry Null (Placeholder){Exp: 4/5}
Mercenary 4
Not having money on you right now makes the decision quite easy for you, so you head into the town hall without a second thought. You enter a large room with some tables strewn across and a fireplace on the opposite end. There are quite a few people walking around here, some were just villagers, while others wore more... eccentric clothing. Nevertheless, you ask around and find an old man who wants you to catch a golden butterfly flying outside for a 'fair' sum of gold. Problably going to require quite a bit of nimbleness to do that even with the net he promised to give you. Before you can even consider his offer, a man in brown clothing approaches you.
"Hey, you're one of those mercenary-adventurers, right?" he says with a bored expression before showing you what appeared to be a map leading from the village to some sort of isle. "Well, if, you're looking for some good adventure and payment, you can get both at this place called Khromre. Just do me a small favor and it's all yours." he then explained, eyeing something behind you.
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(1/8):
- Healing Potion (+1-2 health, -1-3 pain) {2}
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 additional parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.)
Passive Ability (1 only):
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
Empire 1
You observe the orc's equipment, noticing that they were both carrying two shortswords, which were slashing weapons. Also, they both had chain mail armor and a pair of wooden bracers. You decide tocast thunder impulse towards the one who wanted to attack you earlier...
(Mystel: 3 + 2 + 2 = 7 vs 6 = 1 + 1 + 1 + 2 + 1 Parry Red Orc)
Your thunder bolt burns him slightly and you see him flinching for a few moments from the shock. Meanwhile, the other orc draws his shortsword while Carola begins chanting something...
(Carola: 1 + 2 + 1 + 1 = 5 vs 5 = 1 - 1 + 1 + 1 + 2 + 1 Parry Red Orc)
(Carola: 2 + 2 + 1 + 1 = 6 vs 11 = 1 + 1 + 1 + 2 + 6 Parry Red Orc)
Suddenly a cleansing flare erupted in the middle of the enemies, but unfortunately it didn't manage to hurt either of them. The girl looks rather disappointed. Nevertheless, you rush towards the injured orc and attack!
(Mystel: 6 + 2 + 2 - 1 = 9 vs 5 = 1 - 1 + 1 + 1 + 2 + 1 Parry Red Orc)
(Armor protection: 3 - 1 - 1 - 1 = 1)
You manage to pierce his chain-mail and inflict a good wound across his chest, killing him. The other one lunges towards you...
(Red orc: 3 + 2 + 2 + 2 + 2 + 1 - 1 - 1 - 1 = 9 vs 7 = 2 + 1 + 4 Mystel)
He manages to slash a shallow wound on your shoulder, cutting your clothing in the process.
---
Enemies:
Red Orc
Race: Orc (+1 to blunt weapons, +1 power, +1 parry, -2 magic, -1 dodge)
Element: Fire
--
Arm Left and Right: Wood bracers (+1 parry)
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Weapon 1: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
Weapon 2: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
--
Active Ability:
- Weaponry:
-- Fire
--- Burning Slasher (??)
Passive Ability:
- Berserking (??)
- Dual wielding melee (+1 parry, +1 accuracy, -1 power, -1 dodge)
---
Allies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Hand Left and Right: 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)
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 0/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 5 turn cooldown. ??)
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 4 Turn Cooldown) {Exp: 1/5}
-- 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) {Cooldown: ready on roll 19}
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 Null (Placeholder) {4/5}
---
Crimson
Name: 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 (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
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: 1/5}
- 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: 1/5} {Cooldown: ready on roll 17}
-- 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}
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 Null (Placeholder){4/5}
- Dodge Null (Placeholder){4/5}
- Lightning Null (Placeholder){1/5}
Conditions:
- Medium Wound (-2 to all rolls)
Empire 2
"Well, xerbereus tend to grow very large. I believe that this one is still very young, probably only a month old...?" Herrok replies, taking the basket of berries from you and going inside his house for a few minutes. You take this time to peek inside: there is a small hallway with two pairs of shoes placed neatly next to a small cupboard where a longbow and a quiver were resting. Deeper inside was the living room, where the elf was searching through a container before coming back to you with a small pouch and a vial of turqoise liquid.
Quest Complete! +1 exp {INT} to Cyfraith, +1 exp {RES} to Saraquel! Cyfraith leveled up.
"As promised, your reward." he says, giving the pouch to you. You count 250 gold coins before placing it into your inventory. "As for your companion, give him this to drink. Consider it a bonus." the elf adds, handing over the vial.
---
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 slashing, +1 power, -1 accuracy) {Damaged: -1 to all rolls. Can be healed by items that cure broken bones.}
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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}
--
_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(5/8):
- 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}
- 250 Gold
- Aquapunga Vial (+1 health, -1 bleeding, cures broken bones. Does not decrease pain.)
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats (distribute 1 stat point):
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 0/30
--
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.) {Cooldown: 1 turns left.} {2/5 XP}
- 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)
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) {2/5 XP}
Roll 15
----
Mercenary 1
You decide to explore the west hallway. This one turns out to be much shorter than the other oneand leads you into a large horizontal room with many different carpets laid around. Fortunately, these ones didn't have any runes or cancles placed around them, so it seemed that you didn't have to avoid the. Anyway, looking you see two masks, one painted brown and one painted yellow, were leaning against the wall right next to the hallway from which you came, and a red crate just like the ones you looted earlier. Finally, there's a wall a few meters in front of you, blocking view of the rest of the room, although you could easily go around it through the north. Daxon makes a small gesture towards the crate before going to inspect a scribbing on the wall that was blocking your view.
---
Enemies:
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(4/8):
- 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 (7/15):
-- Buala (Removes poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){7}
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Ornated Vest (+1 defense, +1 power, +1 range/radius to all spells, -1 dodge) (Uncommon)
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)
Weapon 1: Dazzle Scimitar (+2 slashing, ??)
Weapon 2: Counter-Scimitar (+2 parry, -1 power, 50% to counter parried attacks)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 1
Exp: 17/30
--
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: 1/5} {Cooldown: 1 turn remaining}
-- 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 Null (Placeholder){Exp: 4/5}
- Bladed Null (Placeholder){Exp: 3/5}
- Water Null (Placeholder){Exp: 1/5}
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(6/8):
- Aquapunga Potion (+2 health, heals broken bones, stops bleeding, doesn't reduce pain) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
- Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon) (Weapon)
- 150 Gold
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 17/20
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/3} {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.)
- Parry Beginner (+1 parry){Exp: 0/10}
- Bladed Null (Placeholder){Exp: 3/5}
Condition:
Mercenary 2
"I... see. You're very interesting." Rhunon replied, seemingly deciding to not press on the subject. "Anyway, we should go before the entire nest gets alerted of our pressence." he suggests before going towards the opening in the left corner. Peering into it, it appeared to be some sort of tunnel leading down...
"Maybe we can use this to slide all the way down and get to the center, where their queen is. What do you say?" the elf asks, not averting his gaze from the opening.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (42/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) {12}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {10}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 10/20
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +1 accuracy, -1 power and -2 pierce and buff yourself with +2 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 2/5)
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Null (Placeholder) {Exp: 2/5}
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(2/8):
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
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:
--
Stats:
STR: 3 (+2)
DEX: 0
RES: 1 (+1)
AGI: 0
INT: 0 (-2)
EXP: 2/30
--
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:2/5} {Cooldown: Ready on roll 19}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.)
-- Shadow Blast (Releases a large concentration of energy that strikes enemies with +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4)
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 Null (Placeholder) {4/5}
- Bladed Beginner (+1 to bladed weapons) {0/10}
Conditions:
- Ghastly power (+1 STR, +1 RES, +2 blunt defense, converts INT to STR, Spiritus sepulturam nullified for the duration) {Expires on roll 17}
Mercenary 3
You activate your Special Ability, feeling as pure willpower and rage coursed through your veins like liquid fire. You then flex your titanic muscles in a show-off manner before swinging your sword towards the annoying guard.
(Antaeus: 4 + 2 + 3 + 1 + 2 = 12 vs 11 = 1 + 1 + 2 + 1 + 2 + 1 + 3 Parry Lizardman Guard)
You manage to inflict a large wound on his head, killing him nearly instantly. Meanwhile, the cloud looming above your head launches yet another thunderstrike...
(Nez'gol: 3 + 1 + 1 + 1 = 6 vs 4 = 1 - 1 - 1 + 1 + 1 + 1 + 2 Parry Lizardman Rogue)
It strikes down the last remaining enemy.
Victory! +18 exp Anteus and Nez'gol leveled up!
You watch as the cloud subsides and Nez'gol comes next to you.
"You're not hurt. Good. Now, we need go-" he is interrupted by the battle-cries of the other rogue lizardmen in the camp. It seems that the racket you've been making didn't go unnoticed.
"Nevermind, into that house, now!" your companion says, running towards the wooden building with the crops.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 0/45
--
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: 3/5} {Cooldown: 2 turns remaining}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 1/5}
- Dodge Null (Placeholder) {Exp: 2/5}
- Lightning Null (Placeholder) {Exp: 3/5}
---
Rethi-Eli
Name: 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):
- 24 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
- 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)
---
Head:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats (distribute 1 stat point):
STR: 0
DEX: 0
RES: 2 (+1)
AGI: -1 (-1)
INT: 0
EXP: 13/30
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.) {Exp: 1/5} {Cooldown: Ready on roll 20}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
- Parry Null (Placeholder){Exp: 4/5}
Condition:
- Willpower Boost (+2 power, +1 accuracy, +2 parry) {Expires on roll 18}
Mercenary 4
"Oh, nothing special. Just bring this package to a friend of mine. He's on guard duty at the southern exit of the village." the man explains, giving you a small brown box. You take it and, in the meantime, the old man goes to another part of the room.
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- Healing Potion (+1-2 health, -1-3 pain) {2}
- Small box (??)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.)
Passive Ability (1 only):
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
Empire 1
"I have a better idea." Carola replies before lunging towards the orc, attempting to stab him with both of her swords...
(Carola: 2 + 2 + 2 + 2 + 2 + 1 + 1 - 1 = 11 vs 7 = 1 + 1 + 1 + 2 + 2 Parry Red Orc)
(Armor protection: 4 - 1 = 3 damage)
Her blades easily pierce through the enemy's armor, inflicting two deep holes in his chest from which blood erupted like a river.
Victory! +10 exp
"Alright, now that that's over with, let me see your wound." she says, sheathing her swords and coming over to you. The girl places her hand above your wound, muttering what you guessed to be spellwords. Anyway, a white light engulfs your wound for a few seconds, making you feel a pleasant cool some reason, before fading away. The wound was considerably smaller, but not gone.
"Huh... well, you don't happen to have any healing herbs on you...?" Carola mutters. You can distinguish a note of frustartion in her voice.
---
Enemies:
---
Allies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Hand Left and Right: 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)
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??)
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 18}
-- 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) {Cooldown: ready on roll 19}
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 Null (Placeholder) {4/5}
- Bladed Null (Placeholder) {1/5}
---
Crimson
Name: 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 (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 10/20
--
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: 1/5}
- 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: 1/5} {Cooldown: ready on roll 17}
-- 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}
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 Null (Placeholder){4/5}
- Dodge Null (Placeholder){4/5}
- Lightning Null (Placeholder){1/5}
Conditions:
- Small Wound (-1 to all rolls)
Empire 2
You think that the way the events turned out so far is fantastic, so you decide to run to the weapon shop and buy an axe. You run around from house to house before you finally find an elf selling various weapons in a cottage. Before entering though, you remember to give Saraquel the turqoise vial to drink, which he gulps down greedily. You watch amazed as the cracks on his teeth suddenly disappear, leaving only perfect white canines. Anyway, you then browse around the shop.
Weapon Store
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge) 100 Gold
- Scythe (+2 slashing, +1 stabbing, -1 attack if DEX is below 3, attacks hit all character adjacted to the target) 125 Gold
- Reinforced Longbow (Base range = up to 3, +2 pierce, +1 accuracy, +1 power, -1 accuracy if target is more than 2 range units away, reload time: 0) (Uncommon) 200 Gold
- Fine Shortbow (2H) (Base range = up to 1, +2 accuracy, +1 major actions per round, reload time: 0) (Uncommon) 220 Gold
- Medium Quiver (Can hold up to 65 aroows) 80 Gold
- Steel Arrows (+2 pierce, +1 power, -1 accuracy) 8 Gold
- Axe (+2 slashing, +1 power, -2 stabbing, -1 pierce) 160 Gold
- Small Sharpening Stone (Give +1 attack to a choosen weapon for 4 attacks. The buff stacks two times. This item has 3 uses) 40 Gold
[/i]
---
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 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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}
--
_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(5/8):
- 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}
- 250 Gold
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
EXP: 0/30
--
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.) {Cooldown: 1 turns left.} {2/5 XP}
- 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)
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) {2/5 XP}
Roll 16
----
@_DivideByZero_ You're not the only one, I'm afraid.
--
Oh, and just so you know, Weapon 1 is for the right arm, and Weapon 2 is for the left arm. Also, let's just assume that all characters who dual-wield are ambidextrous.
Mercenary 1
The lid of the crate goes off more easily this time, although what it reveals isn't loot, but rather... a nereid? You stare at the little thing for a few seconds before she suddenly summons a ball of water and hurls it at you with surprising speed...
(Nereid: 6 + 1 + 1 + 1 + 2 - 1 - 2 = 8 vs 6 = 1 - 1 + 1 + 1 + 1 + 3 Parry Nix)
The water hits your left arm, almost dislodging it in the process and leaving quite a bit of damage to the bone. You stumble backwards as Daxon runs up to your side, and you both draw your weapons.
---
Enemies:
Nereid
Race: Fairy (+1 attack when wielding rods, +3 dodge, +1 magical defense, -4 physical attack/parry, -1 power)
Element: Water
--
Torso: Orange Dress (+2 magical defense, +1 dodge)
Weapon 1: Absolom Rod (Range: up to 4. +1 power, +2 accuracy, +1 water/ice magic, -2 to other elements, -1 magic defense)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
--
Active Ability:
- Water
-- Water Orb (Hurl a sphere of water at high velocity with +2 power, +1 accuracy and -1 pierce. Range of 2. Has a cooldown of 2) {Cooldown: 1 turn remainingready on roll 18}
-- Whirlpool (??)
- Ice
-- Frozen Shard (??)
Passive Ability:
- Pre-empetive (??)
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(4/8):
- 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 (7/15):
-- Buala (Removes poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){7}
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Ornated Vest (+1 defense, +1 power, +1 range/radius to all spells, -1 dodge) (Uncommon)
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)
Weapon 1: Dazzle Scimitar (+2 slashing, ??)
Weapon 2: Counter-Scimitar (+2 parry, -1 power, 50% to counter parried attacks)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 1
Exp: 17/30
--
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: 1/5}
-- 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 Null (Placeholder){Exp: 4/5}
- Bladed Null (Placeholder){Exp: 3/5}
- Water Null (Placeholder){Exp: 1/5}
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(6/8):
- Aquapunga Potion (+2 health, heals broken bones, stops bleeding, doesn't reduce pain) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
- Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon) (Weapon)
- 150 Gold
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 17/20
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/3} {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.)
- Parry Beginner (+1 parry){Exp: 0/10}
- Bladed Null (Placeholder){Exp: 3/5}
Condition:
- Medium left arm damage (-1 to all rolls, -2 to rolls involving left arm)
Mercenary 2
Rhunon nods before going into the tunnel. You follow after him, sliding down through the darkness on the surprisingly smooth ground for about a minute until you get to a large room. Looking around, you can see that the floor gave way on both sides to what seemed to be an abyss while many oddities littered the ground. As you get up you notice that the ground was also covered in a blue substance that gave it an icy look, although you can feel the temperature here being much higher than outside. Before you can see any paths you could follow, the elf grabs you and shoves you behind a pillar with blue... things jutting out of it. He presses his finger on his lips at your puzzled look then motions towards the abyss you saw earlier. Your eyes trail towards the far right wall to a big hole from which tens of millipuves were going in or coming out.
"The queen should be further ahead. We'll need to sneak from here if we don't want to get impaled to death." he explains, gripping his bow with one hand. "Are you ready?"
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (42/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) {12}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {10}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 10/20
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +1 accuracy, -1 power and -2 pierce and buff yourself with +2 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 2/5)
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Null (Placeholder) {Exp: 2/5}
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(2/8):
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
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:
--
Stats:
STR: 3 (+2)
DEX: 0
RES: 1 (+1)
AGI: 0
INT: 0 (-2)
EXP: 2/30
--
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:2/5} {Cooldown: Ready on roll 19}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 2 turn cooldown.)
-- Shadow Blast (Releases a large concentration of energy that strikes enemies with +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4)
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 Null (Placeholder) {4/5}
- Bladed Beginner (+1 to bladed weapons) {0/10}
Conditions:
- Ghastly power (+1 STR, +1 RES, +2 blunt defense, converts INT to STR, Spiritus sepulturam nullified for the duration) {Expires on roll 17}
Mercenary 3
"We won't be around when they manage to do that." Nez'gol replies before chanting a few words in liard tongue. The door suddenly swings open and you both rush inside, being careful to lock it behind you. Surprisingly, the cottage seems to be bigger on the inside, because you find yourself in a medium-sized room that seemed to serve as both kitchen and storage room. You can also see a door on the left side.
"Haha... It seems like the king has finally decided to send his runts to kill me." a bulky lizardman with blue and white runes suddenly said. He was sitting next to a pile of large maps laid against the wall. He had a trident with an aquamarine embedded in it strapped to his back and wore leather armor. Also, just now you notice an Earth elemental standing by his side. She blended with the wooden floor somewhat.
"Because of you our kind is considered as nothing more than pillagers and barbarians." your companion spits with a murderous glare. They both grip their weapons.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 0/45
--
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: 3/5} {Cooldown: 2 turns remaining}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 1/5}
- Dodge Null (Placeholder) {Exp: 2/5}
- Lightning Null (Placeholder) {Exp: 3/5}
---
Rethi-Eli
Name: 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):
- 24 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
- 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)
---
Head:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 13/30
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.) {Exp: 1/5} {Cooldown: Ready on roll 20}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
- Parry Null (Placeholder){Exp: 4/5}
Condition:
- Willpower Boost (+2 power, +1 accuracy, +2 parry) {Expires on roll 18}
Mercenary 4
"It's Gelian. And hurry before I decide to sell this to someone else." he replies with a wink. You realize that you can't/shouldn't take the map before finishing the task, so you refrain yourself from doing so before walking back outside and heading towards the souther exit. You pass by the equipment store, a boy running in circles around a house while a girl with blonde hair watched, a stable and two vendors who sold wood logs and some strange white carrots, respectively, and finally reach your destination. Apparently the southern exit is a path going down the mountains. Anyway, you ask around for Gelian and are met with a man in bronze colored armor with red hair.
"Oh, did Daxon send you?" he rolls his eyes. "Figures. That guy can't be bothered to walk half a mile without gold being at stake. Anyway, do you have the pakcage?"
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- Healing Potion (+1-2 health, -1-3 pain) {2}
- Small box (??)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.)
Passive Ability (1 only):
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
Empire 1
You apply half the bottle of Healing Reagent on your wound and watch as the liquid is quickly absorbed into your body and your skin starts knitting itself back together before your eyes. In just a few moments, there was no scar or wound left whatsoever. You then place the rest of it back into your inventory. Pretty amazing what holy magic coupled with alchemy can do. Anyway, you proceed to loot one of the works of their chainmail and bracers, which you equip, before taking all the four shortswords and place the into your inventory because you can and are able. After that, you get back into the carriage along with Carola while the man nods thankfully towards you two before going back to his perch and directing the horses around the orc's corpses.
"I wonder who is this Uba they were talking about." the girl muses with an absent expression.
---
Enemies:
---
Allies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Hand Left and Right: 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)
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??)
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 18}
-- 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) {Cooldown: ready on roll 19}
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 Null (Placeholder) {4/5}
- Bladed Null (Placeholder) {1/5}
---
Crimson
Name: 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 (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagent {Half} (+1 health, -2 pain, 50% chance to cure poison)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 10/20
--
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: 1/5}
- 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: 1/5} {Cooldown: ready on roll 17}
-- 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}
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 Null (Placeholder){4/5}
- Dodge Null (Placeholder){4/5}
- Lightning Null (Placeholder){1/5}
Conditions:
Empire 2
*Chink* You buy the axe, although before leaving you gaze towards the scythe for a few moments. It would most probably make you look pretty scary considering how much it would contrast with your dress. Either way, you make your way out of the village and back the way you came, Saraquel following after you. As you were finally walking into the clearing, the usual noise that your body made at every step covering most of the wilderness around, you notice that your companion is nowhere to be found. Looking around, you find no trace of him, although he soon runs back towards you with a brown rabit in his mouth. The xerberus then places it down near the bushes you harvested earlier and begins eating it. Looks like he was just hungry... Anyway, with your companion back you go near the tree's 'corpse', your newly-bought axe at the ready.
---
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 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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}
--
_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(5/8):
- 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
- Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Axe (+2 slashing, +1 power, -2 stabbing, -1 pierce)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
EXP: 0/30
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 17
----
Mercenary 1
You drink up the second aquapunga potion, then, with anger burning in the red orbs that serve as your eyes, you attempt to strike towards the nereid. Unfortunately, she attacks you once again before you even have a chance to take a step forward.
(Nereid: 2 + 1 + 1 + 1 - 1 - 2 = 2 vs 4 = 1 - 1 + 1 + 1 + 1 + 1 Parry Nix)
But you easily deflect the ice shards that she threw at you. You then finally move in and attempt to stab with your rapier...
(Nix: 5 + 2 + 1 + 1 = 9 vs 10 = 1 + 3 + 6 Dodge Nereid)
Yet you miss by a small margin. Daxon doesn't waste any time though, and rushes towards the annoying fairy.
(Daxon: 4 + 2 + 2 + 2 - 1 = 9 vs 8 = 1 + 3 + 4 Dodge Nereid)
Your partner just manages to hit her, his scimitar nearly cutting her tiny body in two. Nevertheless, she fals down in a spiral before laying on the ground, limp.
Victory! +6 Exp! Nix leveled up!
"Well, I was expecting trapped chests, but not... that." Daxon comments, looking at the now empty crate in front of you.
---
Enemies:
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(4/8):
- 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 (7/15):
-- Buala (Removes poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){7}
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Ornated Vest (+1 defense, +1 power, +1 range/radius to all spells, -1 dodge) (Uncommon)
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)
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)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 1
Exp: 23/30
--
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: 1/5}
-- 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 Null (Placeholder){Exp: 4/5}
- Bladed Null (Placeholder){Exp: 3/5}
- Water Null (Placeholder){Exp: 1/5}
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(6/8):
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
- Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon) (Weapon)
- 150 Gold
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats(distribute 1 stat point):
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 3/30
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/3} {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.)
- Parry Beginner (+1 parry){Exp: 1/10}
- Bladed Null (Placeholder){Exp: 3/5}
Condition:
Mercenary 2
Rhunon doesn't reply and instead makes a gesture to follow him. Together, you crawl on the icy-yet-warm floor toward what seems to be another tunnel at the end. The path doesn't go straight though, forcing you to go dangerously close to the left wall as you progress...
(Sneaky Sucess Roll {AGI}: 2}
You barely notice as your skeletal hand rests upon a soft oval object. It gets easily squashed, throwing a weird yellow liquid all over and making a pretty noticeable sound. The elf glances at you before turning her head up. You raise eyes too, and, to both of your horror, notice that three millipuves jumped off the wall and were now flying towards you. And as if that wasn't bad enough, your armor also disappears from your body as the insects closed in.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (42/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) {12}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {10}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 10/30
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +1 accuracy, -1 power and -2 pierce and buff yourself with +2 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 2/5)
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Null (Placeholder) {Exp: 2/5}
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(2/8):
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
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:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 2
EXP: 2/30
--
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:2/5} {Cooldown: Ready on roll 19}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 2 turn cooldown.)
-- Shadow Blast (Releases a large concentration of energy that strikes enemies with +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4)
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 Null (Placeholder) {4/5}
- Bladed Beginner (+1 to bladed weapons) {0/10}
Conditions:
Mercenary 3
Nez'gol gives you an incredulous look while the other lizardman broke into laugher. It takes him about a minute to regain his composure.
"You really want to know, human? Fine then, listen here: centuries ago, us lizardmen used to thrive and prosper in this land. We learned the ways of nature, built a powerful tribe and even learned to channel the elements through runes, despite our lack of natural Magicka. But then, just two hundred years ago, humans of your Empire came and tried to conquer us. They took our lands, killed our warriors and treated our people as nothing more than wild animals. We were forced to retreat to the Marrowin woods and live secluded here, while they built a massive city on the ground that used to be lizardmen's. But now, this city, Metrolia, is nothing more than a ruin, so we can now take back and rebuild our great tribe." he says, a smirk forming on his reptilian lips. The earth elemental shifts slightly, but otherwise says nothing.
"Zal'har we both know this is what the king wishes for too, but you want to take revenge on the Empire's races after that." Nez'gol retorts before turning towards you. "The reason he's been cast out is because he tried to assassinate my king when he denied his request. All the lizardmen here are the ones who thought the same as him." he explains. "Frankly, all we want is just to be left alone by your kind, but Zal'har will only throw us into another war if we let him have his way." he adds. A thump on the door behind the two of you attracts your attention. The rogue leader smirk widens into a grin, revealing sharp, pointed teeth.
"Well then, now that's settled, it looks like you only have two choices: die by hand or by theirs. I know which one I'd choose." he remarks with a confident tone.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 0/45
--
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: 3/5} {Cooldown: 2 turns remaining}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 1/5}
- Dodge Null (Placeholder) {Exp: 2/5}
- Lightning Null (Placeholder) {Exp: 3/5}
---
Rethi-Eli
Name: 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):
- 24 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
- 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)
---
Head:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 13/30
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.) {Exp: 1/5} {Cooldown: Ready on roll 20}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
- Parry Null (Placeholder){Exp: 4/5}
Condition:
- Willpower Boost (+2 power, +1 accuracy, +2 parry) {Expires on roll 18}
Mercenary 4
"Aha. Thanks." Gelian replies, taking the box from your hand. He then searches the pockets of his leggings for a moment, finally taking out a silver talisman. "Give this back to him. He was supposed to come here and take it himself, but... feh." he says, handing it over to you. You take it and run back to the town hall, where you find Daxon sitting at a table and talking to a blonde woman in a rather... revealing suit. Anyway, he waves her off as you come and sit beside him.
"You gave it to him? Good, now, here's the..." he stares at the medalion for a second. "I knew I forgot something! Well, at least you brought it... Anyway, the map, take it." he then sttutters out, handing you the map and taking the talisman from your hand.
Quest complete...? +1 Exp {STR} to Geralt
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- Healing Potion (+1-2 health, -1-3 pain) {2}
- Khromre map (Leads to the Khromre island)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 1/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.)
Passive Ability (1 only):
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
Empire 1
"I doubt that. He'll probably see that his henchmen haven't returned and assume the worst." Carola replies, still looking out of the window. You don't reply and silence settles in for about half an hour, being suddenly interrupted by a lurch. You can also hear the horses neighing. Looking outside you see that the man was coming up to your window.
"Sorry about that, ladies, but it looks like one of the wheels hit a rock and fell off. I can fix it, but it'll take some time." he explains with a curt tone before walking out of your line of view. You open the door and jump outside, followed by Carola a few seconds later, and then walk some distance from the carriage. The girl watches you quietly to see what you're up to.
(Roll for success {INT}: 7)
You manage to channel your element and infuse the shortsword with a nice amount of power. You can see the electricity coursing in and out of the blade in small purple arks, giving it a neat look. Anyway, you give it a few swings, feeling as some energy was discharged with each strike, but you can't really find out what effect your enchantment would have unless you test it on something more than air.
---
Enemies:
---
Allies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Hand Left and Right: 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)
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??)
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 18}
-- 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) {Cooldown: ready on roll 19}
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 Null (Placeholder) {4/5}
- Bladed Null (Placeholder) {1/5}
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagent {Half} (+1 health, -2 pain, 50% chance to cure poison)
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Head:
Neck:
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Back:
Arm Left and Right: Wood bracers (+1 parry)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 10/20
--
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: 1/5}
- 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: 1/5} {Cooldown: ready on roll 17}
-- 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 (??)
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 Null (Placeholder){4/5}
- Dodge Null (Placeholder){4/5}
- Lightning Null (Placeholder){1/5}
Conditions:
Empire 2
Saraquel devours his meal in just two minutes before licking off the blood on his muzzle. He then walks next to you, glancing at the fallen tree and then at your axe with curiosity, although otherwise he just sits beside you. Anyway, you proceed to cut off the tree's branches and other ramifications.
(Roll for success: 1)
After about an hour of arduous work, mainly due to your lacking physical strenght, you are finally left with just the bare trunk and the mobile roots which it used to move. Unfortunately, your axe breaks pretty badly in the process, and you'll probably won't be using it ever again without reapairs, and all the energy you expended on the task has left you exhausted. Anyway, with a critical eye you inspect it and come to the conclusion that you could use the wood to make a medium-sized manequin, perhaps even slightly bigger than you if you'd use the two long branches that served as arms for the blood-oak. Although you'd have to shorten then a little if you wanted them proportional to the rest of the body.
---
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 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
- Well fed (+1 to all rolls) {Expires on roll 21}
--
_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(5/8):
- 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
- Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Broken Axe (+2 slashing, +1 power, -2 stabbing, -1 pierce) {Broken: -3 attack}
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
EXP: 0/30
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
- Exhaustion (-2 to all rolls) {Expires on roll 23 or after sleeping for a turn}
Roll 18
----
Mercenary 1
Daxon watches you as you go to check the two masks on the wall. One of them is green and has a strange inscription on it which you can't read, while the other one is yellow and has a beard along with different simbols etched into it. Your partner comes closer and inspects the writing on the green one.
"It reads: this shall be the key to what you desire." he explains with a thoughtful look. "Perhaps we'll need to insert it somewhere? Either way, we still have to explore the rest of this room." he adds and you quickly realize that he was right. You still needed to go around the wall to the west in order to see if there was anything else around.
---
Enemies:
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(4/8):
- 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 (7/15):
-- Buala (Removes poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){7}
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Ornated Vest (+1 defense, +1 power, +1 range/radius to all spells, -1 dodge) (Uncommon)
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)
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)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 1
Exp: 23/30
--
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: 1/5}
-- 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 Null (Placeholder){Exp: 4/5}
- Bladed Null (Placeholder){Exp: 3/5}
- Water Null (Placeholder){Exp: 1/5}
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(8/8):
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
- Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon) (Weapon)
- 150 Gold
- Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
- Yellow Mask (+3 to non-damaging debuff skills)
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
EXP: 3/30
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/3} {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.)
- Parry Beginner (+1 parry){Exp: 1/10}
- Bladed Null (Placeholder){Exp: 3/5}
Condition:
Mercenary 2
You both quickly get up and draw your weapons, switching back to your rod since you're not in your armor anymore. Anyway, before you can even begin your incantations, Thunon looses an arrow towards the closes millipuf...
(Rhunon: 6 + 2 + 1 + 1 + 1 + 1 + 1 + 1 = 14 vs 7 = 1 + 1 + 1 + 1 + 2 + 1 Dodge Red Millipuf)
(Armor protection: 7 - 3 + 1 - 1 = 4 damage)
Her arrow pierce right through the insect, heading towards the second one, which was, fortunately, right behind it...
(Rhunon: 1 + 2 + 1 + 1 + 1 + 1 + 1 + 1 = 9 vs 11 = 1 + 1 + 1 + 2 + 6 Dodge Red Millipuf)
Yet this one manages to dodge the arrow quite easily. Nevertheless, you move in to attack, casting a barrage of umbra bolts!
(Nayrous: 1 + 2 + 2 + 1 = 6 vs 10 = 1 + 1 + 1 + 2 + 5 Dodge Red Millipuf)
(Nayrous: 4 + 2 + 2 + 1 = 9 vs 9 = 1 + 1 + 1 + 2 + 4 Dodge Red Millipuf)
And yet you miss both of your shots. How... unfortunate. In the meantime, the third millipuf was getting dangerously close to your partner...
(Red Millipuf: 1 + 2 + 1 + 2 + 1 + 1 + 1 + 2 - 1 = 9 vs 7 = 1 + 1 + 2 + 3 Dodge Rhunon)
(Damage: 2 - 3 = 0)
The millipuf lands a good hit with it's stinger on his arm, yet it didn't actually inflict much of a wound. Despite that, the elf seems somewhat clumsier than just before when he jumps back and looses two arrows towards the insects...
(Rhunon: 3 + 2 + 1 + 1 + 1 + 1 + 1 + 1 - 1 = 10 vs 9 = 1 + 1 + 1 + 2 + 4 Dodge Red Millipuf)
(Armor protection: 1 - 3 + 1 - 1 = -2)
(Rhunon: 3 + 2 + 1 + 1 + 1 + 1 + 1 + 1 - 1 = 10 vs 9 = 1 + 1 + 1 + 2 + 4 Dodge Red Millipuf)
(Armor protection: 1 - 3 + 1 - 1 = -2)
Yet both of his shots are deflected by their carapace. However, your assault on the two remaining millipuves have made them stagger back for a few moments. Rhunon turns towards you and tosses you something.
"Just drink it." was the only thing he said as you caught it with in your hand. It turns out it was a bottle filled with a concentrated red liquid, which your recognize as a Magicka Energyzer!
---
Enemies:
Red Millipuf x 2
Race: Millipuf (+2 accuracy/dodge, +1 melee attack, -2 blunt defense, -1 fire defense, paralyzed by cold temperatures)
Element: Nature
--
Torso: Thick Shell (+3 armor)
Weapon 1: Razor Stinger (+2 stabbing, +1 power, +1 pierce, -1 accuracy)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
--
Active Ability:
- Venom Sting (+2 attack and inflict venom on an enemy. -3 physical damage.)
Passive Ability:
- Hivemind (gains +1 to all rolls for each living ally)
- Winged (+1 dodge, -1 parry)
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (42/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) {12}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {10}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 10/30
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +1 accuracy, -1 power and -2 pierce and buff yourself with +2 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 2/5)
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Beginner (+1 attack when wielding bows) {Exp: 0/10}
Conditions:
- Venom (-1 dodge/accuracy)
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(3/8):
- Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
- Magicka Energyzer (+2 to magic for 3 turns, speeds up cooldowns by 1 turn)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Carnem deleo (rod) (Range: up to 6. +1 power)
Weapon 2:
--
Stats:
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 2
EXP: 2/30
--
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:2/5} {Cooldown: Ready on roll 19}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.) {Cooldown: Ready at the end of Roll 18}
-- Shadow Blast (Releases a large concentration of energy that strikes enemies with +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4)
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 Null (Placeholder) {4/5}
- Bladed Beginner (+1 to bladed weapons) {0/10}
Conditions:
Mercenary 3
"Do your worst." Zal'har replied before drawing out his trident. Meanwhile, the earth elemental whips out a spellbook. You and Nez'gol both draw your swords and finally, you all rush at each other, except for the sylvan, who stays in the back. You clash with the rogue leader...
(Clash {AGI}: Antaeus 5 vs 2 Zal'har)
(Antaeus: 1 + 2 + 3 + 2 + 1 + 2 = 11 vs 9 = 2 + 1 + 1 + 1 + 4 Parry Zal'har)
(Armor protection: 2 - 1 - 1 = 0 damage)
(Antaeus: 2 + 2 + 3 + 2 + 1 + 2 + 2 = 12 vs 10 = 2 + 1 + 1 + 1 + 5 Parry Zal'har)
(Armor protection: 2 - 1 - 1 = 0 damage)
Despite beating the lizardman in terms of speed, his armor protects him from the brunt of both of your attacks. Nevertheless, the sheer force of your blows still sends your opponent a few steps back. Your partner profits from this and lunges towards him...
(Nez'gol: 3 + 2 + 2 + 1 + 1 + 1 = 10 vs 8 = 2 + 1 + 1 + 1 + 3 Parry Zal'har)
(Armor protection: 2 - 1 - 1 = 0 damage)
But his shortsword can barely penetrate his leather armor, leaving only a tiny hole in it. Meanwhile, the earth elemental begins chanting.
(Sylvan: 1 + 2 + 1 + 1 + 2 + 1 = 8 vs 11 = 1 - 1 + 3 + 1 + 2 + 5 Parry Antaeus)
(Sylvan: 3 + 2 + 1 + 1 = 7 vs 8 = 1 + 1 + 6 Dodge Nez'gol)
You and Nez'gol are left mostly unhurt by the debris caused by the earthquake she summoned. But it's not over yet...
(Sylvan: 5 + 2 + 1 + 1 + 1 = 10 vs 7 = 1 - 1 + 3 + 1 + 2 + 1 Parry Antaeus)
(Sylvan: 3 + 2 + 1 + 1 + 2 = 9 vs 4 = 1 + 1 + 2 Dodge Nez'gol)
You feel a strange sensation taking over your body. You feel a small resistance whenever you try to move your limbs.
---
Enemies:
Zal'har
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Ice
--
Torso (under): Blue-White Runes (+1 magical defense/attack, +1 accuracy)
Torso (over): Leather Vest (+1 defense, +1 armor)
Hands Left and Right: Leather gloves (+1 defense, +1 power)
Legs Left and Right: Leather pants (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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)
--
Stats:
STR: 1
DEX: 0
RES: 2
AGI: 0
INT: 0
--
Active Ability:
- Ice:
-- Chill Wave (??)
-- Ice Jail (??)
Passive Ability:
- Flash-Freeze (??)
Sylvan
Race: Earth Elemental (+2 to earth magic, +1 power, -1 physical actions, -1 parry)
Element: Earth
--
Torso: Earth Barrier (+2 defense, +2 armor, -1 blunt defense)
Weapon 1: Brown spellbook (Range: up to 6. +1 accuracy, +1 to earth spells)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
--
Active Ability:
- Earth:
-- 7.5 Earthquake (Attack with +2 power. Radius of 3. Range of 2. Cooldown: 4) {Ready on roll 22}
-- Magnetize (Attempts to manipulate the metal elements inside the body, giving enemies a debuff of -1 to all rolls for 3 turns. Stacks up to 3 times. +2 accuracy. Radius and range of 3. May be used 3 times before a 3 turn cooldown) {2/3}
-- Stone Throw (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always acts last.)
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 0/45
--
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: 3/5} {Cooldown: 1 turn remaining}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 2/5}
- Dodge Null (Placeholder) {Exp: 3/5}
- Lightning Null (Placeholder) {Exp: 3/5}
- Conditions:
-- Magnetized (-1 to all rolls) {Expires on roll 21}
---
Rethi-Eli
Name: 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):
- 24 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
- 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)
---
Head:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 13/30
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.) {Exp: 1/5} {Cooldown: Ready on roll 20}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 4/10}
- Parry Null (+1 parry){Exp: 0/10}
Condition:
- Magnetized (-1 to all rolls) {Expires on roll 21}
Mercenary 4
"Huh? Oh hi..." the girl replies rather shily. You take a moment to study her: despite having a cheerful expression, you can notice a glint of nervousness in her blue eyes. Her body was quite well proportioned and she was wearing a rather simple black dress. You also notice a rod slung behind her. "W-well, yes, I do have something that needs doing... but first, um... what's your name? I'm Vanina." she adds, her tone becoming more confident.
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- Healing Potion (+1-2 health, -1-3 pain) {2}
- Khromre map (Leads to the Khromre island)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 1/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.)
Passive Ability (1 only):
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
Empire 1
You don't have to search too long as you find an old tree growing near a sign pointing the nearby locations. You equip the shortsword and enchant it once again with your newly acquired spell before giving it a few test swings on the tree while being careful to not damage the blade in the process. The result is that whenever you hit the tree with your weapon, some electricity is discharged into the tree, which... starts a small fire. You easily put it out though, it wasn't that big of a deal. Anyway, it looks like you now have a nice way to complement your crippling weakness against parrying enemies. You proceed to re-equip your dai-katanas after releasing the rest of electrical energy infused within your testing-shortsword.
---
Enemies:
---
Allies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Hand Left and Right: 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)
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??)
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 18}
-- 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) {Cooldown: ready on roll 19}
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 Null (Placeholder) {4/5}
- Bladed Null (Placeholder) {1/5}
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagent {Half} (+1 health, -2 pain, 50% chance to cure poison)
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Head:
Neck:
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Back:
Arm Left and Right: Wood bracers (+1 parry)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 10/20
--
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: 1/5}
- 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: 2/5}
-- 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)
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 Null (Placeholder){4/5}
- Dodge Null (Placeholder){4/5}
- Lightning Null (Placeholder){1/5}
Conditions:
Empire 2
You decide to leave your body in order to refresh your energy, thinking that Saraquel will protect you despite you not telling him anything about what you were up to. Basically all he sees is your now limp doll body falling on the ground. Anyway, while you are resting outside your body, you fell a strange yet familiar pressence reaching towards your soul.
---
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 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
- Well fed (+1 to all rolls) {Expires on roll 21}
--
_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(5/8):
- 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
- Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Broken Axe (+2 slashing, +1 power, -2 stabbing, -1 pierce) {Broken: -3 attack}
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
EXP: 0/30
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 19
----
@NRDL you already picked up both masks, they're in your inventory.
--
@_DivideByZero_ Sorry about disrupting your plot of creating a wood golem, but the dice decided for this event to happen.
--
Also, I'm trying some new things with the title, let's see how it goes.
--
Mercenary 1
Daxon doesn't reply and simply follows you as you go north then west around the wall. You don't have too much time to look around though, because two more lamias rushed towards you!
(Grey Lamia #1: 6 + 2 + 1 + 2 - 1 = 10 vs 9 = 1 + 1 + 2 + 5 Daxon)
A sharp stinger weapon suddenly came out of the first one's hand, and she manages to overpower Daxon's parry, creating a small stab wound on his right arm. Your partner pushes the lamia back and stands next to you.
"Damn it, I think that thing was poisoned..." he says, not averting his gaze from the two enemies.
---
Enemies:
Grey Lamia
Race: Lamia (+1 bladed, +1 accuracy/dodge, -1 magical defense, -1 debuff resist)
Element: Thunder
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Waist: Ritual skirt (+1 dodge, +3 magical defense, -2 parry)
Weapon: Stinger {Unconcealed} (+2 stabbing, +1 pierce, -1 power, inflicts poison. Can be concealed and gets +2 attack while concealed)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 1
--
Active Ability:
- Thunder
-- Electric wave (??)
Passive Ability:
- Sacrificial blood (+1 to a random stat whenever a character dies)
- Focused precision (+3 power minus the number of enemies above 1)
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(4/8):
- 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 (7/15):
-- Buala (Removes poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){7}
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Ornated Vest (+1 defense, +1 power, +1 range/radius to all spells, -1 dodge) (Uncommon)
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)
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)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 1
Exp: 23/30
--
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: 1/5}
-- 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 Null (Placeholder){Exp: 4/5}
- Bladed Null (Placeholder){Exp: 3/5}
- Water Null (Placeholder){Exp: 1/5}
Condition:
- Small wound (-1 to all rolls)
- Poisoned (-0 to all rolls)
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(8/8):
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
- Healing Reagant (+2-3 health, -3-5 pain, cures poison)
- Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon) (Weapon)
- 150 Gold
- Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
- Yellow Mask (+3 to non-damaging debuff skills)
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
EXP: 3/30
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/3} {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.)
- Parry Beginner (+1 parry){Exp: 1/10}
- Bladed Null (Placeholder){Exp: 3/5}
Condition:
Mercenary 2
You break the bottle, spilling the red liquid all over your bones as Rhunon gave you a weird look. You feel arcane energy surging into your body, making the incantations on your bones glow with a threatening red color, before you unleash two more umbra bolts towards the millipuves.
(Nayrous: 4 + 2 + 2 + 1 + 2 = 11 vs 6 = 1 + 1 + 1 + 2 + 1 Dodge Red Millipuf)
(Armor protection: 5 - 3 - 1 = 1 damage)
Your first shot pierces through the insect's shell, leaving a noticeable hole in it's abdomen. It quickly falls down into the abyss.
(Nayrous: 5 + 2 + 2 + 1 + 2 = 12 vs 9 = 1 + 1 + 1 + 2 + 4 Dodge Red Millipuf)
(Armor protection: 3 - 3 - 1 = -1 damage)
But your second bolt, despite hitting the millipuf, fails to get through it's shell and do any noticeable damage. It still throws it back a little, giving the elf enough time to launch an arrow...
(Rhunon: 6 + 2 + 1 + 1 + 1 + 1 + 1 + 1 + 1 - 2 = 13 vs 8 = 1 + 1 + 1 + 2 + 4 Dodge Red Millipuf)
(Armor protection: 5 - 3 + 1 - 1 - 2 = 0 damage)
And then a second one...
(Rhunon: 3 + 2 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 2 + 1 - 2 = 13 vs 7 = 1 + 1 + 2 + 3 Dodge Red Millipuf)
(Armor protection: 6 - 3 + 1 - 1 = 3 damage)
Victory! +15 Exp.
His second arrow easily goes through the insect's carapace, killing off the last millipuf. Although it doesn't seem that your little skirmish had gone unnoticed, because some more millipuves were coming towards you from the hole to the east.
"We really should go unless you want the whole nest teaming up on us." he says towards you before running the rest of the way towards the next room. You notice that he's moving slower than usual.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (37/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) {7}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {15}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 25/30
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +1 accuracy, -1 power and -2 pierce and buff yourself with +2 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 2/5)
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Beginner (+1 attack when wielding bows) {Exp: 0/10}
Conditions:
- Venom (-2 dodge/accuracy)
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(3/8):
- Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison)
- Magicka Energyzer (+2 to magic for 3 turns, speeds up cooldowns by 1 turn)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Carnem deleo (rod) (Range: up to 6. +1 power)
Weapon 2:
--
Stats:
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 2
EXP: 17/30
--
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:2/5} {Cooldown: Ready on roll 19}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.) {Exp: 2/5} {Cooldown: Ready at the end of Roll 20}
-- Shadow Blast (Releases a large concentration of energy that strikes enemies with +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4)
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 Null (Placeholder) {4/5}
- Bladed Beginner (+1 to bladed weapons) {0/10}
- Darkness Null (Placeholder) {2/5}
Conditions:
- Magicka Energyzer (+2 to magic) {Expires on roll 21}
Mercenary 3
The sylvan gasps in surprise as you ferociously charge towards her, but quickly regains her composure and braces for your attack...
(Antaeus: 1 + 2 + 2 + 1 - 1 = 5 vs 5 = 1 + 2 + 2 Dodge Sylvan)
(Antaeus: 5 + 2 + 2 + 1 - 1 = 9 vs 5 = 1 + 2 + 2 Dodge Sylvan)
(Armor protection: 4 - 2 = 2 damage)
She barely manages to dodge your first blow but you get her on your second attack, slicing through her earth barrier and creating a large gash across her torso. She falls on the wooden floor, limp. In the mean time, Zal'har and Nez'gol were dueling whe suddenly the rogue started chanting some words and, to both of your surprise, your partner is suddenly encased in solid ice.
"Well then, I see you left me outnumbered. No matter, I can deal with you one at a time if needed." he sayd before running towards you, trident pointed at the center of your chest...
---
Enemies:
Zal'har
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Ice
--
Torso (under): Blue-White Runes (+1 magical defense/attack, +1 accuracy)
Torso (over): Leather Vest (+1 defense, +1 armor)
Hands Left and Right: Leather gloves (+1 defense, +1 power)
Legs Left and Right: Leather pants (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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)
--
Stats:
STR: 1
DEX: 0
RES: 2
AGI: 0
INT: 0
--
Active Ability:
- Ice:
-- Chill Wave (??)
-- Ice Jail (Encase an enemy in ice for 2 turns. They cannot act and all their parry/dodge bonuses are nullified, but they a +4 defense buff. Has a 4 turn cooldown) {Cooldown: Ready on roll 23}
Passive Ability:
- Flash-Freeze (Debuffing spells ignore defense rolls when the target is in melee range)
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 0/45
--
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: 3/5} {Cooldown: 2 turns remaining}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 2/5}
- Dodge Null (Placeholder) {Exp: 3/5}
- Lightning Null (Placeholder) {Exp: 3/5}
- Conditions:
-- Magnetized (-1 to all rolls) {Expires on roll 21}
-- Ice Jail (Cannot act, dodge/parry bonuses nullified, +4 defense) {Expires on roll 21}
---
Rethi-Eli
Name: 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):
- 24 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
- 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)
---
Head:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 13/30
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.) {Exp: 1/5} {Cooldown: Ready on roll 20}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
- Parry Null (+1 parry){Exp: 0/10}
Condition:
- Magnetized (-1 to all rolls) {Expires on roll 21}
Mercenary 4
"Well, yes, I do. I went hiking on a mountain two days ago and I just reached the peak. It turned out to be a wyrm's lair and it stole all my money, which is two thousand gold pieces in total." Vanina takes a deep breath before continuing. "I tried killing it, but it overpowered me so I had to run away. Now I'm kind of broke and I want to hire someone to help me get the money back." she continues, gesturing towards the centre of the room. "The reward will be four hundrer gold pieces and you get to keep whatever loot you want. Uh... are you interested?" she finished, looking at you with hope in her eyes.
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- Healing Potion (+1-2 health, -1-3 pain) {2}
- Khromre map (Leads to the Khromre island)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 1/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.)
Passive Ability (1 only):
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
Empire 1
Happy with the results of your experiments, you decide to swing your katanas a bit in order to pass some time. You don't really increase your skill by doing that this time, although it's probably good to keep yourself in shape. (+2 exp)
Anyway, you return to the carriage where you see that the man was almost finished with repairing the wheel. You also see Carola practicing some moves with her blades, although she stops as you approach her. You ask her about the summoning of the True Demon and its defeat, the Order, the known members of said organization and other things like that. The girl takes a few moments to sheathe her weapons before responding.
"Well, the main things we know about the summoning of the True Demon is that it required a massive amount of people to be sacrificed. That is, I believe, when the Order made it's pressence most known, because their agents basically kidnapped an entire village and used them as sacrifices. No one really knows how they did that though. Anyway, as we all know True Demons are far too powerful to be controlled by our magic, so when Bahamur was summoned into our world he started destroying everything in his path. People suspect that the reason why he razed Metrolia first was because it was summoned somewhere nearby." the fighter begins. "Anyway, a group of powerful heroes led by Tyrine's Crusader, Pendragon, have somehow defeated him. I don't really know the details to be honest, but I do know that the group has disbanded and they're all living their lives in secluded areas. As for the Order..." she sights. "To be frank, everyone who knows anything important about them is either on their side or dead. All that has been found out is that their main bases of operations are seven 'shrines' spread around Estratia and that they're trying to conquer the world or something along the lines. As for the members, they're all fanatics and psychopaths if you ask me." she finishes with a shrug.
---
Enemies:
---
Allies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge
Arms Left and Right: Wood Bracers (+1 parry)
Hand Left and Right: 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)
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??)
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 18}
-- 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) {Cooldown: ready on roll 19}
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 Null (Placeholder) {4/5}
- Bladed Null (Placeholder) {3/5}
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagent {Half} (+1 health, -2 pain, 50% chance to cure poison)
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Head:
Neck:
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Back:
Arm Left and Right: Wood bracers (+1 parry)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 12/20
--
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: 1/5}
- 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: 2/5}
-- 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)
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 Null (Placeholder){4/5}
- Dodge Null (Placeholder){4/5}
- Lightning Null (Placeholder){1/5}
Conditions:
Empire 2
You attempt to go back to the safety of your body, but the presence quickly engulfs you, covering the world around you in a strange essence shifting between all sorts of dark colors.
"I believe you are mistaking me for someone else..." the colors around you suddenly gather into a large bird with onyx black eyes. It sends a chill through your essence. "Allow me to introduce myself, I am Amarethom, the God of Rebirth. Or Phoenix God, as some preffer to call me." the bird says, it's calm tone resonating with a rather... sinister sound. "I have taken an interest in you and wish to make an offer. If you are interested, of course." it adds, shifting it's strange wings a little.
---
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 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
- Well fed (+1 to all rolls) {Expires on roll 21}
--
_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(5/8):
- 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
- Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Broken Axe (+2 slashing, +1 power, -2 stabbing, -1 pierce) {Broken: -3 attack}
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
EXP: 0/30
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 20
----
Sometimes I really wonder what you people think of this RtD. I mean, no one's complaining, so I guess it's okay, but... meh.
--
Mercenary 1
Daxon quickly sheathes one of his scimitars and catches the potion before pouring some on his wound and then drinking the rest. It heals in just a few seconds under your eyes, and the relic hunter decides to throw the bottle at the lamia who stabbed him.
(Daxon: 6 + 2 = 8 vs 6 = 1 + 1 + 1 + 1 + 2 Dodge Grey Lamia)
The bottle hits the lamia straight in the face, shattering and leaving a few glass shards embedded in her wounds. As she hisses in pain you rush in towards her...
(Nix: 4 + 2 + 1 + 1 = 8 vs 5 = 2 - 1 + 1 + 1 + 1 + 3 Dodge Grey Lamia)
Your rapier strikes deep into her chest and she falls down on the ground, limp. Meanwhile, the other lamia lunges towards you!
(Grey Lamia: 3 + 2 + 1 + 2 + 1 - 1 - 2 = 6 vs 5 = 1 + 1 + 1 + 1 + 1 Parry Nix)
She barely manages to go through your guard and stabs your pelvis. You start feeling... odd.
---
Enemies:
Grey Lamia
Race: Lamia (+1 bladed, +1 accuracy/dodge, -1 magical defense, -1 debuff resist)
Element: Thunder
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Waist: Ritual skirt (+1 dodge, +3 magical defense, -2 parry)
Weapon: Stinger {Unconcealed} (+2 stabbing, +1 pierce, -1 power, inflicts poison. Can be concealed and gets +2 attack while concealed)
--
Stats:
STR: 1 (+1)
DEX: 1
RES: 0
AGI: 1
INT: 1
--
Active Ability:
- Thunder
-- Electric wave (??)
Passive Ability:
- Sacrificial blood (+1 to a random stat whenever a character dies)
- Focused precision (+3 power minus the number of enemies above 1)
Conditions:
- Sacrificial Strength (+1 STR)
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(4/8):
- 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 (7/15):
-- Buala (Removes poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){7}
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Ornated Vest (+1 defense, +1 power, +1 range/radius to all spells, -1 dodge) (Uncommon)
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)
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)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 1
Exp: 23/30
--
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: 1/5}
-- 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 Null (Placeholder){Exp: 4/5}
- Bladed Null (Placeholder){Exp: 3/5}
- Water Null (Placeholder){Exp: 1/5}
Condition:
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(7/8):
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
- Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon) (Weapon)
- 150 Gold
- Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
- Yellow Mask (+3 to non-damaging debuff skills)
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
EXP: 3/30
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/3} {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.)
- Parry Beginner (+1 parry){Exp: 1/10}
- Bladed Null (Placeholder){Exp: 3/5}
Condition:
- Small damage (-1 to all rolls)
- Poisoned (-0 to all rolls)
Mercenary 2
"Thanks, but it's not poison, it's venom. There's... a difference. Fortunately I have a way to deal with this." Rhunon replies, taking out a stinger. Looking at it, you realize that it was smaller than the ones the millipuves had. Then, without any warning, he stabs the tiny hole where the millipuf injected it's venom, leaving it there for a few seconds before throwing it away into the abyss. "The paralytic poison in a Giant Hornet's stinger counteracts most venoms and poisons, but it inflicts lots of pain. Also might make you feel fatigued for about an hour." he explains as he took your Reagent and poured about half of the bottle onto his now enlarged wound. "This should take care of the problem, though, so again thank you. Let's go." the elf finally says before handing you the rest of the potion and then running towards the next section of the cave. You stash it back into your inventory and follow after him through a narrow pathway going north and right into a small room. Looking around, you see more of the weird spiky things littering the ground and the only path going forward was blocked by a giant stalagmite. There was a hole you could jump over to the other side, although, just like the abyss in the other room, you can't really see the bottom of it.
"Well, unless you are sure you can make that jump, I hope you have a spell with enough power to blow through that stalagmite." he remarks, glancing worriedly towards the corridor from where you came.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (37/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) {7}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {15}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 25/30
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +1 accuracy, -1 power and -2 pierce and buff yourself with +2 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 2/5)
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Beginner (+1 attack when wielding bows) {Exp: 0/10}
Conditions:
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(3/8):
- Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
- Healing Reagent {Half} (+1 health, -2 pain, 50% chance to cure poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Carnem deleo (rod) (Range: up to 6. +1 power)
Weapon 2:
--
Stats:
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 2
EXP: 17/30
--
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:2/5} {Cooldown: Ready on roll 19}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.) {Exp: 2/5} {Cooldown: Ready at the end of Roll 20}
-- Shadow Blast (Releases a large concentration of energy that strikes enemies with +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4)
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 Null (Placeholder) {4/5}
- Bladed Beginner (+1 to bladed weapons) {0/10}
- Darkness Null (Placeholder) {2/5}
Conditions:
- Magicka Energyzer (+2 to magic) {Expires on roll 21}
Mercenary 3
The rogue leader was just a breath away from you as you finished your sentence. You raise your giant sword in an attempt to parry his trident...
(Zal'har: 2 + 3 + 1 + 1 + 1 = 8 vs 7 = 1 - 1 - 1 + 1 + 1 + 3 + 3 Parry Antaeus)
Unfortunately, he overpowers your guard and inflicts a small wound on your shoulder. You also see that his weapon left some damage on your Zweihander.
"It's odd how you seem unwilling to fight me when you just killed one of my servants without a second thought and who knows how many of my people before getting here." comes Zal'har's reply as you stumble backwards. Ignoring his words for now, you slash towards him...
(Antaeus: 6 + 2 + 3 + 2 + 1 - 1 - 1 - 1 = 11 vs 9 = 2 + 1 + 1 + 1 + 4 Parry Zal'har)
(Armor protection: 2 - 1 - 1 = 0 damage)
(Antaeus: 1 + 2 + 3 + 2 + 1 - 1 - 1 - 1 = 6 vs 10 = 2 + 1 + 1 + 1 + 5 Parry Zal'har)
He blocks both of your attacks, although it seems that your first strike managed to damage his leather vest somewhat.
---
Enemies:
Zal'har
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Ice
--
Torso (under): Blue-White Runes (+1 magical defense/attack, +1 accuracy)
Torso (over): Leather Vest (+1 defense, +1 armor) {Damaged: -1 armor}
Hands Left and Right: Leather gloves (+1 defense, +1 power)
Legs Left and Right: Leather pants (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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)
--
Stats:
STR: 1
DEX: 0
RES: 2
AGI: 0
INT: 0
--
Active Ability:
- Ice:
-- Chill Wave (??)
-- Ice Jail (Encase an enemy in ice for 2 turns. They cannot act and all their parry/dodge bonuses are nullified, but they a +4 defense buff. Has a 4 turn cooldown) {Cooldown: Ready on roll 23}
Passive Ability:
- Flash-Freeze (Debuffing spells ignore defense rolls when the target is in melee range)
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 0/45
--
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: 3/5} {Cooldown: 2 turns remaining}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 2/5}
- Dodge Null (Placeholder) {Exp: 3/5}
- Lightning Null (Placeholder) {Exp: 3/5}
- Conditions:
-- Magnetized (-1 to all rolls) {Expires on roll 21}
-- Ice Jail (Cannot act, dodge/parry bonuses nullified, +4 defense) {Expires on roll 21}
---
Rethi-Eli
Name: 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):
- 24 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
- 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)
---
Head:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) {Damaged: -1 attack} [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 13/30
--
Active Ability: (1 only):
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.) {Exp: 1/5}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
- Parry Null (+1 parry){Exp: 0/10}
Condition:
- Magnetized (-1 to all rolls) {Expires on roll 21}
- Small wound (-1 to all rolls)
Mercenary 4
"In a cave near the peak of the mountain I believe. I know the way, so I can get us there anytime your want." Vanina explained, fidgeting a little. "We can go right now, unless you have something else that needs doing..." she added, glancing towards the door.
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- Healing Potion (+1-2 health, -1-3 pain) {2}
- Khromre map (Leads to the Khromre island)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 1/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.)
Passive Ability (1 only):
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
Empire 1
Carola listens with interest as you summarize your nightmare to her. For a few moments, she just stands there, processing everything you just said, before raising her head again and looking straight into your eyes.
"Do you know what caused this nightmare? Did you hear any names of people or places? How did this nightmare end?" the girl suddenly bombards you with questions. You see strange glint in her eyes, a glint of... hope?
---
Enemies:
---
Allies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge
Arms Left and Right: Wood Bracers (+1 parry)
Hand Left and Right: 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)
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??)
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 18}
-- 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) {Cooldown: ready on roll 19}
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 Null (Placeholder) {4/5}
- Bladed Null (Placeholder) {3/5}
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagent {Half} (+1 health, -2 pain, 50% chance to cure poison)
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Head:
Neck:
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Back:
Arm Left and Right: Wood bracers (+1 parry)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 12/20
--
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: 1/5}
- 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: 2/5}
-- 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)
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 Null (Placeholder){4/5}
- Dodge Null (Placeholder){4/5}
- Lightning Null (Placeholder){1/5}
Conditions:
Empire 2
"I do not have any real interest in the realm of mortals as a whole, but rather in you and someone else." Amarethom replies with what could pass as amusement in his tone. "I also do agree with your kind's way of living. This plane lacks perfection, and thus the darkness must devour the light, instilling chaos so that the world may change itself before light is once again reborn and yet another temporary order is established. It is not my place to interfere with the cycle, although..." it trails off for a second. "There is a certain someone who wishes to destroy this status quo for his own benefit. That cannot be allowed, and I believe the consequences of this person's actions would affect your people too." the Phoenix God finally explains before extending one of it's legs towards you. You notice that it was holding a fine white ring with intricate models and symbols seemingly woven straight into the metal itself. "Unfortunately, my power is limited in the Goddess's of Life plane, but I can offer you this as a gift if you accept to serve me."
---
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 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
- Well fed (+1 to all rolls) {Expires on roll 21}
--
_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(5/8):
- 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
- Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Broken Axe (+2 slashing, +1 power, -2 stabbing, -1 pierce) {Broken: -3 attack}
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
EXP: 0/30
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 21
----
@WunderKatze One does not simply alternate between warrior and mage mode without consequences.
--
@NRDL Thanks man, that really means a lot.
--
Mercenary 1
You lunge full force towards the stupid lamia who dared to stab you, aiming your rapier towards her chest...
(Nix: 4 + 2 + 1 + 1 - 1 - 1 = 6 vs 8 = 1 + 1 + 1 + 1 + 4 Dodge Grey Lamia)
(Nix: 6 + 2 + 1 + 1 - 1 - 1 = 8 vs 7 = 1 + 1 + 1 + 1 + 3 Dodge Grey Lamia)
You manage to inflict a minor wound on the left part of her chest with your weapon, but she doesn't seem to be going down just from that. Before she has a chance to attack though, Daxon strikes towards her...
(Daxon: 6 + 2 + 2 + 2 = 12 vs 8 = 1 - 1 + 1 + 1 + 1 + 5 Dodge Grey Lamia)
He manages to cut her left arm right off with his scimitar. Your opponent falls on the yellow stone floor, clearly dead.
Victory! +12 exp, Daxon leveled up!
Your partner doesn't spare a second glance towards the dead lamia and turns towards you.
"Quick, rub these on the... um... damaged bone." he says, giving you three leaves which you recognize as the buala he looted earlier.
---
Enemies:
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(4/8):
- 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.){4}
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Ornated Vest (+1 defense, +1 power, +1 range/radius to all spells, -1 dodge) (Uncommon)
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)
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)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 1
Exp: 5/45
--
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: 1/5}
-- 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 Null (Placeholder){Exp: 4/5}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 1/5}
Condition:
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(7/8):
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
- Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon) (Weapon)
- 150 Gold
- Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
- Yellow Mask (+3 to non-damaging debuff skills)
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
EXP: 15/30
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/3} {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.)
- Parry Beginner (+1 parry){Exp: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
Condition:
- Small damage (-1 to all rolls)
- Poisoned (-1 to all rolls)
Mercenary 2
Rhunon looks at you as if you're a lunatic but says nothing, instead taking a step back as you prepare to cast your spell...
(Roll to Destroy: 3 + 2 {Spell power} + 2 {Magic potion} = 7)
The shadow blast impacts with the stalagmite, creating a medium explosion of dark mist. As it clears up, you see that the path was mostly clear, except for the pieces of stalagmite that littered the floor.
"Nice, although I definitely wouldn't want to be the target of that spell." the elf remarks before continuing forward. You follow after him and, after walking through yet another cramped hallway, you come across two paths. One was a bridge going up north, while the other one was just going forward, which would be east. You can see a few millipuves flying around the bridge.
"I believe that if we continue on this path we'll reach the nest's core, where the queen is." Rhunon says after taking a glance towards each path.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (37/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) {7}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {15}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 25/30
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +1 accuracy, -1 power and -2 pierce and buff yourself with +2 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 4/5)
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Beginner (+1 attack when wielding bows) {Exp: 2/10}
Conditions:
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(3/8):
- Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
- Healing Reagent {Half} (+1 health, -2 pain, 50% chance to cure poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Carnem deleo (rod) (Range: up to 6. +1 power)
Weapon 2:
--
Stats:
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 2
EXP: 17/30
--
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:2/5} {Cooldown: Ready on roll 19}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.) {Exp: 2/5}
-- Shadow Blast (Releases a large concentration of energy that strikes enemies with +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4) {Exp: 1/5} {Cooldown: Ready on Roll 25}
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 Null (Placeholder) {4/5}
- Bladed Beginner (+1 to bladed weapons) {0/10}
- Darkness Null (Placeholder) {3/5}
Conditions:
Mercenary 3
You fell somewhat overwhelmed by the odds, but nevertheless you don't give up, focusing all your willpower in ending the fight. You then bring down your sword on the rogue, who was seemingly getting annoyed at your persistence.
(Antaeus: 4 + 2 + 3 + 2 + 1 + 2 + 2 - 1 - 1 - 1 - 1 = 12 vs 8 = 2 + 1 + 1 + 1 + 3 Parry Zal'har)
(Armor protections: 4 - 1 = 3 damage)
Your opponent stumbles backward as your sword cuts a large gash across his chest. Despite the severity of the wound, Zal'har manages to keep himself on his feet and once again tries to stab you with his trident...
(Zal'har: 5 + 3 + 1 + 1 + 1 - 3 = 8 vs 8 = 1 - 1 - 1 - 1 + 1 + 1 + 3 + 5 Parry Antaeus)
You just barely manage to bat off his spear with your weapon. A few second after that you suddenly feel relieved from the earth elemental's curse and you also see the ice covering Nez'gol cracking and then crumbling into pieces as he frees himself.
"A dirty move... but I guess it should be expected from you." he spits before taking his shortsword from the pile of ice.
---
Enemies:
Zal'har
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Ice
--
Torso (under): Blue-White Runes (+1 magical defense/attack, +1 accuracy)
Torso (over): Leather Vest (+1 defense, +1 armor) {Damaged: -1 armor}
Hands Left and Right: Leather gloves (+1 defense, +1 power)
Legs Left and Right: Leather pants (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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)
--
Stats:
STR: 1
DEX: 0
RES: 2
AGI: 0
INT: 0
--
Active Ability:
- Ice:
-- Chill Wave (??)
-- Ice Jail (Encase an enemy in ice for 2 turns. They cannot act and all their parry/dodge bonuses are nullified, but they a +4 defense buff. Has a 4 turn cooldown) {Cooldown: Ready on roll 23}
Passive Ability:
- Flash-Freeze (Debuffing spells ignore defense rolls when the target is in melee range)
Conditions:
- Large wound (-3 to all rolls)
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 0/45
--
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: 3/5} {Cooldown: 2 turns remaining}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 2/5}
- Dodge Null (Placeholder) {Exp: 3/5}
- Lightning Null (Placeholder) {Exp: 3/5}
- Conditions:
---
Rethi-Eli
Name: 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):
- 24 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
- 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)
---
Head:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) {Damaged: -1 attack} [/glow]
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 13/30
--
Active Ability: (1 only):
- 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} {Cooldown: Ready on Roll 26}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
- Parry Null (+1 parry){Exp: 0/10}
Condition:
- Willpower (+2 power, +1 accuracy and +2 parry) {Expires on roll 24}
- Small wound (-1 to all rolls)
- Pain (-1 to all rolls)
Mercenary 4
Vanina nods before leading you towards the northern exit of the city, across the bridge and through some wilderness until you finally reach the mountain. She walks towards a path leading up but you stop her and inquire about her magic.
"Oh, fire is my natural element, so most of my magic revolves around that, although I do know one air spell too." she replies with an indifferent expression. "What do you specialize in?" the woman then asks, eyeing your weapons curiously.
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox) {2}
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks, -1 accuracy)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
--
Active Ability:
- Fire
-- Fireball (??)
-- Ark Flare (??)
-- Crazy Firewall (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- Healing Potion (+1-2 health, -1-3 pain) {2}
- Khromre map (Leads to the Khromre island)
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 1/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.)
Passive Ability (1 only):
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
Empire 1
You glance towards the man to make sure he is not listening to your conversation. He was still in the same spot as you saw him before, so you just lower your voice a little to make sure he can't hear you.
"To be frank, this 'nightmare' seems too unusual to be just... that. A dream. Although, I don't really know what to believe about it." Carola replies with a quizzical look. "Was there anything odd last night, just before you went to sleep?" she then asked, but before you could answer you see the guy coming towards you two.
"Well ladies, the wheel is fixed now, so we can continue down the path. Unless you have other plans." he says after getting in front of you two.
---
Enemies:
---
Allies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge
Arms Left and Right: Wood Bracers (+1 parry)
Hand Left and Right: 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)
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??)
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 18}
-- 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) {Cooldown: ready on roll 19}
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 Null (Placeholder) {4/5}
- Bladed Null (Placeholder) {3/5}
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagent {Half} (+1 health, -2 pain, 50% chance to cure poison)
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Head:
Neck:
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Back:
Arm Left and Right: Wood bracers (+1 parry)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 12/20
--
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: 1/5}
- 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: 2/5}
-- 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)
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 Null (Placeholder){4/5}
- Dodge Null (Placeholder){4/5}
- Lightning Null (Placeholder){1/5}
Conditions:
Empire 2
The bird only chuckles to itself for a moment before returning it's attention towards you.
"Me, the guardian of this plane? Pardon me if I sound rude, but I am quite sure that you are confused about what power a deity possesses." Amarethon finally replies, cocking it's large head. "The only one that would come close to such a title would be the Goddess of Life herself, since She did, after all, create this world. The only reason I can appear here at all is because I am the one who created the two moral elements which reside here: Holy and Darkness." it explains, raising it's head once again and staring into your soul. "Finally, your worship would be absolutely pointless simply because I have my own plane in which I can fully manifest myself and where many beings see me as their God. All I ask of you is to serve me as my agent, and in return I shall offer you a fragment of my power and protection of your soul." it added with a blank expression. "And you may choose to... alienate yourself from me once you finish the task of killing this person. But only then and not a moment sooner."
---
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 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
- Well fed (+1 to all rolls) {Expires on roll 21}
--
_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(5/8):
- 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
- Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Broken Axe (+2 slashing, +1 power, -2 stabbing, -1 pierce) {Broken: -3 attack}
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
EXP: 0/30
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 22
----
Mercenary 1
You do as Daxon tell you and rub the three leaves where the lamia stabbed you. After a few seconds of rubbing, you watch as the hole closes quickly and you can tell that the poison has also been purged. You then move on to decapitate one of the lamias under your companion's quetioning glare, but after doing so you realize that you have no room left in your inventory. Not to mention that it would be dirty work to carry around a severed head. Anyway, you take a quick look around and see a strange plant growing from a crack in the floor near the north wall, a red crate near a hallway going south, four stacked ingots sitting in a corner and finally another hallway, although this one was short, leading west.
"What do you want to do with that lamia's head?" the relic hunter asks as you finish looking around.
---
Enemies:
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(4/8):
- 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.){4}
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Ornated Vest (+1 defense, +1 power, +1 range/radius to all spells, -1 dodge) (Uncommon)
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)
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)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 1
Exp: 5/45
--
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: 1/5}
-- 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 Null (Placeholder){Exp: 4/5}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 1/5}
Condition:
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(7/8):
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
- Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon) (Weapon)
- 150 Gold
- Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
- Yellow Mask (+3 to non-damaging debuff skills)
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2:
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
EXP: 15/30
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/3} {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.)
- Parry Beginner (+1 parry){Exp: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
Condition:
Mercenary 2
You both decide to continue moving forward. The hallway becomes wider as you walk until you finally come across a slope leading down. It looked you could come back up pretty easily, so you follow it down into a large opening. A quick look around told you that this had to be the queen's room, with about four circular holes dug into the northern wall, and in the largest one sitting a much bigger millipuf. There were also two other millipuves, although for some reason their shell was colored in a golden yellow with black stripes. None of them seem to take notice of you. Before you can do anything else, Rhunon urges you behind a small rock formation, which was the same icy blue like the rest of the floor.
"Alright, this is the queen. Those yellow millipuves are Nerims, they breed with the queen and take care of the eggs." the elf explains while drawing his bow. "Anyway, we both know what to do, so ready when you are." he adds.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (37/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) {7}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {15}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 25/30
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +1 accuracy, -1 power and -2 pierce and buff yourself with +2 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 4/5)
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Beginner (+1 attack when wielding bows) {Exp: 2/10}
Conditions:
WunderKatze
Name: 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.
Starting Location: Indinera forest
Element: Darkness
Inventory(3/8):
- Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
- Healing Reagent {Half} (+1 health, -2 pain, 50% chance to cure poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Carnem deleo (rod) (Range: up to 6. +1 power)
Weapon 2:
--
Stats:
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 2
EXP: 17/30
--
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:2/5}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.) {Exp: 2/5}
-- Shadow Blast (Releases a large concentration of energy that strikes enemies with +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4) {Exp: 1/5} {Cooldown: Ready on Roll 25}
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 Null (Placeholder) {4/5}
- Bladed Beginner (+1 to bladed weapons) {0/10}
- Darkness Null (Placeholder) {3/5}
Conditions:
Mercenary 3
You raise your sword and deliver the final blow.
(Antaeus: 2 + 2 + 3 + 2 + 1 + 2 + 2 - 1 - 1 - 1 = 12 vs 1 = 2 - 3 - 2 + 1 + 1 + 1 + 1 Parry Zal'har)
(Armor protection: 11 - 1 = 10 damage)
You easily crush his parry and then cut a deep gash starting from his left shoulder and ending at his right hip. This also completely ruins his leather vest. Nevertheless, the rogue leader falls bleeding a pool of blood on the floor, clearly dead.
Victory! +16 exp
Quest Complete! +3 exp {RES} to Antaeus, +2 exp {DEX} to Nez'gol. Antaeus leveled up!
"Nice work, but we still have a problem waiting outside..." your companion remarks, a loud bump and the door creaking interrupting him. The lizardman then starts running around the house, looking everywhere including inside the room to your left. The only things he returns with are two black bottles, a small bag of gold and a large parchment which looks like a map.
"Okay, no backdoor exit, but I might have just found another way out of here." he says as he placed the gold, the map and one of the bottles in his inventory, keeping the other one in his hand. "This a bottle of Blindflash, basically holy energy concentrated into light and stored into an enchanted bottle. I suggest you heal yourself and loot what you want before they break through the door." he explains as this time you hear a spell impacting with the door behind you.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 18/45
--
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: 3/5}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 2/5}
- Dodge Null (Placeholder) {Exp: 3/5}
- Lightning Null (Placeholder) {Exp: 3/5}
- Conditions:
---
Rethi-Eli
Name: 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):
- 24 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Crude hammer (+1 impact, -1 parry)
- 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)
---
Head:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) {Damaged: -1 attack} [/glow]
Weapon 2:
--
Stats(Distribute one stat point):
STR: 0
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 2/45
--
Active Ability: (1 only):
- 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} {Cooldown: Ready on Roll 26}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
- Parry Null (+1 parry){Exp: 0/10}
Condition:
- Willpower (+2 power, +1 accuracy and +2 parry) {Expires on roll 24}
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
Mercenary 4
"Oh, sure, but..." Vanina trails off, watching as a few of the mountain's stones break off and start crumping together. It takes about a minute until they finally meld into each other and create a solid sword with a simple hilt and sharp blade, entirely made out of stone. You test it with your hands and, although you see that it can be wielded with one hand, it's also pretty heavy and unwieldly. And rather uncomfortable to hold since the hilt is made, after all, out of stone and you're not wearing any gloves whatsoever.
"Projection magic... that's very interesting. But I can only teach you elemental magic, which is somewhat different from projection, and not to mention that you're not naturally aligned to fire." she remarks as you give your sword a few test swings. "It would probably take some time for you to learn the basics, but if you're going to pay..." the woman mutters to herself.
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox) {2}
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks, -1 accuracy)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
--
Active Ability:
- Fire
-- Fireball (??)
-- Ark Flare (??)
-- Crazy Firewall (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- Healing Potion (+1-2 health, -1-3 pain) {2}
- Khromre map (Leads to the Khromre island)
- Crude stone sword (+2 slashing, +1 power, -1 pierce, -2 accuracy. 4 uses) {4/4}
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 1/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.) {Exp: 1/5} {Cooldown: Ready on roll 27}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {1/5}
Empire 1
Carola replies with a quick need before going into the carriage. You check the two dai-katanas sheathed at your waist and the bag you've been carrying which contains the rest of your belongings before following. Once inside, it only takes a few minutes for the carriage to begin moving forward again. You then resume your conversation with the girl.
"Well, I believe I asked you if there was anything odd last night before you went to sleep." she says, looking at you with curiosity. You note a large bridge leading to a stone building in the distance. A tall hill emerged from behind it.
---
Enemies:
---
Allies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge
Arms Left and Right: Wood Bracers (+1 parry)
Hand Left and Right: 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}
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??)
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 18}
-- 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) {Cooldown: ready on roll 19}
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 Null (Placeholder) {4/5}
- Bladed Null (Placeholder) {3/5}
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagent {Half} (+1 health, -2 pain, 50% chance to cure poison)
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Head:
Neck:
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Back:
Arm Left and Right: Wood bracers (+1 parry)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 12/20
--
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: 1/5}
- 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: 2/5}
-- 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)
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 Null (Placeholder){4/5}
- Dodge Null (Placeholder){4/5}
- Lightning Null (Placeholder){1/5}
Conditions:
Empire 2
"Hm. Well, perhaps they can only be called moral when in the pressence of each other." Amarethon remarks absently, as if just talking to itself. It quickly shifts it's attention back to you, though. "All I ask of you is to find and kill this man. He is called the 'Grand Commendanter' by his subordinates and lives huddled in a place I cannot reach." it explains. "There is a place in this jungle though, a Shrine I believe it is called, where you could find more information about him and his whereabouts. The entrance is located somewhere inside the Cathedral of Mirrors, in a red room to be precise." the bird continues. "I would suggest that you ask one of the inhabitants to lead you to this place." it finished before once again extending one of it's legs towards you, holding the ornate ring. "Now please, accept this ring from me. The power it contains may overwhelm you at first, but once you learn how to control it, you will easily accomplish feats no mortal or even one of your kind can."
---
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 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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(5/8):
- 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
- Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Broken Axe (+2 slashing, +1 power, -2 stabbing, -1 pierce) {Broken: -3 attack}
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
EXP: 0/30
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 23
----
@Rethi-Eli Please don't forget to distribute the 1 stat point you gained from leveling up.
--
Also, congrats to _DivideByZero_ for getting the first Ultimate item in the game!
--
Mercenary 1
"Well... that's one way to look at it." Daxon replies incredulously. He then goes to check the plant while you decide hold the severed head in your left arm. You have to admit, a skeleton holding a decapitated lamia's head did look pretty scary. Anyway, you take a few steps south and take the lid off the crate with some difficulty. Inside you find a sizable sum of gold, which you promptly loot. As you finish taking the gold, the relic hunter comes towards you.
"I think we should take those ingots on our way out." he says, gesturing towards the four gold ingots sitting in the corner in the north-west.
"Anyway, which way should we go?" he then asked.
---
Enemies:
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(4/8):
- 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 1
Exp: 5/45
--
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: 1/5}
-- 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 Null (Placeholder){Exp: 4/5}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 1/5}
Condition:
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(7/8):
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
- Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon) (Weapon)
- 550 Gold
- Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
- Yellow Mask (+3 to non-damaging debuff skills)
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Lamia Head
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
EXP: 15/30
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/3} {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.)
- Parry Beginner (+1 parry){Exp: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
Condition:
Mercenary 2
You don't really have to enter anywhere, because you have a clear shot on the queen. Anyway, you proceed to cast two Umbra Bolts from behind your cover.
(Nayrous: 4 + 2 + 2 + 1 = 9 vs 8 = 1 + 1 + 1 + 1 + 2 + 2 Dodge Millipuf Queen)
(Armor protection: 1 - 3 - 1 = -3)
(Nayrous: 2 + 2 + 2 + 1 = 7 vs 8 = 1 + 1 + 1 + 1 + 2 + 2 Dodge Millipuf Queen)
Unfortunately, your first shot impacts but doesn't do any damage while the second one misses. Just as the queen flew out of her hole along with the two other insects, Rhunon looses one arrow...
(Rhunon: 2 + 2 + 1 + 1 + 1 + 1 + 1 + 1 + 1 = 11 vs 9 = 1 + 1 + 1 + 1 + 2 + 3 Dodge Millipuf Queen)
(Armor protection: 2 - 3 + 1 - 1 = -1)
Yet it is also deflected by the millipuf's armor. Groaning, the elf looses two more arrows, one after another, but they suddenly change trajectory and split up, each of them going for one of the Nereims instead.
(Rhunon: 5 + 2 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 = 15 vs 13 = 3 + 1 + 1 + 1 + 1 + 1 + 2 + 2 + 1 Dodge Nereim)
(Armor protection: 2 - 1 + 1 - 1 - 2 = -1 damage)
(Rhunon: 6 + 2 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 2 + 1 = 17 vs 16 = 3 + 1 + 1 + 1 + 1 + 1 + 2 + 2 + 4 Dodge Nereim)
(Armor protection: 1 - 1 + 1 - 1 = 0 damage)
On the last second both Nereims suddenly dash with incredible speed, making the arrows only graze their shells somewhat. Rhunon looks dumbfounded at the turn of events.
---
Enemies:
Millipuf Queen
Race: Millipuf (+2 accuracy/dodge, +1 melee attack, -2 blunt defense, -1 fire defense, paralyzed by cold temperatures)
Element: Nature
--
Head: Long Antenae (+1 accuracy/dodge)
Torso: Thick Shell (+3 armor)
Weapon 1: Big Razor Stinger (+3 stabbing, +2 power, +2 pierce, -2 accuracy)
--
Stats:
STR: 1
DEX: 2
RES: 0
AGI: 1
INT: 0
--
Active Ability:
- Venom Sting (+2 power and inflict venom on an enemy. -3 physical damage.)
- Queen's Command (??)
- Nature:
-- Acidic Residue (??)
Passive Ability:
- Hivemaster (gains +1 to all rolls for each living ally and grants other allies +1 to all rolls)
- Winged (+1 dodge, -1 parry)
Nereim x2
Race: Millipuf (+2 accuracy/dodge, +1 melee attack, -2 blunt defense, -1 fire defense, paralyzed by cold temperatures)
Element: Holy
--
Torso: Yellow Shell (+1 armor, +2 dodge)
Weapon 1: Small Stinger (+1 stabbing, +1 power, +1 pierce)
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
--
Active Ability:
- Burst of speed (Gets +3 dodge until the end of the turn. Automatically activated if an attack would hit. Has a cooldown of 1) {Cooldown: Ready at the end of roll 24}
- Earth
-- Small magnetic pulse (The caster attracts a physical attack towards them. Does not use up a major action. Cooldown 1) {Cooldown: Ready at the end of roll 24}
Passive Ability:
- Hivemind (gains +1 to all rolls for each living ally)
- Winged (+1 dodge, -1 parry)
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (37/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) {4}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {15}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 25/30
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 1/10) {Cooldown: Ready on Roll 25}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Beginner (+1 attack when wielding bows) {Exp: 5/10}
Conditions:
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(3/8):
- Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
- Healing Reagent {Half} (+1 health, -2 pain, 50% chance to cure poison)
--
Head:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 parry, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Carnem deleo (rod) (Range: up to 6. +1 power)
Weapon 2:
--
Stats:
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 2
EXP: 17/30
--
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:2/5}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.) {Exp: 3/5} {Cooldown: Ready at the of Roll 24}
-- Shadow Blast (Releases a large concentration of energy that strikes enemies with +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4) {Exp: 1/5} {Cooldown: Ready on Roll 25}
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 Null (Placeholder) {4/5}
- Bladed Beginner (+1 to bladed weapons) {0/10}
- Darkness Null (Placeholder) {4/5}
Conditions:
Mercenary 3
You take a few moments to pay your respects to Zal'har and the earth elemental. After that, you scour the place of anything useful, but it seems that the only useful items are on the corpses of your dead enemies. You decide to throw away the crude hammer and then loot the bodies, taking and equipping their stuff. Unfortunately, the leather vest is too damaged to be of any use now.
"Yes, you will receive payment from my king once we get to him." Nez'gol replies, gripping the black bottle. With a final creak the door finally yelded and foll on the floor. Not wasting any time, your partner tosses the black bottle towards the mob outside and thne you both rush through the confused lizardmen. After about ten minutes of running you take the path you used to go to the camp and finally arrive back at the glade.
"I think we lost them." he says looking towards the rogue camp before turning towards you. "Hey, you should really use something to heal yourself, otherwise that wound will get infected." he observes looking at your stab wound.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory:
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 18/45
--
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: 3/5}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 2/5}
- Dodge Null (Placeholder) {Exp: 3/5}
- Lightning Null (Placeholder) {Exp: 3/5}
- Conditions:
---
Rethi-Eli
Name: 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):
- 24 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- 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.)
---
Head:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hands: Leather gloves (+1 defense, +1 power)
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Legs: Leather pants (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) {Damaged: -1 attack} [/glow]
Weapon 2:
--
Stats(Distribute one stat point):
STR: 0
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 2/45
--
Active Ability: (1 only):
- 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} {Cooldown: Ready on Roll 26}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
- Parry Null (+1 parry){Exp: 0/10}
Condition:
- Willpower (+2 power, +1 accuracy and +2 parry) {Expires on roll 24}
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
Mercenary 4
"I was told that the peak had a lovely view of the land around here, so I decided to see it for myself." Vanina explains as you walk on the path leading up. "When I was almost at the top, the wyrm came from the sky and attacked me. Luckily it only took my wallet..." she trails off, not looking at you. "Now that I'm saying it out loud I realize how stupid it was to come here alone." the woman sights before going silent. You travel like that for a while and only climb up until you arrive to a short bridge. Crossing it, you arrive at a small clearing where you can see the entrance to a cave and... a wooden chest sitting next to a tree?
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox) {2}
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks, -1 accuracy)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
--
Active Ability:
- Fire
-- Fireball (??)
-- Ark Flare (??)
-- Crazy Firewall (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- Healing Potion (+1-2 health, -1-3 pain) {2}
- Khromre map (Leads to the Khromre island)
- Crude stone sword (+2 slashing, +1 power, -1 pierce, -2 accuracy. 4 uses) {4/4}
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 1/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.) {Exp: 1/5} {Cooldown: Ready on roll 27}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {1/5}
Empire 1
"A presence...? That could mean anything." Carola mutters after listening to your explanation. "It could be a ghost, magic or even a demon, but that doesn't really tell us anything about whenever this dream of yours was some sort vision or not." she says, sounding disappointed. "Also, you said that you saw another prisoner. What did she look like?" the girl suddenly asked. With the corner of your eye you can see that the carriage was now very near the large bridge.
---
Enemies:
---
Allies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge
Arms Left and Right: Wood Bracers (+1 parry)
Hand Left and Right: 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}
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??)
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 18}
-- 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) {Cooldown: ready on roll 19}
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 Null (Placeholder) {4/5}
- Bladed Null (Placeholder) {3/5}
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagent {Half} (+1 health, -2 pain, 50% chance to cure poison)
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Head:
Neck:
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Back:
Arm Left and Right: Wood bracers (+1 parry)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 12/20
--
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: 1/5}
- 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: 2/5}
-- 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)
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 Null (Placeholder){4/5}
- Dodge Null (Placeholder){4/5}
- Lightning Null (Placeholder){1/5}
Conditions:
Empire 2
"Eager to fight I see." Amarethon comments as you take the ring before returning to your body, which for some reason you do slowly. Anyway, you find yourself once again in control of the wooden doll that is your body and the first thing you see is Saraquel nosing you worriedly. He steps back, though, as you get up from the ground and take a quick glance around. It seems that everything was the same as when you left your body, with the main exception being the Sun, which was setting. The orange light gave a dark look of the green foliage around you, the long shadows of the trees shrouding the edges of the clearing in blackness. You feel a strange energy in the palm of your hand and see that your were still holding the ornate ring.
---
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 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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(5/8):
- 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
- Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
- 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)
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Broken Axe (+2 slashing, +1 power, -2 stabbing, -1 pierce) {Broken: -3 attack}
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
EXP: 0/30
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 24
----
Mercenary 1
"Well, my father was drunk all the time. Eventually I ran away from home and became an explorer." Daxon replies with an amused smile. "Never regretted that decision." he adds as you move to inspect the ingots. They are only medium in size but when you try to carry them all together you are heavily weighted down to the point where you can barely walk around. Perhaps it was best to follow your partner's advice and just take them after you're done exploring the pyramid. Anyway, you both go into the west hallway. After about a minute of walking the path takes a south turn and you arrive in a small room with a set of stairs leading down, blocked by a... creature. It's body resembled somewhat that of a humanoid shape, with numerous spikes portruding from it's head. It's two white eyes were fixed on you, sending a chill down your spine. It's skin was covered in different hues of blue and finally, it had two long arms engraved with black runes ending with sharp claws on each finger. It doesn't attack, only stares at you for now.
"I believe this is a Gazer. It's a demon heavily aligned to one element." your partner explains as you analize the monster.
---
Enemies:
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(4/8):
- 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 1
Exp: 5/45
--
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: 1/5}
-- 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 Null (Placeholder){Exp: 4/5}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 1/5}
Condition:
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(7/8):
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
- Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon) (Weapon)
- 550 Gold
- Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
- Yellow Mask (+3 to non-damaging debuff skills)
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Lamia Head
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
EXP: 15/30
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/3} {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.)
- Parry Beginner (+1 parry){Exp: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
Condition:
Mercenary 2
"Drones? What is that?" Rhunon asks, visibly irritated because none of his arrows dealt any damage so far. You use your ability and, in a burst of black shadows, your suit of armor once again appears over your body. You trade your wand for your broadsword before rushing towards the left Nereim...
(Nayrous: 3 + 3 + 2 + 1 = 9 vs 11 = 1 + 1 + 1 + 1 + 1 + 2 + 2 + 2 Dodge Nereim)
(Nayrous: 6 + 3 + 2 + 1 = 12 vs 10 = 1 + 1 + 1 + 1 + 1 + 2 + 2 + 1 Dodge Nereim)
(Armor protection: 2 - 1 = 1)
You manage to land your second blow, piercing through the insect's shell and inflicting a small wound, but not killing it. Your elf friend follows with two arrows...
(Rhunon: 2 + 2 + 1 + 1 + 1 + 1 + 1 + 1 + 1 = 11 vs 15 = 1 - 1 + 1 + 1 + 1 + 1 + 2 + 2 + 6 Dodge Nereim)
(Rhunon: 6 + 2 + 1 + 1 + 1 + 1 + 1 + 1 + 1 = 15 vs 10 = 1 - 1 + 1 + 1 + 1 + 1 + 2 + 2 + 2 Dodge Nereim)
(Armor protection: 5 - 1 = 4)
The nereim easily dodges the first shot but is hit by the second. The arrow lodges into it's head, killing it nearly instantly. The millipuf queen releases a shriek and suddenly you feel the air resonating with a strange energy. The second Nereim reacts to it instantly and darts towards you!
(Nereim: 1 + 1 + 1 + 1 + 1 + 1 + 2 = 7 vs 9 = 1 + 1 + 1 + 6 Parry Nayrous)
(Nereim: 2 + 1 + 1 + 1 + 1 + 1 + 2 = 8 vs 6 = 1 + 1 + 1 + 1 + 2 Parry Nayrous)
It zealously attacks you two times and you manage to bat away it's stinger the first time, but get stabbed on your left shoulder the second time. You see that the force of the blow left hole in your armor and the bone it hit.
---
Enemies:
Millipuf Queen
Race: Millipuf (+2 accuracy/dodge, +1 melee attack, -2 blunt defense, -1 fire defense, paralyzed by cold temperatures)
Element: Nature
--
Head: Long Antenae (+1 accuracy/dodge)
Torso: Thick Shell (+3 armor)
Weapon 1: Big Razor Stinger (+3 stabbing, +2 power, +2 pierce, -2 accuracy)
--
Stats:
STR: 1
DEX: 2
RES: 0
AGI: 1
INT: 0
--
Active Ability:
- Venom Sting (Give to all allies in a radius of 3 centered around the caster a buff of +1 major actions and +2 attack for 3 turns. Has a 6 turn cooldown.) {Cooldown: ready on roll 30}
- Queen's Command (??)
- Nature:
-- Acidic Residue (??)
Passive Ability:
- Hivemaster (gains +1 to all rolls for each living ally and grants other allies +1 to all rolls)
- Winged (+1 dodge, -1 parry)
Nereim
Race: Millipuf (+2 accuracy/dodge, +1 melee attack, -2 blunt defense, -1 fire defense, paralyzed by cold temperatures)
Element: Holy
--
Torso: Yellow Shell (+1 armor, +2 dodge)
Weapon 1: Small Stinger (+1 stabbing, +1 power, +1 pierce)
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
--
Active Ability:
- Burst of speed (Gets +3 dodge until the end of the turn. Automatically activated if an attack would hit. Has a cooldown of 1)
- Earth
-- Small magnetic pulse (The caster attracts a physical attack towards them. Does not use up a major action. Cooldown 1)
Passive Ability:
- Hivemind (gains +1 to all rolls for each living ally)
- Winged (+1 dodge, -1 parry)
Conditions:
- Queen's Command (+1 major action, +2 attack) {Expires on roll 27}
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (37/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) {2}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {15}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 25/30
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 1/10) {Cooldown: Ready on Roll 25}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Beginner (+1 attack when wielding bows) {Exp: 6/10}
Conditions:
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(3/8):
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Healing Reagent {Half} (+1 health, -2 pain, 50% chance to cure poison)
--
Head:
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:
Fingers 1-10:
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:
--
Stats:
STR: 3 (+3)
DEX: 0
RES: 1 (+1)
AGI: 0
INT: 0 (-2)
EXP: 17/30
--
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:3/5} {Cooldown: Ready on Roll 29}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- 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 +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4) {Exp: 1/5} {Cooldown: Ready on Roll 25}
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 Null (Placeholder) {0/10}
- Bladed Beginner (+1 to bladed weapons) {0/10}
- Darkness Null (Placeholder) {4/5}
Conditions:
- Ghastly power (+1 STR, +1 RES, +2 blunt defense, converts INT to STR, Spiritus sepulturam nullified for the duration) {Expires on roll 27}
- Medium damage (-2 to all rolls)
Mercenary 3
Nez'gol quirks an eyebrow at your words but otherwise says nothing as you remember that you had two healing leaves and proceed to use one of them. You rub it on your wound and watch as it quickly heals while your pain slowly subsides. After that, he leads you out of the glade through the west side and you walk for about twenty minutes until you reach a large riverside clearing with a wooden wall surrounding it. You can see the roofs of a few wooden homes and two larger building towards the middle, but everything else was blocked by the wall. Nevertheless, after another minute of walking you arrive at a gate guarded by two lizardmen. Your companion approaches them and they exchange some words in their language before one of the guards, a broadsword wielding lizardman with red runes, points towards you.
"And you had to bring this human here?" he asks, his tone turning sour.
"Human or not, without him Zal'har and his rogues would still be on our heads. I vouch for him, so I don't see any reason to not let him in, Gun'der." Nez'gold retorts, sounding slightly annoyed.
"But... urgh, fine then." Gun'der replies. "Just take your reward and don't linger." he adds, this time looking at you. Nez'gol gestures you to follow and you both go through the gate inside the lizardmen's town. You walk quietly after your friend through the crowd of lizardmen that was inside. You also see a few earth elementals there and there. Nevertheless, the buildings were quite diverse: you could see what appeared to be a blacksmith working on a sword, some lizardmen working on the crops of vegetables and a building resembling a chruch with symbols painted on it's walls. Finally, you enter the biggest and perhaps most complex of the buildings in the village, and inside you find the king flanked by two guards. You both walk up to him and Nez'gol bows.
"Greeting Nez'gol, mercenary." he says with a solemn voice as your companion rights himself. You see that the king's skin color was a green going towards brown on his stomach and, unlike all the other lizardmen you encountered so far, had no runes on his chest. "Tell me, what is your name, human?" he then asks.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory:
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 18/45
--
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: 3/5}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 2/5}
- Dodge Null (Placeholder) {Exp: 3/5}
- Lightning Null (Placeholder) {Exp: 3/5}
- Conditions:
---
Rethi-Eli
Name: 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):
- 24 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- Cycca Leaf (+1 health, -1 pain, cures Venom)
- 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.)
---
Head:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hands: Leather gloves (+1 defense, +1 power)
Fingers 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Waist:
Legs: Leather pants (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) {Damaged: -1 attack} [/glow]
Weapon 2:
--
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 2/45
--
Active Ability: (1 only):
- 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} {Cooldown: Ready on Roll 26}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
- Parry Null (+1 parry){Exp: 0/10}
Condition:
- Pain (-1 to all rolls) {Expires at the end of roll 25}
Mercenary 4
"No, we haven't reached the wyrm's nest yet. The path we're taking just happens to go through this cave, that's all." Vanina replies, rolling her eyes. "As for the chest, I don't know, I can only 'sense' objects infused with Magicka, so if it was some sort of magical trap I'd tell you." she adds, eyeing the wooden chest curiously before returning her gaze towards you. You attempt to focus your energy and create earth spikes to throw at the chest...
(Roll for success: 3)
You concentrate for a few minutes, yet nothing really happens. You decide to cautiously approach the chest and open it, revealing... a small bag of gold. You hear Vanina chuckling as you quietly place it in your inventory.
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox) {2}
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks, -1 accuracy)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
--
Active Ability:
- Fire
-- Fireball (??)
-- Ark Flare (??)
-- Crazy Firewall (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- Healing Potion (+1-2 health, -1-3 pain) {2}
- Khromre map (Leads to the Khromre island)
- Crude stone sword (+2 slashing, +1 power, -1 pierce, -2 accuracy. 4 uses) {4/4}
- 75 Gold
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 1/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.) {Exp: 1/5} {Cooldown: Ready on roll 27}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {1/5}
Empire 1
You notice Carola's jaw dropping with surprise as you describe the woman to her, although she quickly realizes what she was doing and returns to her normal self.
"Y-yes, I suppose that's..." the girl doesn't finish her sentence and instead grabs your arm firmly and pulls you towards her, throwing both of you through the carriage's exit and onto the ground. You get up just in time to see a massive fireball hitting the carriage, tearing apart the place where you once sat. The man who was directing the horses seems to have done the same as you two, as you see him laying face first in the dirt just a few metters away from you.
"A-are you o-o-okay?" Carola asks, her voice shaking as she got up.
---
Enemies:
---
Allies:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge
Arms Left and Right: Wood Bracers (+1 parry)
Hand Left and Right: 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}
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??)
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 18}
-- 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) {Cooldown: ready on roll 19}
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 Null (Placeholder) {4/5}
- Bladed Null (Placeholder) {3/5}
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagent {Half} (+1 health, -2 pain, 50% chance to cure poison)
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Head:
Neck:
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Back:
Arm Left and Right: Wood bracers (+1 parry)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 12/20
--
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: 1/5}
- 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: 2/5}
-- 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)
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 Null (Placeholder){4/5}
- Dodge Null (Placeholder){4/5}
- Lightning Null (Placeholder){1/5}
Conditions:
Empire 2
You place the ornate ring given to you by Amarethon in your inventory and decide to repair your axe using Nature magic to regrow it. You once again focus your raw magicka in your soul and attempt to infuse the axe with it.
(Roll for success {INT}: 2 + 1 = 3)
You give it your all, but you ultimately fail to channel your magicka through the axe. Nevertheless, you still try to use it, broken as it was, to create your dummy.
(Roll for success {STR}: 9 - 3 = 6)
Despite all odds, you somehow manage split the log into multiple limb-sized parts, although it comes at the cost of your axe, which practically becomes un-usable right now. They're not perfect, but still acceptable. In the meantime, you see Saraquel yawning and settling down near the bushes.
---
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 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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(5/8):
- 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
- Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
- 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)
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Broken Axe {Broken: no stats. Needs extensive repair}
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
EXP: 0/30
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 25
----
@_DivideByZero_ No, only stats and and certain buffs from potions apply to success rolls, such as creating a new spell. I specify the stat that I take into consideration between {}.
--
Mercenary 1
"Sure." was Daxon'r only reply before he unleashed a jet of water towards the Gazer as you equip your second rapier.
(Daxon: 3 + 3 + 1 + 1 + 1 + 1 = 10 vs 9 = 1 + 1 + 1 + 1 + 2 + 3 Parry Blue Gazer)
(Armor protection: 1 - 2 = -1 damage)
But, despite getting through the demon's parry, it fails to do any noticeable damage. You move in to attack...
(Nix: 1 + 2 + 2 + 2 + 2 + 1 + 1 + 1 + 1 - 1 - 1 = 11 vs 11 = 1 - 1 + 1 + 1 + 2 + 2 + 5 Parry Blue Gazer)
(Nix: 1 + 2 + 2 + 2 + 2 + 1 + 1 + 1 + 1 - 1 - 1 = 11 vs 11 = 1 - 1 + 1 + 1 + 2 + 2 + 5 Parry Blue Gazer)
Yet it barely manages to parry both of your attacks. Your opponent begins incanting words completely alien to you...
(Blue Gazer: 4 + 2 + 1 + 1 + 1 = 9 vs 6 = 1 - 1 + 1 + 1 + 1 + 1 + 2 Parry Nix)
(Damage: 3 - 3 = 0)
(Blue Gazer: 3 + 2 + 1 + 1 + 1 = 8 vs 8 = 1 + 1 + 1 + 2 + 3 Parry Daxon)
The wave of sheer cold doesn't do any damage to either of you, but you both feel your bodies numbn from the sudden temperature change. You also feel your energy slowly being drained.
---
Enemies:
Blue Gazer
Race: Lesser demon (+1 attack, +2 physical defense, +1 defense against all elements except for Holy and Laxius, -2 defense against Holy and Laxius)
Element: Ice
Inventory:
- ?? Gold
--
Head: Zeon Spikes (+1 defense, +1 additonal defense against melee attacks)
Torso: Zeon hide (+2 defense, +1 magic defense, +2 armor, -1 dodge, -1 physical attack)
Weapon 1: Black runes (Range: up to 6. +1 magic attack, +1 darkness defense, -1 dodge)
Weapon 2: Black runes (Range: up to 6. +1 magic attack, +1 darkness defense, -1 dodge)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 2
--
Active Ability:
- Ice
-- Ice Spikes (??)
-- Frozen Wave (Launches a wave with +3 accuracy that inflicts a debuff of -2 attack and dodge for 3 turns to all enemies it hits. -4 damage. The debuff is always placed on parrying enemies, regardless of the result of the roll. Has a radius of 3 and range of 2. Cooldown: 5) {Cooldown: Ready on roll 30}
-- Glaciate (??)
- Fel
-- Hell Crystal (??)
Passive Ability:
- Gazo Gazoher (Enemies get -1 to a random stat at the end of each turn)
- Dual Wielding Magic (+1 magic, -1 physical defense)
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(4/8):
- 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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)
--
Stats:
STR: 0
DEX: 0 (-1)
RES: 1
AGI: 0
INT: 1
Exp: 5/45
--
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: 1/5} {Cooldown: Ready on Roll 30}
-- 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 Null (Placeholder){Exp: 4/5}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 1/5}
Condition:
- Cold (-2 attack and dodge) {Expires on roll 28}
- Drained energy (-1 DEX)
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(7/8):
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
- 550 Gold
- Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
- Yellow Mask (+3 to non-damaging debuff skills)
---
Head:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: -1 (-1)
INT: 0
EXP: 15/30
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/3} {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.)
- Parry Beginner (+1 parry){Exp: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
Condition:
- Cold (-2 attack and dodge) {Expires on roll 28}
- Drained energy (-1 AGI)
Mercenary 2
"Well, we don't call them that, but I suppose it doesn't matter." Rhunon replies as he took aim towards the second Nereim. In the meantime, despite being able to heal yourself more efficiently using magic, you decide to use the rest of the reagent on your shoulder. It seems that it wasn't enough, because the hole in your bone only closes partially.
(Rhunon: 5 + 2 + 1 + 1 + 1 + 1 + 1 + 1 + 1 = 14 vs 12 = 3 + 1 + 1 + 1 + 1 + 2 + 2 + 1 Dodge Nereim)
(Armor protection: 2 - 1 + 1 - 1 = 1 damage)
(Rhunon: 4 + 2 + 1 + 1 + 1 + 1 + 1 + 1 + 1 = 13 vs 13 = 1 - 1 + 1 + 1 + 1 + 2 + 2 + 6 Dodge Nereim)
The first arrow manages to pierce the insect's abdomen slightly yet it then manages to dodge the second one. You hear the elf groaning in frustration. Nevertheless, you move in to attack, aiming for the Nereim's stinger.
(Rhunon:3 + 3 + 2 + 1 - 1 = 8 vs 12 = 1 - 1 + 1 + 1 + 1 + 2 + 2 + 5 Dodge Nereim)
Yet it dodges your attack quite easily and then retaliates.
(Nereim: 2 + 1 + 1 + 1 + 1 + 1 + 2 - 1 = 6 vs 5 = 1 - 1 + 1 + 1 + 1 + 1 Parry Nayrous)
(Nereim: 6 + 1 + 1 + 1 + 1 + 1 + 2 - 1 = 10 vs 8 = 2 - 1 + 1 + 1 + 1 + 6 Parry Nayrous)
Your body is damaged pretty badly by it's ferocious assault, although it seems that attacking through your ghastly armor damaged it's stinger somewhat. As you stumble backwards, you see the millipuf Queen engaging your partner.
(Millipuf queen: 1 + 3 + 2 + 2 + 1 + 1 - 2 = 8 vs 10 = 1 + 1 + 2 + 6 Dodge Rhunon)
But he manages to dodge her attack.
---
Enemies:
Millipuf Queen
Race: Millipuf (+2 accuracy/dodge, +1 melee attack, -2 blunt defense, -1 fire defense, paralyzed by cold temperatures)
Element: Nature
--
Head: Long Antenae (+1 accuracy/dodge)
Torso: Thick Shell (+3 armor)
Weapon 1: Big Razor Stinger (+3 stabbing, +2 power, +2 pierce, -2 accuracy)
--
Stats:
STR: 1
DEX: 2
RES: 0
AGI: 1
INT: 0
--
Active Ability:
- Venom Sting (Give to all allies in a radius of 3 centered around the caster a buff of +1 major actions and +2 attack for 3 turns. Has a 6 turn cooldown.) {Cooldown: ready on roll 30}
- Queen's Command (??)
- Nature:
-- Acidic Residue (??)
Passive Ability:
- Hivemaster (gains +1 to all rolls for each living ally and grants other allies +1 to all rolls)
- Winged (+1 dodge, -1 parry)
Nereim
Race: Millipuf (+2 accuracy/dodge, +1 melee attack, -2 blunt defense, -1 fire defense, paralyzed by cold temperatures)
Element: Holy
--
Torso: Yellow Shell (+1 armor, +2 dodge)
Weapon 1: Small Stinger (+1 stabbing, +1 power, +1 pierce) {Damaged: -1 attack}
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
--
Active Ability:
- Burst of speed (Gets +3 dodge until the end of the turn. Automatically activated if an attack would hit. Has a cooldown of 1)
- Earth
-- Small magnetic pulse (The caster attracts a physical attack towards them. Does not use up a major action. Cooldown 1)
Passive Ability:
- Hivemind (gains +1 to all rolls for each living ally)
- Winged (+1 dodge, -1 parry)
Conditions:
- Queen's Command (+1 major action, +2 attack) {Expires on roll 27}
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (30/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {15}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 25/30
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 1/10) {Cooldown: Ready on Roll 25}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Beginner (+1 attack when wielding bows) {Exp: 7/10}
- Dodge Null (Placeholder) {Exp: 0/5}
Conditions:
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(3/8):
- Carnem deleo (rod) (Range: up to 6. +1 power)
--
Head:
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:
Fingers 1-10:
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:
--
Stats:
STR: 3 (+3)
DEX: 0
RES: 1 (+1)
AGI: 0
INT: 0 (-2)
EXP: 17/30
--
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:3/5} {Cooldown: Ready on Roll 29}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- 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 +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4) {Exp: 1/5} {Cooldown: Ready on Roll 25}
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 Null (Placeholder) {0/10}
- Bladed Beginner (+1 to bladed weapons) {0/10}
- Darkness Null (Placeholder) {4/5}
Conditions:
- Ghastly power (+1 STR, +1 RES, +2 blunt defense, converts INT to STR, Spiritus sepulturam nullified for the duration) {Expires on roll 27}
- Severe damage (-4 to all rolls)
Mercenary 3
"A pleasure to know you, Antaeus. My name is Yal'tam." the king replied before producing a generous sized bag of gold. "And, of course, here is the payment for your services, along with a small bonus." he says, giving you the bag along with a well crafted ring made of bone painted with symbols. "It is considered a lucky charm among my people that wards against curses and omens." he explains as you stash the gold in your inventory and equip the ring.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory:
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 18/45
--
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: 3/5}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 2/5}
- Dodge Null (Placeholder) {Exp: 3/5}
- Lightning Null (Placeholder) {Exp: 3/5}
- Conditions:
---
Rethi-Eli
Name: 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):
- 774 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- 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.)
---
Head:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hands: Leather gloves (+1 defense, +1 power)
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 leggins (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) {Damaged: -1 attack} [/glow]
Weapon 2:
--
Stats(Distribute one stat point):
STR: 0
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 2/45
--
Active Ability: (1 only):
- 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} {Cooldown: Ready on Roll 26}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
- Parry Null (+1 parry){Exp: 0/10}
Condition:
Mercenary 4
Vanina nods in reply and you both head into the cave. The corridor inside is narrow and you are forced to go in front while she followed behind you. Eventually the passage becomes wider and you arrive at an intersection. Suddenly, three green lizards emergy from the ground and rush towards you!
(Basilisk #1: 4 + 2 + 1 - 1 = 6 vs 9 = 1 + 1 + 1 + 1 + 5 Parry Geralt)
(Basilisk #2: 5 + 2 + 1 - 1 = 7 vs 6 = 1 + 1 + 1 + 1 + 2 Parry Geralt)
(Basilisk #3: 6 + 2 + 1 - 1 = 8 vs 11 = 1 + 1 + 1 + 2 + 6 Dodge Vanina)
You easily parry the first one's attack, but the second basilisk manages to land a bite on your right leg, inflicting a small wound.
--
Enemies:
Mature Emerald Basilisk x3
Race: Basilisk (+1 accuracy, +2 dodge, -1 power, -2 earth defense)
Element: Nature
--
Torso: Green scales (+1 defense, +1 armor)
Weapon: Pointy Teeth (+2 stabbing, +1 power, -1 slashing)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 2
INT: 0
--
Active Ability:
Passive Ability:
- Reptilian Regeneration (+1 health at the end of each turn)
Condition:
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox) {2}
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks, -1 accuracy)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
--
Active Ability:
- Fire
-- Fireball (??)
-- Ark Flare (??)
-- Crazy Firewall (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
- Dodge Null (Placeholder) {1/5}
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- Healing Potion (+1-2 health, -1-3 pain) {2}
- Khromre map (Leads to the Khromre island)
- Crude stone sword (+2 slashing, +1 power, -1 pierce, -2 accuracy. 4 uses) {4/4}
- 75 Gold
--
Head:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 1/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.) {Exp: 1/5} {Cooldown: Ready on roll 27}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {1/5}
- Parry Null (Placeholder) {1/5}
Condition:
- Small leg injury (-1 to all rolls)
Empire 1
"Yes, I see some rocks over there." Carola replies as you get up and draw your blades. Looking around, you see that you're in a plain field with mostly brown dirt and patches of green grass around and a small formation of stones you could use as cover, the one your friend mentioned. As for the attackers, you see an elf in blue robes wielding a staff, flanked by two red orcs at the other side of the bridge. Another fireball, smaller and quicker this time, impacts the place you fell as you ran for it along with the girl behind the rocks. A fe moments later you're joined by the man.
"Damn, it's those bandits again! What do they want from us?!" he says, clearly agitated.
---
Enemies:
---
Allies:
Man
Race: Human
Faction: Human Empire
Element: Darkness
--
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: ?? (concealed)
---
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 0
Exp: 0/20
---
Active Ability:
- Darkness
-- Shadow Fragment (??)
-- Dark focus (??)
Passive Ability:
- Preparation (??)
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge
Arms: Wood Bracers (+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}
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??)
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 18}
-- 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) {Cooldown: ready on roll 19}
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 Null (Placeholder) {4/5}
- Bladed Null (Placeholder) {3/5}
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagent {Half} (+1 health, -2 pain, 50% chance to cure poison)
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Head:
Neck:
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Back:
Arm Left and Right: Wood bracers (+1 parry)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 12/20
--
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: 1/5}
- 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: 2/5}
-- 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)
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 Null (Placeholder){4/5}
- Dodge Null (Placeholder){4/5}
- Lightning Null (Placeholder){1/5}
Conditions:
Empire 2
Satisfied with your work, you decide to wrap up the logs using one of your wires before enchanting them with some of your energy, greatly reducing their weight. Finally, you go and speak to a tree and then channel some magicka into your hand and touch it...
(Roll for... something {INT}: 1 + 1 = 2)
Nothing really happens as you do this. Glancing behind your shoulder, you see that Saraqael was already asleep.
---
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 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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(5/8):
- 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
- Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
- 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)
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Broken Axe {Broken: no stats. Needs extensive repair}
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
EXP: 0/30
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 26
----
@_DivideByZero_ I see. Probably should've figured that out myself, but meh. Also, I believe you forgot to equip your ring.
--
On another note, I added another equipment slot for face. Basically, any stuff that covers the face goes there. Some helmets will occupy both the head and the face slots, though, and thus can't be worn alongside masks.
--
Mercenary 1
(Nix: 6 + 1 + 1 + 1 + 1 = 10 vs 11 = 1 + 1 + 1 + 1 + 2 + 5 Parry Blue Gazer)
You can see Gazer turning it's head towards you for a few seconds, throwing you a hateful glare before returning it's focus on the fight. You move in to attack...
(Nix: 5 + 2 + 2 + 2 + 2 + 1 + 1 + 1 + 1 - 1 - 1 - 2 = 13 vs 12 = 1 - 1 + 1 + 1 + 2 + 2 + 6 Parry Blue Gazer)
(Armor protection: 1 - 2 = -1)
This time you get through it's guard, although your blades fail to pierce it's hide. Nevertheless, Daxon profits from the distraction you made and rushes in to attack...
(Daxon: 2 + 2 + 1 + 1 + 1 - 1 - 1 = 5 vs 12 = 1 - 1 + 1 + 1 + 2 + 2 + 6 Parry Blue Gazer)
But the demon easily bats away his scimitar before once again starting to chant words. They sound somewhat different this time...
(Blue Gazer: 1 + 2 + 1 + 1 + 1 + 1 - 1 - 2 = 4 vs 10 = 1 - 1 + 1 + 1 + 1 + 1 + 1 + 5 Parry Nix)
(Blue Gazer: 1 + 2 + 1 + 1 + 1 + 1 - 1 - 2 = 4 vs 12 = 1 + 1 + 1 + 1 + 2 + 6 Parry Daxon)
Two ice spikes form in the air and are launched towards you with blinding speed, but both you and your partner easily parry them. The Gazer grunts in dissatisfaction.
---
Enemies:
Blue Gazer
Race: Lesser demon (+1 attack, +2 physical defense, +1 defense against all elements except for Holy and Laxius, -2 defense against Holy and Laxius)
Element: Ice
Inventory:
- ?? Gold
--
Head: Zeon Spikes (+1 defense, +1 additonal defense against melee attacks)
Torso: Zeon hide (+2 defense, +1 magic defense, +2 armor, -1 dodge, -1 physical attack)
Weapon 1: Black runes (Range: up to 6. +1 magic attack, +1 darkness defense, -1 dodge)
Weapon 2: Black runes (Range: up to 6. +1 magic attack, +1 darkness defense, -1 dodge)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 2
--
Active Ability:
- Ice
-- Ice Spikes (Launches two ice spikes with +1 accuracy and -1 power. Each of them targets a random enemy. Range: 3. May be used 2 times before a 2 turn cooldown.)
-- Frozen Wave (Launches a wave with +3 accuracy that inflicts a debuff of -2 attack and dodge for 3 turns to all enemies it hits. -4 damage. The debuff is always placed on parrying enemies, regardless of the result of the roll. Has a radius of 3 and range of 2. Cooldown: 5) {Cooldown: Ready on roll 30}
-- Glaciate (??)
- Fel
-- Hell Crystal (??)
Passive Ability:
- Gazo Gazoher (Enemies get -1 to a random stat at the end of each turn)
- Dual Wielding Magic (+1 magic, -1 physical defense)
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(4/8):
- 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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)
--
Stats:
STR: 0
DEX: -1 (-2)
RES: 1
AGI: 0
INT: 1
Exp: 5/45
--
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} {Cooldown: Ready on Roll 30}
-- 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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
- Cold (-2 attack and dodge) {Expires on roll 28}
- Drained energy (-2 DEX)
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(7/8):
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
- 550 Gold
- Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
- Yellow Mask (+3 to non-damaging debuff skills) (face)
---
Head:
Face:
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: -2 (-2)
INT: 0
EXP: 15/30
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/3} {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.)
- Parry Beginner (+1 parry){Exp: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 0/10}
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
Condition:
- Cold (-2 attack and dodge) {Expires on roll 28}
- Drained energy (-2 AGI)
Mercenary 2
Cursing your weak shell, you retreat behind the rock formation you used as a hiding place earlier. You then begin to release the power that held your ghastly armor and empowered you, but before finishing, you realize that you can use magic even in warrior form. Of course, offensive magic would be weaker without your incantations empowering it, but your healing spell should be fine. Anyway, you proceed to cast Saaris' Touch on yourself, feeling relief as your damaged bones are being mended by the spell. (+2 health)
In the meantime, Rhunon was still fighting the millipuves.
(Rhunon: 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 2 = 11 vs 11 = 1 - 1 - 1 + 1 + 1 + 1 + 2 + 2 + 5 Dodge Nereim)
(Rhunon: 6 + 2 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 3 + 1 = 19 vs 11 = 1 - 1 + 1 + 1 + 1 + 2 + 2 + 5 Dodge Nereim)
(Armor protection: 8 - 1 + 1 - 1 = 7 damage)
The Nereim narrowly dodges the first arrow, but the second one hits it straight through the head, lodging itself into the opposite wall. The Queen doesn't react well to this and you feel as her antenae start emitting vibrations that ripple through the air. She then spits a large concentration of acid on the ground where you are hiding, drenching the stones you're leaning against and the ground around you. Some droplets get on your armor, starting to corrode it. Looks like you'll need to get away from the substance before it ravages your defense completely.
---
Enemies:
Millipuf Queen
Race: Millipuf (+2 accuracy/dodge, +1 melee attack, -2 blunt defense, -1 fire defense, paralyzed by cold temperatures)
Element: Nature
--
Head: Long Antenae (+1 accuracy/dodge)
Torso: Thick Shell (+3 armor)
Weapon 1: Big Razor Stinger (+3 stabbing, +2 power, +2 pierce, -2 accuracy)
--
Stats:
STR: 1
DEX: 2
RES: 0
AGI: 1
INT: 0
--
Active Ability:
- Venom Sting (+2 power and inflict venom on an enemy. -3 physical damage.)
- Queen's Command (Give to all allies in a radius of 3 centered around the caster a buff of +1 major actions and +2 attack for 3 turns. Has a 6 turn cooldown.) {Cooldown: ready on roll 30}
- Nature:
-- Acidic Residue (Shoots a projectile of acid to the ground, creating a field that debuffs all enemies with -2 armor and decreases their defense by 1 for each turn they stay in the AoE. Has range and radius of 2. Acid lasts 3 turns and debuff persists for 2 turns after the target gets out of the AoE. Cooldown: 3)
Passive Ability:
- Hivemaster (gains +1 to all rolls for each living ally and grants other allies +1 to all rolls)
- Winged (+1 dodge, -1 parry)
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (30/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {15}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 25/30
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 3/10) {Cooldown: ready on roll 28}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Beginner (+1 attack when wielding bows) {Exp: 9/10}
- Dodge Null (Placeholder) {Exp: 1/5}
Conditions:
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(3/8):
- Carnem deleo (rod) (Range: up to 6. +1 power)
--
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:
Fingers 1-10:
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:
--
Stats:
STR: 3 (+3)
DEX: 0
RES: 1 (+1)
AGI: 0
INT: 0 (-2)
EXP: 17/30
--
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:3/5} {Cooldown: Ready on Roll 29}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- 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 +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4) {Exp: 1/5} {Cooldown: Ready on Roll 25}
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 Null (Placeholder) {0/10}
- Bladed Beginner (+1 to bladed weapons) {0/10}
- Darkness Null (Placeholder) {4/5}
Conditions:
- Ghastly power (+1 STR, +1 RES, +2 blunt defense, converts INT to STR, Spiritus sepulturam nullified for the duration) {Expires on roll 27}
- Medium damage (-2 to all rolls)
- Acid corrosion (-2 armor, -1 defense)
Mercenary 3
"That will probably be sooner than you think." Nez'gol replies with a small grin while Yal'tam nods at your words. As you leave you hear your partner conversing with the king, although it's in the lizardmen's language so you don't understand anything from what they're saying. Anyway, you equip the trident and the go search for a blacksmith, remembering the lizardman you saw who was working at the forge. You manage to find your way back to him, although he wasn't outside working at the sword anymore, but inside his shop.
"What can help with, human?" he says with visible difficulty after you enter. It looks like he didn't know your language very well. Anyway, you look at the weapons lined up on the wall while he tries to explain his services.
- Weapons:
-- Battleaxe (2H) (+4 slashing, +2 power, -2 accuracy, -2 stabbing, -2 parry if STR is below 5) 220 Gold
-- Fine Broadsword (2H) (+3 slashing, +2 power, -2 dodge, +1 parry if STR is above 4) 255 Gold {Uncommon}
-- Sharp Shortsword (+2 slashing, +1 power, +1 pierce, -1 accuracy/dodge) 220 Gold {Uncommon}
-- Fiery Cutter (shortsword) (+2 slashing, +2 power, -1 dodge. Attacks has a 25% chance to set the enemy on fire, which bypasses armor and parry rolls, and ignore armor. All melee attacks get a +1 attack and are counted as fire damage) 955 Gold {Renowed}
-- Saber (+2 slashing, +1 additional slashing when mounted, +1 power, -1 dodge) 125 Gold
-- Fine Dagger (+1 stabbing, +1 slashing, no penalty when dual wielded with a dagger or blade) 205 Gold
-- Hammer (2H) (+2 impact, +2 power, -2 speed is STR is below 4) 150 Gold
- Utility:
-- Quality Small Sharpening Stone (Give +2 attack to a choosen weapon for 4 attacks. The buff stacks two times. This item has 4 uses) 125 Gold
-- Armor patch (fix 1 point of damage of a piece of armor and give it +1 defense against the following 2 attacks) 45 Gold
- Upgrades:
-- Weapon/armor fix (Fully repairs the selected piece of equipment) 50 Gold per damage point
-- Sharpen (Permanently gives +1 attack to bladed weapon. This upgrade doesn't stack with itself) 150 Gold
-- Gem Embedding (Embed a gem infused with elemental power into a weapon. Can only embed one gem into a weapon unless otherwise specified.) 450 each
--- Carnelian (+1 attack, physical attacks are counted as fire damage)
--- Aquamarine (+1 attack, physical attacks are counted as water damage)
--- Geode (+1 attack, physical attacks are counted as thunder damage)
--- Opal (+1 attack, physical attacks are counted as holy damage)
[/i]
---
Enemies:
---
Allies:
---
Rethi-Eli
Name: 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):
- 774 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (?? Apparently it's food) {5}
- 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)
- Zweihander (2H) (+3 power, +2 slashing, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging) {Damaged: -1 attack}
---
Head:
Face:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hands: Leather gloves (+1 defense, +1 power)
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 leggins (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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}
Weapon 2:
--
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 2/45
--
Active Ability: (1 only):
- 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}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
Mercenary 4
"Uh... sure, I guess." Vanina replies slightly uncertain as you attack the lizard nearest to you. Which would be the one which bited you, of course.
(Geralt: 4 + 2 + 2 + 2 + 1 + 1 + 1 + 1 + 1 - 1 - 1 - 1 = 12 vs 11 = 2 + 1 + 2 + 6 Dodge Basilisk #2)
(Armor protection: 1 - 1 = 0)
(Geralt: 6 + 2 + 2 + 2 + 1 + 1 + 1 + 1 + 1 - 1 - 1 - 1 = 14 vs 6 = 2 + 1 + 2 + 1 Dodge Basilisk #2)
(Armor protection: 8 - 1 = 7)
Your first strike fails to go through the reptile's scales, but your second one slices off a large part of it's body, red blood pouring from the massive wound. The two remaining lizards gang up on you.
(Basilisk #1: 2 + 2 + 1 - 1 = 4 vs 4 = 1 - 1 - 1 + 1 + 1 + 1 + 2 Parry Geralt)
(Basilisk #3: 4 + 2 + 1 - 1 = 6 vs 4 = 1 - 1 - 1 + 1 + 1 + 1 + 2 Parry Geralt)
You parry the first one's attack, but the second one manages to land another bite, this time on your hand. Ouch. In the meantime, Vanina flings a fireball towards one of the basilisks.
(Vanina: 3 + 2 + 1 + 1 = 7 vs 6 = 2 + 1 + 2 + 1 Dodge Basilisk #3)
(Armor protection: 1 - 1 = 0)
And then another...
(Vanina: 2 + 2 + 1 + 1 = 6 vs 7 = 2 + 1 + 2 + 2 Dodge Basilisk #3)
Yet both of them fail to cause any damage. She groans, obviously annoyed.
--
Enemies:
Mature Emerald Basilisk x2
Race: Basilisk (+1 accuracy, +2 dodge, -1 power, -2 earth defense)
Element: Nature
--
Torso: Green scales (+1 defense, +1 armor)
Weapon: Pointy Teeth (+2 stabbing, +1 power, -1 slashing)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 2
INT: 0
--
Active Ability:
Passive Ability:
- Reptilian Regeneration (+1 health at the end of each turn)
Condition:
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox) {2}
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a succesful hit. Has a range of 3) {Exp: 1/5}
-- Ark Flare (??)
-- Crazy Firewall (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
- Dodge Null (Placeholder) {1/5}
- Fire Null (Placeholder) {1/5}
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- Healing Potion (+1-2 health, -1-3 pain) {2}
- Khromre map (Leads to the Khromre island)
- Crude stone sword (+2 slashing, +1 power, -1 pierce, -2 accuracy. 4 uses) {4/4}
- 75 Gold
--
Head:
Face:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 1/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.) {Exp: 1/5} {Cooldown: Ready on roll 27}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {1/5}
- Parry Null (Placeholder) {2/5}
- Bladed Null (Placeholder) {2/5}
Condition:
- Small leg injury (-1 to all rolls)
- Medium left arm injury (-1 to all rolls, additional -1 to rolls involving the left arm)
- Pain (-1 to all rolls)
Empire 1
You proceed to cast Thunder Impulse towards the mage...
(Crimson: 6 + 2 - 2 - 1 = 5 vs 11 = 1 + 1 + 1 + 1 + 1 + 6 Dodge Elf mage)
But you miss by a long shot. You then try to throw a shortsword at him, but unfortunately you're not strong enough to hurl it with enough force to reach him at this distance. It looks like your only option left is to cross the bridge towards them. You communicate this to your companions and they both nod before you all emerge from your cover and charge towards the group of enemies. As you cross half of the bridge, you see the elf smirking before incanting a few words...
(Elf mage: 2 + 1 + 1 + 1 + 3 + 1 = 9 vs 10 = 1 - 1 + 2 + 2 + 6 Dodge Mystel)
(Elf mage: 1 + 1 + 1 + 1 + 3 + 1 = 8 vs 1 = 1 - 1 + 1 Dodge Carola)
(Elf mage: 4 + 1 + 1 + 1 + 3 + 1 = 11 vs 11 = 1 + 1 + 1 + 1 + 1 + 6 Dodge Man)
A ring of flames erupts around you, but you and the man in brown coat manage to get out of it before it fully formed, although Carola remains stuck inside. While she's deciding what to do, you rush towards the mage, but one of the orcs intercepts your attack.
(Mystel: 4 + 2 + 2 - 1 - 1 = 6 vs 6 = 1 + 1 + 2 + 2 Intercept Red Orc)
He barely manages to block off your attack. In the meantime, the other orc says a single word which promptly engulfs his weapon in a fiery aura before he swings towards you with ferocity.
(Red orc #2: 2 + 2 + 2 + 2 + 2 + 1 + 1 + 1 - 1 - 1 - 1 = 10 vs 7 = 1 - 1 + 2 + 2 + 3 Dodge Mystel)
(Armor protection: 3 - 1 = 2)
Your chainmail protects you somewhat from the brunt of the blow, although you still end up with a shallow wound on your chest. You also notice that the man had stopped right behind you and was clutching a wand, surrounded by a dark aura.
---
Enemies:
Elf mage
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Fire
--
Neck: Warding Pendant (+1 defense, +2 armor against magic)
Torso: Wizard Robes (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry)
Hands: Red gloves (+1 dodge, +1 accuracy to fire spells)
Weapon: Runed Rod (Range: up to 6. +2 power, +1 magic attack) {Rare}
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 1
Exp: 0/30
--
Active Ability:
- Fire
-- Fire blast (??)
-- Pyro-ball (??)
-- Ring of flames (Trap enemies in a ring of flames with a radius of 2. While in the ring, they are unable to dodge spells that have an equal or bigger AoE than the ring itself unless they go through the flames, getting 2 burn damage. +3 accuracy and cannot be parried. Ring lasts 3 turns. Range of 3. Cooldown: 5) {Cooldown: ready on roll 31}
Passive Ability:
- Explosive impact (All fire spells get -1 power but explode in an AoE of 1. Only applies to spells which don't have an area of effect)
Red Orc
Race: Orc (+1 to blunt weapons, +1 power, +1 parry, -2 magic, -1 dodge)
Element: Fire
--
Arms: Wood bracers (+1 parry)
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Feet: Reinforced leather boots (+1 defense, +1 armor, -1 dodge)
Weapon 1: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
Weapon 2: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
--
Active Ability:
- Weaponry:
-- Fire
--- Burning Slasher (Strike an enemy with +1 attack and +1 power. Inflicts burns instead of bleeding, if the target is parrying then inflict minor burns on them regardless of the result of the roll. 1/4 chance to inflict minor burns on self while attacking. Has a cooldown of 2) {Cooldown: ready on roll 28}
Passive Ability:
- Berserking (??)
- Dual wielding melee (+1 parry, +1 accuracy, -1 power, -1 dodge)
---
Allies:
Man
Race: Human
Faction: Human Empire
Element: Darkness
--
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)
---
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 0
Exp: 0/20
---
Active Ability:
- Darkness
-- Shadow Fragment (??)
-- 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: 1/5} {Cooldown: ready on roll 29}
Passive Ability:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {1/5}
- Dark Null (Placeholder) {1/5}
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge
Arms: Wood Bracers (+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}
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??)
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 18}
-- 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) {Cooldown: ready on roll 19}
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 Null (Placeholder) {4/5}
- Bladed Null (Placeholder) {3/5}
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Healing Reagent {Half} (+1 health, -2 pain, 50% chance to cure poison)
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Head:
Neck:
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Back:
Arm Left and Right: Wood bracers (+1 parry)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 12/20
--
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: 1/5}
- 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: 2/5}
-- 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)
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 Null (Placeholder){4/5}
- Dodge Null (Placeholder){4/5}
- Lightning Null (Placeholder){4/5}
Conditions:
- Medium wound (-2 to all rolls)
Empire 2
You decide to leave Saraquel to his nap while you attempt to sense the vibrations in the air for any possible threats. You hear sounds from small crickets to an owl letting out it's ominous chirp before flying off somewhere. Finally, you also hear two animals moving towards the clearing although you also sense something... odd about them.
---
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 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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(5/8):
- 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
- Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {10/10} (keeps razor wire tied around them for retracting them)
- 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)
--
Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Broken Axe {Broken: no stats. Needs extensive repair}
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
EXP: 0/30
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 27
----
Mercenary 1
You equip your green mask before attempting to stab the gazer again...
(Nix: 1 + 2 + 2 + 2 + 2 + 1 + 1 + 1 + 1 + 1 - 1 - 1 - 2 = 10 vs 7 = 1 - 1 + 1 + 1 + 2 + 2 + 1 Parry Blue Gazer)
(Armor protection: 3 - 2 = 1)
(Nix: 3 + 2 + 2 + 2 + 2 + 1 + 1 + 1 + 1 + 1 - 1 - 1 - 2 = 12 vs 7 = 1 - 1 + 1 + 1 + 2 + 2 + 1 Parry Blue Gazer)
(Armor protection: 5 - 2 = 3)
You manage to land both of your hits, wounding the demon pretty badly. It stumbles backwards before faaling down into a puddle of it's own blood.
Victory! +15 exp. Nix levels up!
"That went pretty well. Frankly, I expected that Gazer to deal more damage." Daxon observed as he walked up to the demon's corpse and took a small bag of gold from it's... stomach? "Lesser demons enjoy eating gold for some reason. That's probably why this one was lurking around here." the man explain before handing you half of the gold and taking the rest. Anyway, with the Gazer out of the way, you could go down the stairs now.
---
Enemies:
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(4/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 1
Exp: 20/45
--
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} {Cooldown: Ready on Roll 30}
-- 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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
- Cold (-2 attack and dodge) {Expires on roll 28}
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(5/8):
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
---
Head:
Face: Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Stats(distribute 1 stat point):
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
EXP: 0/45
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/5 Exp} {Cooldown: Ready on roll 29}
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
- Parry Beginner (+1 parry){Exp: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
Condition:
- Cold (-2 attack and dodge) {Expires on roll 28}
- Drained energy (-2 AGI)
Mercenary 2
You threaten the Queen before releasing the energy of your ghastly armor, returning to your magical form, and then launch two umbra bolts towards her.
(Nayrous: 3 + 2 + 2 + 1 - 2 = 6 vs 7 = 1 + 1 + 2 + 3 Dodge Millipuf Queen)
(Nayrous: 3 + 2 + 2 + 1 - 2 = 6 vs 10 = 1 + 1 + 2 + 6 Dodge Millipuf Queen)
Unfortunately, she dodges both of your shots. Rhunon follows up with two of his arrows...
(Rhunon: 2 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 = 10 vs 10 = 1 + 1 + 2 + 6 Dodge Millipuf Queen)
(Rhunon: 2 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 = 10 vs 5 = 1 + 1 + 2 + 1 Dodge Millipuf Queen)
(Armor protection: 5 - 3 + 1 - 1 = 2 damage)
His second arrow pierces her carapace and lodges itself into her abdomen, inflicting a medium-sized wound. The queen releases a weird noise with it's antenae before charging towards Rhunon...
(Millipuf queen: 2 + 3 + 2 + 2 + 1 + 1 - 2 - 2 = 7 vs 9 = 1 + 1 + 2 + 5 Dodge Rhunon)
But once again Rhunon dodges her attack. The Millipuf Queen then starts backing away and heads for the hole you first her in. In the meantime, you hear a faint buzz sound coming from two of the holes next to the queen's.
"Alright, we have to finish her off before the entire nest gets here and kill both of us." the elf said while drawing another arrow. You also start feeling the acid on you corrode your bones further...
---
Enemies:
Millipuf Queen
Race: Millipuf (+2 accuracy/dodge, +1 melee attack, -2 blunt defense, -1 fire defense, paralyzed by cold temperatures)
Element: Nature
--
Head: Long Antenae (+1 accuracy/dodge)
Torso: Thick Shell (+3 armor)
Weapon 1: Big Razor Stinger (+3 stabbing, +2 power, +2 pierce, -2 accuracy)
--
Stats:
STR: 1
DEX: 2
RES: 0
AGI: 1
INT: 0
--
Active Ability:
- Venom Sting (+2 power and inflict venom on an enemy. -3 physical damage.)
- Queen's Command (Give to all allies in a radius of 3 centered around the caster a buff of +1 major actions and +2 attack for 3 turns. Has a 6 turn cooldown.) {Cooldown: ready on roll 30}
- Nature:
-- Acidic Residue (Shoots a projectile of acid to the ground, creating a field that debuffs all enemies with -2 armor and decreases their defense by 1 for each turn they stay in the AoE. Has range and radius of 2. Acid lasts 3 turns and debuff persists for 2 turns after the target gets out of the AoE. Cooldown: 3)
Passive Ability:
- Hivemaster (gains +1 to all rolls for each living ally and grants other allies +1 to all rolls)
- Winged (+1 dodge, -1 parry)
Conditions:
- Medium wound (-2 to all rolls)
- Poisoned (-0 to all rolls)
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (28/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {13}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
Exp: 25/30
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 3/10) {Cooldown: ready on roll 28}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 0/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(3/8):
- Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
--
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:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Carnem deleo (rod) (Range: up to 6. +1 power)
Weapon 2:
--
Stats:
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 2
EXP: 17/30
--
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:3/5} {Cooldown: Ready on Roll 29}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.) {Exp: 3/5} {Cooldown: Ready at the end of roll 28}
-- Shadow Blast (Releases a large concentration of energy that strikes enemies with +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4) {Exp: 1/5}
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 Null (Placeholder) {0/10}
- Bladed Beginner (+1 to bladed weapons) {0/10}
- Darkness Null (Placeholder) {4/5}
Conditions:
- Medium damage (-2 to all rolls)
- Acid corrosion (-2 armor, -2 defense)
Mercenary 3
The blacksmith takes a few moments to understand your words before nodding and taking the payment and your Zweihander outside along with the carnelian gem. In the meantime, you decide to ponder on Nez'gol's reply. Perhaps he meant that you'll probably meet him again guarding the western entrance of Metrolia along with that other lizardman. What was his name again... Sar'nir? Anyway, it could mean a lot of things... You continue thinking about the possibilities for about half an hour until the blacksmith came back into the shop and handed over Zweihander back to you. You inspect your sword and see that it's blade was repaired and sharper than ever and there was now a carnelian gemstone embedded into the hilt.
"Here your sword, make sure not to break again." he says, giving back your weapon. There are only a few things that you can buy now with your remaining gold.
- Weapons:
-- Battleaxe (2H) (+4 slashing, +2 power, -2 accuracy, -2 stabbing, -2 parry if STR is below 5) 220 Gold
-- Fine Broadsword (2H) (+3 slashing, +2 power, -2 dodge, +1 parry if STR is above 4) 255 Gold {Uncommon}
-- Sharp Shortsword (+2 slashing, +1 power, +1 pierce, -1 accuracy/dodge) 220 Gold {Uncommon}
-- Fiery Cutter (shortsword) (+2 slashing, +2 power, -1 dodge. Attacks has a 25% chance to set the enemy on fire, which bypasses armor and parry rolls, and ignore armor. All melee attacks get a +1 attack and are counted as fire damage) 955 Gold {Renowed}
-- Saber (+2 slashing, +1 additional slashing when mounted, +1 power, -1 dodge) 125 Gold
-- Fine Dagger (+1 stabbing, +1 slashing, no penalty when dual wielded with a dagger or blade) 205 Gold
-- Hammer (2H) (+2 impact, +2 power, -2 speed is STR is below 4) 150 Gold
- Utility:
-- Quality Small Sharpening Stone (Give +2 attack to a choosen weapon for 4 attacks. The buff stacks two times. This item has 4 uses) 125 Gold
-- Armor patch (fix 1 point of damage of a piece of armor and give it +1 defense against the following 2 attacks) 45 Gold
- Upgrades:
-- Weapon/armor fix (Fully repairs the selected piece of equipment) 50 Gold per damage point
-- Sharpen (Permanently gives +1 attack to bladed weapon. This upgrade doesn't stack with itself) 150 Gold
-- Gem Embedding (Embed a gem infused with elemental power into a weapon. Can only embed one gem into a weapon unless otherwise specified.) 450 each
--- Carnelian (+1 attack, physical attacks are counted as fire damage)
--- Aquamarine (+1 attack, physical attacks are counted as water damage)
--- Geode (+1 attack, physical attacks are counted as thunder damage)
--- Opal (+1 attack, physical attacks are counted as holy damage)
---
Enemies:
---
Allies:
---
Rethi-Eli
Name: 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 (?? Apparently it's food) {5}
- 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)
- 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)
---
Head:
Face:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hands: Leather gloves (+1 defense, +1 power)
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 leggins (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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}
Weapon 2:
--
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 2/45
--
Active Ability: (1 only):
- 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}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
Mercenary 4
You gulp down a healing potion, feeling a bit of relieving cool as your wounds start closing quickly. (+2 health, -1 pain)
You then proceed to swing your blades towards one of the lizards...
(Geralt: 3 + 2 + 2 + 2 + 1 + 1 + 1 + 1 + 1 - 1 - 1 - 2 = 10 vs 6 = 2 + 1 + 2 + 1 Dodge Basilisk #3)
(Armor protection: 4 - 1 = 3)
You manage to cut a deep wound across it's back. It writhes in agony for a few seconds before going still. The last one hisses menacingly and attacks you again.
(Basilisk #1: 2 + 2 + 1 - 1 = 4 vs 2 = 2 - 1 - 1 + 1 + 1 + 1 + 1 Parry Geralt)
It lands yet another bite, this time on the left part of your waist. In the meatime, Vanina throws yet another fireball at the basilisk.
(Vanina: 1 + 2 + 1 + 1 = 5 vs 7 = 2 + 1 + 2 + 3 Dodge Basilisk #3)
"Alright, that does it." she says, her irritation at it's peak. She begins chanting a few words before launching a blast of a bright orange light towards the basilisk.
(Vanina: 5 + 2 + 1 + 3 = 11 vs 6 = 2 + 1 + 2 + 2 Dodge Basilisk #3)
(Armor protection: 5 - 1 = 4)
The animal is utterly incinerated by the intense light, leaving nothing but a pile of ashes.
Victory! +12 exp
"Are you okay?" the girl asks with concern in her voice while walking next to you, holding a potion filled with dark blue liquid. She inspects your wounds. "Here, this should make you feel good as new." she explains, handing the bottle over to you.
--
Enemies:
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox) {2}
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 12/30
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a succesful hit. Has a range of 3) {Exp: 1/5}
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy. Has +2 attack if the target is flying. Range of 4. Cooldown: 3) {Exp: 1/5} {Cooldown: ready on roll 30}
-- Crazy Firewall (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
- Dodge Null (Placeholder) {1/5}
- Fire Null (Placeholder) {2/5}
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- Healing Potion (+1-2 health, -1-3 pain)
- Khromre map (Leads to the Khromre island)
- Crude stone sword (+2 slashing, +1 power, -1 pierce, -2 accuracy. 4 uses) {4/4}
- 75 Gold
--
Head:
Face:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 13/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.) {Exp: 1/5} {Cooldown: Ready on roll 27}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {1/5}
- Parry Null (Placeholder) {2/5}
- Bladed Null (Placeholder) {4/5}
Condition:
- Small left arm injury (-1 to all rolls)
- Medium injury (-2 to all rolls)
- Pain (-2 to all rolls)
Empire 1
"I can't believe this is happening..." the man mutters in reply as you try to place some distance between the enemies, and the only way to do that right now is to go back on the bridge. As you back away, the wizard prepares to cast another spell towards you, but the man says one quick word and a small concentration of shadows erupts from his wand towards the elf.
(Man: 5 + 2 + 2 + 1 = 10 vs 6 = 1 + 1 + 1 + 1 + 1 + 1 Dodge Elf mage)
(Ward protection: 4 - 2 + 1 = 3 damage)
The projectile pierces through an imaterial shield and hits him square in the chest. The elf is thrown on the ground, but he slowly gets up, spitting blood. The wand-wielding man throws another bolt in another to finish his opponent, but one of the orcs jumps in to intercept it.
(Man: 3 + 2 + 2 = 7 vs 5 = 1 + 1 + 2 + 1 Intercept Red Orc #2)
(Armor protection: 2 - 2 + 1 = 1 damage)
His bolt pierces through the orc's armor and inflicts a minor wound. He then slashes towards him in retaliation...
(Red Orc #2: 3 + 2 + 2 + 1 + 1 + 1 - 1 = 9 vs 7 = 1 + 1 + 1 + 4 Parry Man)
(Armor protection: 2 - 1 = 1)
The red orc's swords make a shallow cut on the man's shoulder. The other one also moves in to attack, but your ally was already running back towards you. During all of this you used the rest of the reagant on your wound, closing it a little and warding off the pain for some time. You also see Carola finally running through the ring of flames and coming towards you.
"It looks like our only escape was cut off by that mage's spell. We need a plan to deal with these bandits, otherwise they might kill us." the swordswoman said as she healed the burns she got from going through the flames. Some of them still remained when she was done, though.
"I hope it doesn't involve me being on the front line again." the man replied as he finally got next to you. You see that the two red orcs were straight towards the three of you.
---
Enemies:
Elf mage
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Fire
--
Neck: Warding Pendant (+1 defense, +2 armor against magic)
Torso: Wizard Robes (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry)
Hands: Red gloves (+1 dodge, +1 accuracy to fire spells)
Weapon: Runed Rod (Range: up to 6. +2 power, +1 magic attack) {Rare}
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 1
Exp: 0/30
--
Active Ability:
- Fire
-- Fire blast (??)
-- Pyro-ball (??)
-- Ring of flames (Trap enemies in a ring of flames with a radius of 2. While in the ring, they are unable to dodge spells that have an equal or bigger AoE than the ring itself unless they go through the flames, getting 2 burn damage. +3 accuracy and cannot be parried. Ring lasts 3 turns. Range of 3. Cooldown: 5) {Cooldown: ready on roll 31}
Passive Ability:
- Explosive impact (All fire spells get -1 power but explode in an AoE of 1. Only applies to spells which don't have an area of effect)
Condition:
- Big wound (-3 to all rolls)
Red Orc
Race: Orc (+1 to blunt weapons, +1 power, +1 parry, -2 magic, -1 dodge)
Element: Fire
--
Arms: Wood bracers (+1 parry)
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Feet: Reinforced leather boots (+1 defense, +1 armor, -1 dodge)
Weapon 1: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
Weapon 2: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
--
Active Ability:
- Weaponry:
-- Fire
--- Burning Slasher (Strike an enemy with +1 attack and +1 power. Inflicts burns instead of bleeding, if the target is parrying then inflict minor burns on them regardless of the result of the roll. 1/4 chance to inflict minor burns on self while attacking. Has a cooldown of 2) {Cooldown: ready on roll 28}
Passive Ability:
- Berserking (??)
- Dual wielding melee (+1 parry, +1 accuracy, -1 power, -1 dodge)
Red Orc
Race: Orc (+1 to blunt weapons, +1 power, +1 parry, -2 magic, -1 dodge)
Element: Fire
--
Arms: Wood bracers (+1 parry)
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Feet: Reinforced leather boots (+1 defense, +1 armor, -1 dodge)
Weapon 1: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
Weapon 2: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
--
Active Ability:
- Weaponry:
-- Fire
--- Burning Slasher (Strike an enemy with +1 attack and +1 power. Inflicts burns instead of bleeding, if the target is parrying then inflict minor burns on them regardless of the result of the roll. 1/4 chance to inflict minor burns on self while attacking. Has a cooldown of 2)
Passive Ability:
- Berserking (Injuries don't count for attack rolls)
- Dual wielding melee (+1 parry, +1 accuracy, -1 power, -1 dodge)
Condition:
- Small wound (-1 to all rolls)
---
Allies:
Man
Race: Human
Faction: Human Empire
Element: Darkness
--
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)
---
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 0
Exp: 0/20
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 2/5}
-- 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: 1/5} {Cooldown: ready on roll 29}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {1/5}
- Dark Null (Placeholder) {3/5}
Condition:
- Small wound (-1 to all rolls)[spoiler]
Carola
[spoiler]Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Bracers (+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}
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??)
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 18}
-- 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) {Cooldown: ready on roll 19}
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 Null (Placeholder) {4/5}
- Bladed Null (Placeholder) {3/5}
Condition
- Light burns (-1 to all rolls)
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Head:
Neck:
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Back:
Arm Left and Right: Wood bracers (+1 parry)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce) + (Electrical enchantment)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 12/20
--
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: 1/5}
- 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: 2/5} {Cooldown: Ready on roll 29}
-- 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: 1/5} {Cooldown: Ready on roll 30}
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 Null (Placeholder){4/5}
- Dodge Null (Placeholder){4/5}
- Lightning Beginner (+1 to lightning){0/10}
Conditions:
- Small wound (-1 to all rolls)
Empire 2
As you equip the the ring given to you by Amarethon you feel power course into your soul along with a feeling of a massive raw energy locked away in the ring itself. Nevertheless, you decide to meet the two creatures but you accidentally step on some of the blood-oak's red resin which was spilled on ground during your fight. You come to the conclusion that the beasts must be scavengers, so you expertly throw a knife towards a nearby tree, making the wire attached to it loop around a branch before pulling yourself up into the tree in order to hide. As the creatures get close, Saraquel suddenly gets up from his slumber and quietly walks behind a bush near your hiding place. A few moments later two animals walk into the clearing, one of them covered in red fur and seemingly blind while the other one's fur was a cyan-blue and it's eyes were bright yellow. Both of them were walking on two legs.
---
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 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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(5/8):
- 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}
--
Head:
Neck:
Torso: Kah'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) {10/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 2 (x1.5)
EXP: 0/30
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 28
----
@NRDL Sorry, it was just an accident. Should be fixed now.
--
@Crimson Just so you know, only player characters and major bosses naturally have 2 major actions per roll. Other characters only have 1, although they can get more through certain passives/abilities.
--
Mercenary 1
You go down the stairs, Daxon following just behind you. It doesn't take long until you enter in square room with a rather... unique floor. If it could be called a floor, that is, considering how it below you was a seemingly infinite expanse of drifting colors, ranging from red to yellow to green, the only thing separating you from them being an invisible barrier. In contrast, the walls and ceiling look normal, save the many runes and strange images painted on them.
"The hall of ceremonies..." your partner muttered, his voice filled with excitement. Looking around, you see two red chests sitting next to a big jar painted blue.
---
Enemies:
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(4/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 1
Exp: 20/45
--
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} {Cooldown: Ready on Roll 30}
-- 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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(5/8):
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
---
Head:
Face: Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Stats:
STR: 1
DEX: 1
RES: 1
AGI: 0
INT: 0
EXP: 0/45
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/5 Exp} {Cooldown: Ready on roll 29}
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
- Parry Beginner (+1 parry){Exp: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
Condition:
Mercenary 2
You get up and run away from the puddle of acid, although some still clings to your bones. Fortunately, it isn't enough to do any further damage. Anyway, you run up to the queen, but before you can even raise your rod an arrow flies past you...
(Rhunon: 4 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 2 = 13 vs 5 = 1 - 2 - 2 - 1 + 1 + 2 + 6 Dodge Millipuf Queen)
(Armor protection: 7 - 3 = 5 damage)
And goes straght through the Queen's shell, finally killing it off. She lands hard on the ground next to the second Nereim.
Victory! +23 exp! Rhunon leveled up! Nayrous leveled up!
Quest complete! +2 exp {AGI} to Rhunon, +2 exp {INT} to Nayrous.
"Good, without their queen the millipuves will die off." Rhunon says, placing his shortbow on his back. You both turn your head towards the holes in the wall in front of you as the buzzing sound was getting closer. "Now we need to get out of here. I think I know a way." he added, darting off towards the slope you used to get there earlier. You follow behind him until you come back at the wood bridge. You cross it and arrive at another section of the cave with two paths in front of you, one on the left side and one on the right side, both of them leading up.
"Which way should we go?" your partner asks with an alarmed look.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (28/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {13}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 2
INT: 0
Exp: 20/45
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 3/10) {Cooldown: ready on roll 28}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 1/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(3/8):
- Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
--
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:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Carnem deleo (rod) (Range: up to 6. +1 power)
Weapon 2:
--
Stats(distribute 1 stat point):
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 2
EXP: 12/45
--
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:3/5} {Cooldown: Ready on Roll 29}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- 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 +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4) {Exp: 1/5}
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 Null (Placeholder) {0/10}
- Bladed Beginner (+1 to bladed weapons) {0/10}
- Darkness Null (Placeholder) {4/5}
Conditions:
- Medium damage (-2 to all rolls)
- Acid corrosion (-2 armor, -2 defense) {Expired on roll 30}
Mercenary 3
You take your leave from the blacksmith before going out of the town and into the forest, the broadsword wielding lizardman from earlier shooting you a glare as you passed by. Anyway, you manage to find your way to the glade then go north, arriving back at the crossroads where you see Nez'gol chatting with Sar'nir. In their language, of course. Anyway, you peel off the soft shell of a Crimson Orange before eating it, making you feel invigorated. It also tasted pretty good, like an orange with some spice, giving it a 'fiery' flavour in your mouth. After that is over with, you walk up to Nez'gol, ready for him to betray you or something.
"Ahraek g'ul... I mean, good to see you again, Antaeus." he says as you walked in front of them. "If you have a minute, I'd want to ask you something." he adds, looking slightly awkward.
---
Enemies:
---
Allies:
---
Rethi-Eli
Name: 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)
- 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)
---
Head:
Face:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hands: Leather gloves (+1 defense, +1 power)
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 leggins (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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}
Weapon 2:
--
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 2/45
--
Active Ability: (1 only):
- 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}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
- Invigorated (+1 power) {Expires on roll 30}
Mercenary 4
You gulp down the liquid and instantly feel your pain being relieved while your wounds close under your eyes, leaving only a small injury on your waist. (+2 health, -3 pain)
After that, you proceed to make another sword from the stone inside the cave. It only takes about twelve seconds for a bunch of stones to come loose from the walls and meld into a sword with a thinner blade, better for stabbing. Although, since it is made out of pure stone, it is still somewhat unwieldy. And uncomfortable to use, since you still don't have gloves. Vanina, who was watching with interest the creation process of the weapon, pokes your shoulder.
"That's an impressive ability you have there, but we still have to decide which way we should go." she remarks, gesturing towards the two paths. "The one going forward will lead us outside, but you can take the south one if you want to explore this cave some more." the girl explained with a slight smile towards the end.
--
Enemies:
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox)
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 12/30
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a succesful hit. Has a range of 3) {Exp: 1/5}
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy. Has +2 attack if the target is flying. Range of 4. Cooldown: 3) {Exp: 1/5} {Cooldown: ready on roll 30}
-- Crazy Firewall (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
- Dodge Null (Placeholder) {1/5}
- Fire Null (Placeholder) {2/5}
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- 75 Gold
- Healing Potion (+1-2 health, -1-3 pain)
- Khromre map (Leads to the Khromre island)
- Crude stone sword (+2 slashing, +1 power, -1 pierce, -2 accuracy. 4 uses) {4/4}
- Thinner stone sword (+2 stabbing, +1 power, -2 accuracy. 6 uses) {6/6}
--
Head:
Face:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 13/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.) {Exp: 2/5} {Cooldown: Ready on roll 33}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {2/5}
- Parry Null (Placeholder) {2/5}
- Bladed Null (Placeholder) {4/5}
Condition:
- Small injury (-1 to all rolls)
Empire 1
"Got it." Carola replies while the man only nods.
"By the way, you can call me Fenrir." he says to you before firing off a concentration of shadows towards the mage.
(Man: 2 + 2 + 1 - 1 - 1 = 3 vs 2 = 1 - 3 - 3 - 1 + 1 + 1 + 1 + 1 + 4 Dodge Elf mage)
(Ward protection: 1 - 2 + 1 = 0 damage)
The shadow fragment fails to pierce the elf's shield, leaving him unharmed. He then proceeds to cast a massive fireball towards you!
(Elf mage: 1 + 2 + 1 + 1 + 1 + 1 - 2 - 3 - 3 - 1 = -2 vs 8 = 1 - 1 - 1 + 2 + 2 + 5 Dodge Mystel)
(Elf mage: 1 + 2 + 1 + 1 + 1 + 1 - 2 - 3 - 3 - 1 = -2 vs 6 = 1 - 1 - 1 + 1 + 1 + 1 + 1 + 3 Dodge Fenrir)
(Elf mage: 1 + 2 + 2 + 1 + 1 + 4 - 3 - 3 - 1 = 4 vs 8 = 1 - 1 - 1 + 1 + 1 + 1 + 1 + 2 + 3 Parry Carola)
Yet it fails to hurt any of you. Anyway, the girl proceeds to cast her Saint Waves on the two orcs, who were almost in front of you by now...
(Carola: 5 + 2 + 1 + 1 = 9 vs 8 = 1 + 1 + 1 + 1 + 1 + 2 + 1 Parry Red Orc #1)
(Armor protection: 1 - 2 = -1 damage)
(Carola: 5 + 2 + 1 + 1 = 9 vs 6 = 1 - 1 - 1 + 1 + 1 + 1 + 1 + 2 + 1 Parry Red Orc #2)
(Armor protection: 3 - 2 = 1)
The second one seems to have sufered minor burns from the burst of holy magic, while the other one was mostly unhurt. You and the wounded orc both move in to attack eachother...
(Clash {AGI}: Myste 4 vs -1 = 1 - 1 - 1 Red Orc #2)
You outspeed him and proceed to strike towards him.
(Mystel: 6 + 2 + 2 + 1 - 1 - 1 - 1 = 8 vs 7 = 1 - 1 - 1 - 1 + 1 + 1 + 1 + 1 + 2 + 3 Parry Red Orc#2)
(Armor protection: 1 - 2 - 1 - 1 = -3 damage)
(Electicity damage: +1)
(Mystel: 4 + 2 + 2 + 1 + 1 - 1 - 1 - 1 = 7 vs 8 = 2 - 1 - 1 - 1 + 1 + 1 + 1 + 1 + 2 + 5 Parry Red Orc#2)
(Electicity damage: +1)
He isn't hurt by either of your attacks, but he is simply killed by the electrical discharges from your dai-katana. Meanwhile, you see the other orc engaging Carola.
(Red Orc #2: 1 + 2 + 2 + 1 + 1 + 1 - 1 = 7 vs 8 = 1 - 1 - 1 + 1 + 1 + 1 + 1 + 1 + 2 + 2 Parry Carola)
She just manages to block off his blow.
---
Enemies:
Elf mage
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Fire
--
Neck: Warding Pendant (+1 defense, +2 armor against magic)
Torso: Wizard Robes (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry)
Hands: Red gloves (+1 dodge, +1 accuracy to fire spells)
Weapon: Runed Rod (Range: up to 6. +2 power, +1 magic attack) {Rare}
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 1
Exp: 0/30
--
Active Ability:
- Fire
-- Fire blast (??)
-- Pyro-ball (??)
-- Ring of flames (Trap enemies in a ring of flames with a radius of 2. While in the ring, they are unable to dodge spells that have an equal or bigger AoE than the ring itself unless they go through the flames, getting 2 burn damage. +3 accuracy and cannot be parried. Ring lasts 3 turns. Range of 3. Cooldown: 5) {Cooldown: ready on roll 31}
Passive Ability:
- Explosive impact (All fire spells get -1 power but explode in an AoE of 1. Only applies to spells which don't have an area of effect)
Condition:
- Big wound (-3 to all rolls)
- Pain (-3 to all rolls)
- Bleeding (-1 to all rolls)
Red Orc
Race: Orc (+1 to blunt weapons, +1 power, +1 parry, -2 magic, -1 dodge)
Element: Fire
--
Arms: Wood bracers (+1 parry)
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Feet: Reinforced leather boots (+1 defense, +1 armor, -1 dodge)
Weapon 1: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
Weapon 2: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
--
Active Ability:
- Weaponry:
-- Fire
--- Burning Slasher (Strike an enemy with +1 attack and +1 power. Inflicts burns instead of bleeding, if the target is parrying then inflict minor burns on them regardless of the result of the roll. 1/4 chance to inflict minor burns on self while attacking. Has a cooldown of 2) {Cooldown: ready on roll 28}
Passive Ability:
- Berserking (??)
- Dual wielding melee (+1 parry, +1 accuracy, -1 power, -1 dodge)
---
Allies:
Fenrir
Race: Human
Faction: Human Empire
Element: Darkness
--
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)
---
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 0
Exp: 0/20
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 3/5}
-- 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: 1/5} {Cooldown: ready on roll 29}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (Placeholder) {4/5}
Condition:
- Small wound (-1 to all rolls)
- Pain (-1 to all rolls)
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Bracers (+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}
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??)
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 30}
-- 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} {Cooldown: ready on roll 33}
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 Null (+1 parry) {0/10}
- Bladed Null (Placeholder) {3/5}
- Light Null (Placeholder) {2/5}
Condition
- Light burns (-1 to all rolls)
- Pain (-1 to all rolls)
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Head:
Neck:
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Back:
Arm Left and Right: Wood bracers (+1 parry)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce) + (Electrical enchantment)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 12/20
--
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} {Cooldown: ready on roll 33}
- 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: 2/5} {Cooldown: Ready on roll 29}
-- 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: 1/5} {Cooldown: Ready on roll 30}
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){0/10}
- Dodge Beginner (+1 dodge){0/10}
- Lightning Beginner (+1 to lightning){0/10}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-1 to all rolls)
- Sharp senses (+1 attack, +2 accuracy) {Expires on roll 31}
Empire 2
The blue one goes to inspect the remains of the blood-oak, which are mostly branches you cut off with the axe, while the red one sniffs the ground. A few moments later it growls towards the other one and makes a motion with it's tail towards the bush Saraquel was hiding behind. They both approach the hiding place of your companion, who seemed to be deciding whenever to run for it or fight, but they stop when a howl resounds in the distance. The red one snarls while the blue one responds with another howl before they both dart off into the darkness of the trees. Probably a member of their pack found something more edible than brambles.
---
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 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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(5/8):
- 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}
--
Head:
Neck:
Torso: Kah'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) {10/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 2 (x1.5)
EXP: 0/30
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 29
----
The reason for why I couldn't post in the last two days was because I had to learn for a bunch of tests at school. But since that's over with, I should be able to post normally at least until the end of the week.
--
@Crimson Oh... um... I forgot to mention that cooldowns end at the end of your turn (after using up all your major actions) didn't I? Well, sorry. *nervous laugh*
--
I'd like to ask all the players, except for _DivideByZero_, to post the backstories of their characters in a spoiler at the end of their post. If your character doesn't have one, then feel free to ignore this message.
--
Mercenary 1
You inspect both chests in all the ways you know, trying to find any signs of traps that could trigger if you try to open them. You don't really find anything like that, or perhaps the chests are simply not trapped physically, so you proceed to open one of them, starting with...
(Roll for randomness: 1)
The left one. It seems to be unlocked, and the inside is filled with... nothing more than a seemingly impenetrable shadow. As you try to pierce the darkness and see if there was anything else inside, you feel something shift behind you. Your raise your head and look around, only to see that you were in a completely different place now: there were no walls or ceiling or anything, just numerous streaks of red and purple running round in chaotic patterns on a background formed of pure blackness. You were no longer sitting on the transparent floor of the Hall of Ceremonies, instead it was replaced with a misty grey substance which streched almost infinitely into the darkness. Nevertheless, as you continue staring in all directions, you don't notice as a tiny imp appears in front of you.
"Oh? I didn't know we had a new arrival." it says with a mocking tone. You notice that it's skin was tinted with various dark colors. "Anyway, you're a skeleton, so you must be sent here by Azygos, righ?" the imp remarks, studying you closely.
---
Enemies:
---
Allies:
Daxon (Unavailable)
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 1
Exp: 20/45
--
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} {Cooldown: Ready on Roll 30}
-- 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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(5/8):
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
---
Head:
Face: Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Stats:
STR: 1
DEX: 1
RES: 1
AGI: 0
INT: 0
EXP: 0/45
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/5 Exp} {Cooldown: Ready on roll 29}
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
- Parry Beginner (+1 parry){Exp: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
Condition:
Mercenary 2
You decide to increase your intelligence further because you realize this would give you both a boost to both offense and defense. In your warrior form, at least. Anyway, you raise both of your bare arms into the air, with fingers spread, almost resembling a prophet. Or a summoner. Either way, you feel the wind blowing through both paths, although it was slightly stronger in the right one, so you go to the supposed exit. Rhunon only shrugs to himself before quietly following you. Going through an opening you quickly realize from a quick glance around why the wind was blowing from both paths: it was because they actually led to different parts of the same room, which were separated by the endless abyss you saw a few times earlier. Although, looking down, you can faintly make out their rock bottom. You also notice a bunch of holes on the walls around. Anyway, you go further down the path stretching ahead of you, careful to not fall off the edges to your death, and not after long you come across wider ground. Looking around you see a small depression filled with a frozen liquid, a few small stalagmites strewn around and... a dead girl with light blue hair sitting in a puddle of dried blood behind one of them. You can see a bunch of stab wounds and gashes on her chest and arms.
"Human. She was probably killed while trying to escape." your companion remarks before turning towards you. "So, what do you want to do with her?" he then asks. You glance forward that the path continued up to a giant stalagmite going far up into the ceiling with orange crystals growing around it, but didn't go any further.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (28/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {13}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 2
INT: 0
Exp: 20/45
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 3/10) {Cooldown: ready on roll 28}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 1/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(3/8):
- Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
--
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:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Carnem deleo (rod) (Range: up to 6. +1 power)
Weapon 2:
--
Stats(distribute 1 stat point):
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 3
EXP: 12/45
--
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:3/5}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- 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 +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4) {Exp: 1/5}
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 Null (Placeholder) {0/10}
- Bladed Beginner (+1 to bladed weapons) {0/10}
- Darkness Null (Placeholder) {4/5}
Conditions:
- Medium damage (-2 to all rolls)
- Acid corrosion (-2 armor, -2 defense) {Expired on roll 30}
Mercenary 3
"Oh, it's just that... well..." Nez'gol fidgeted a little before clearing his throat. "Well, since I was little, I always wanted to explore. At first I was satisfied with just the Marrowin Woods, but now... Well, let's just say it is not enough for me anymore." the lizardman explained then took a few seconds to compose himself. "And, since you're a mercenary, I wanted to ask you if you'd let me join you." he finally added, looking at you expectantly. In the meantime, Sar'nir was staring into the distance.
---
Enemies:
---
Allies:
---
Rethi-Eli
Name: 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)
- 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)
---
Head:
Face:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hands: Leather gloves (+1 defense, +1 power)
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 leggins (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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}
Weapon 2:
--
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 2/45
--
Active Ability: (1 only):
- 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}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
- Invigorated (+1 power) {Expires on roll 30}
Mercenary 4
You both go down the south path, which was narrower and thus forced you to go one at a time. Anyway, after a few minutes of walking the path veers to the right into a large room. You don't really have time to look around because the first thing you see is another emerald bassilisk who hisses loudly towards you. Suddenly, behind it appear two more reptile and... a blue three-headed anaconda.
"Well, it looks like we now know from where those other bassilisks came from." Vanina observes before starting to chant...
(Vanina: 5 + 2 + 1 + 3 = 11 vs 9 = 1 + 2 + 2 + 4 Dodge Mature emerald basilisk #1)
(Armor protection: 2 - 1 = 1 damage)
(Vanina: 1 + 2 + 1 + 3 = 7 vs 9 = 1 + 2 + 2 + 4 Dodge Mature emerald basilisk #2)
(Vanina: 3 + 2 + 1 + 3 = 9 vs 9 = 1 + 2 + 2 + 4 Dodge Mature emerald basilisk #3)
(Vanina: 1 + 2 + 1 + 3 = 7 vs 6 = 1 + 1 + 2 + 2 Dodge Blue Anaconda)
(Armor protection: 1 - 2 = -1 damage)
Flames erupt like mad from the ground, incinerating one of the basilisk while the rest manage to get away from the fire. Fortunately, this also means that they won't be able to attack you right now.
--
Enemies:
Mature emerald basilisk x 3
Race: Basilisk (+1 accuracy, +2 dodge, -1 power, -2 earth defense)
Element: Nature
--
Torso: Green scales (+1 defense, +1 armor)
Weapon: Pointy Teeth (+2 stabbing, +1 power, -1 slashing)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 2
INT: 0
--
Active Ability:
Passive Ability:
- Reptilian Regeneration (+1 health at the end of each turn)
Condition:
Blue Anaconda
Race: Anaconda (+2 dodge, +1 stabbing, +1 accuracy, -1 slashing defense, gets 2 additional major actions when injured)
Element: Water
--
Torso: Teal scales (+1 defense, +2 armor)
Weapon: Big teeth (+2 stabbing, +1 pierce, -1 parry)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
--
Active Ability:
- Water
-- Thermal Jet (??)
Passive Ability:
- Predator's poison (??)
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox)
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 12/30
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a succesful hit. Has a range of 3) {Exp: 1/5}
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy. Has +2 attack if the target is flying. Range of 4. Cooldown: 3) {Exp: 1/5} {Cooldown: ready on roll 30}
-- Crazy Firewall (Flames sprout out from the ground in the targeted area, incinerating any character caught in them. +2 power, additional +3 attack against ground targets. Radius of 3. Has a range of 2. Cooldown: 7) {Exp: 2/5} {Cooldown: ready on roll 36}
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
- Dodge Null (Placeholder) {1/5}
- Fire Null (Placeholder) {4/5}
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- 75 Gold
- Healing Potion (+1-2 health, -1-3 pain)
- Khromre map (Leads to the Khromre island)
- Crude stone sword (+2 slashing, +1 power, -1 pierce, -2 accuracy. 4 uses) {4/4}
- Thinner stone sword (+2 stabbing, +1 power, -2 accuracy. 6 uses) {6/6}
--
Head:
Face:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 13/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.) {Exp: 2/5} {Cooldown: Ready on roll 33}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {2/5}
- Parry Null (Placeholder) {2/5}
- Bladed Null (Placeholder) {4/5}
Condition:
- Small injury (-1 to all rolls)
Empire 1
In response to your words, Carola immediately retaliates towards the orc with two consecutive strikes...
(Carola: 4 + 2 + 2 + 2 + 2 + 1 + 1 - 1 - 1 - 1 - 1 = 10 vs 12 = 1 + 1 + 1 + 1 + 1 + 2 + 5 Parry Red Orc)
(Carola: 5 + 2 + 2 + 2 + 2 + 1 + 1 - 1 - 1 - 1 - 1 = 11 vs 11 = 1 + 1 + 1 + 1 + 1 + 2 + 4 Parry Red Orc)
Yet both of her attacks are parried. She frowns as Fenrir casts another shadow fragment.
(Man: 3 + 2 + 1 - 1 - 1 = 4 vs 9 = 1 + 1 + 1 + 1 + 1 + 2 + 1 Parry Red Orc)
But the enemy easily blocks his spell. He then attempts to deliver another blow towards the girl.
(Red Orc: 4 + 2 + 2 + 1 + 1 + 1 - 1 = 10 vs 12 = 1 - 1 - 1 + 1 + 1 + 1 + 1 + 1 + 2 + 6 Parry Carola)
His shortswords only meet the steel of Carola's swords before she pushes him back. In the meantime, you were running towards the elf and nearly reached him, but he manages to cast a spell before you can attack.
(Elf mage: 6 + 2 + 1 + 1 + 1 + 1 + 2 - 3 - 3 - 1 = 6 vs 9 = 1 - 1 - 1 + 2 + 2 + 6 Dodge Mystel)
You dodge his fireball before slashing towards him with your dai-katanas!
(Mystel: 3 + 2 + 2 + 2 + 2 + 2 + 1 + 1 + 1 + 1 + 1 - 1 - 1 = 16 vs 2 = 1 - 3 - 3 - 1 + 1 + 1 + 1 + 1 + 4 Dodge Elf mage)
(Electicity damage: +1)
Your blades cut through the mage's flesh like melted butter, creating a massive wound starting from his right shoulder and ending at his lower torso from which blood poured like a river. You then turn around but before you can do anything, a cloaked woman appears before you. She was wielding two dai-katanas just like you, although hers had longer blades and a red mark on each of their hilt.
"Lord Uba is impressed with your capabilities. I am to lead you to him." she said in a smooth tone. Her expression is hidden by the cloak's hood.
---
Enemies:
Red Orc
Race: Orc (+1 to blunt weapons, +1 power, +1 parry, -2 magic, -1 dodge)
Element: Fire
--
Arms: Wood bracers (+1 parry)
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Feet: Reinforced leather boots (+1 defense, +1 armor, -1 dodge)
Weapon 1: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
Weapon 2: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
--
Active Ability:
- Weaponry:
-- Fire
--- Burning Slasher (Strike an enemy with +1 attack and +1 power. Inflicts burns instead of bleeding, if the target is parrying then inflict minor burns on them regardless of the result of the roll. 1/4 chance to inflict minor burns on self while attacking. Has a cooldown of 2) {Cooldown: ready on roll 28}
Passive Ability:
- Berserking (??)
- Dual wielding melee (+1 parry, +1 accuracy, -1 power, -1 dodge)
---
Allies:
Fenrir
Race: Human
Faction: Human Empire
Element: Darkness
--
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)
---
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 0
Exp: 0/20
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 3/5}
-- 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: 1/5} {Cooldown: ready on roll 29}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (Placeholder) {4/5}
Condition:
- Small wound (-1 to all rolls)
- Pain (-1 to all rolls)
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Bracers (+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}
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??)
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 30}
-- 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} {Cooldown: ready on roll 33}
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 Null (+1 parry) {0/10}
- Bladed Null (Placeholder) {3/5}
- Light Null (Placeholder) {2/5}
Condition
- Light burns (-1 to all rolls)
- Pain (-1 to all rolls)
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Head:
Neck:
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Back:
Arm Left and Right: Wood bracers (+1 parry)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce) + (Electrical enchantment)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 12/20
--
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} {Cooldown: ready on roll 33}
- 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: 2/5} {Cooldown: Ready on roll 29}
-- 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: 1/5} {Cooldown: Ready on roll 30}
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){1/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){0/10}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-1 to all rolls)
- Sharp senses (+1 attack, +2 accuracy) {Expires on roll 31}
Empire 2
Since your body is basically a wooden doll, you don't really need to breathe, so you decide to create a void around yourself, thus muting any sound your movements would make. Since sound can't travel through void and all. Anyway, you proceed to glide from tree to tree, following the werewolves to where they were going. You notice Saraquel coming up just behind you on the ground, his sprint being surprisingly silent. You continue stalking them for a few minutes until the red one suddenly stops and snarls towards the blue one. Well, you know he's snarling because he's showing his teeth, since you can't really hear anything in the void you created around you. You watch them exchange facial expressions, which could be anything from more snarls to growls, until the blue werewolf turns around and continues running. Meanwhile, the other one stays there.
---
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 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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(5/8):
- 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}
--
Head:
Neck:
Torso: Kah'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) {10/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 2 (x1.5)
EXP: 0/30
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 30
----
Power outage killed my roll and my mood yesterday. >.>
--
I'd also like to thank everyone for posting their backstories. I'm going to place them under each player on the main post.
--
And one more thing: you people seem to roll mainly for the unlikely events.
--
Mercenary 1
The imp doesn't reply for a few moments, continuing it's inspection. It's eyes trailed from your rapiers to your armor and linger for a second on your cranium, as if trying to find something. The demon's completely black irises send a shiver down your spine.
"Huh, no mark..." you hear it mutter to itself before shrugging. "So, what 'errand' do you have here?" the imp asks, looking straight into your red orb-eyes.
---
Enemies:
---
Allies:
Daxon (Unavailable)
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 1
Exp: 20/45
--
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} {Cooldown: Ready on Roll 30}
-- 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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(5/8):
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
---
Head:
Face: Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Stats:
STR: 1
DEX: 1
RES: 1
AGI: 0
INT: 0
EXP: 0/45
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/5 Exp} {Cooldown: Ready on roll 29}
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
- Parry Beginner (+1 parry){Exp: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
Condition:
Mercenary 2
You kneel down and examine the girl's wounds more closely. You see a few stab wounds, one gash and finally numerous... bite marks? The stabs seem to be from the millipuves while the gash was most probably made one the sharp bloodied stone you see nearby, but the bites are certainly from something else. Nevertheless, after observing all this, you proceed to loot her body, finding a bag with a considerable amount of gold, a green ring and finally a small book with leather cover. You quickly place all of theese in your inventory. Meanwhile, Rhuno went towards the giant stalagmite at the of the path and collected a few orange crystals that were more loose.
"So, you did find out what killed her?" he asks after walking next to you. The elf glanced curiously towards the book you just looted and was about to say something, but he was interrupted by a schreech coming from the ceiling.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (28/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {13}
- 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}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 2
INT: 0
Exp: 20/45
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 3/10) {Cooldown: ready on roll 28}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 1/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(4/8):
- 195 Gold
- Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
- Wanaeyis Ring (+1 RES, +1 power, +1 magical defense, -1 dodge) {Rare}
- Small leather book (Read it)
--
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:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Carnem deleo (rod) (Range: up to 6. +1 power)
Weapon 2:
--
Stats(distribute 1 stat point):
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 3
EXP: 12/45
--
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:3/5}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- 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 +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4) {Exp: 1/5}
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 Null (Placeholder) {0/10}
- Bladed Beginner (+1 to bladed weapons) {0/10}
- Darkness Null (Placeholder) {4/5}
Conditions:
- Medium damage (-2 to all rolls)
Mercenary 3
"Thanks, and yes, I'm used to fighting like that. It was mostly against undead who tried to wander into our forest until now, though." Nez'gol replies with a relieved smile. You keep and eye on Sar'nir, who was now climbing into a nearby tree, trying to gather some Crimson Oranges. "Splitting the rewards seems only fair and as for where we should go... well..." he continues, pulling out the map he picked up in the rogue leader's house. "I just finished reading this map before you came here. It seems to lead from the rogue's camp to a place called the 'Wonder Marsh'. Maybe we could go there?" the lizardman finishes. In the meantime, the other one did an acrobating jump from the tree he climbed on, landing right on top of the pillar next to Nez'gol, which also happens to be the one with the bird nest you saw when you first came here. He picks up an egg and says something to Nez'gol. Your partner's eyes go wide with surprise.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory:
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 18/45
--
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: 3/5}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 2/5}
- Dodge Null (Placeholder) {Exp: 3/5}
- Lightning Null (Placeholder) {Exp: 3/5}
- Conditions:
---
Rethi-Eli
Name: 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)
- 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)
---
Head:
Face:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hands: Leather gloves (+1 defense, +1 power)
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 leggins (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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}
Weapon 2:
--
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 2/45
--
Active Ability: (1 only):
- 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}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
Mercenary 4
Vanina grunts in response you lunge towards the basilisk closest to you...
(Geralt: 3 + 2 + 2 + 1 + 2 + 1 + 1 + 1 + 1 - 1 - 1 = 12 vs 8 = 1 + 2 + 2 + 3 Dodge Mature emerald basilisk #2)
(Armor protection: 4 - 1 = 3 damage)
You kill off the first basilisk with a well placed blow near it's head. You move on to attack the last one...
(Geralt: 4 + 2 + 2 + 1 + 2 + 1 + 1 + 1 + 1 + 1 - 1 - 1 = 14 vs 10 = 1 + 2 + 2 + 5 Dodge Mature emerald basilisk #2)
(Armor protection: 4 - 1 = 3 damage)
Your blades slice a large wound across the reptile's back. It falls limp on the ground in a pool of it's own blood. In the meantime, the anaconda has slithered up to you and now attempts to bit down on your arm...
(Blue Anaconda: 3 + 3 + 1 + 1 = 8 vs 8 = 1 - 1 + 1 + 1 + 1 + 5 Parry Geralt)
You barely manage to block off it's jaws with your weapons. Vanina, who was keeping her distance from your fight, shoots two fireballs towards the anaconda.
(Vanina: 3 + 2 + 1 + 1 = 7 vs 7 = 1 + 1 + 2 + 3 Dodge Blue Anaconda)
(Vanina: 1 + 2 + 1 + 1 = 5 vs 7 = 1 + 1 + 2 + 3 Dodge Blue Anaconda)
Yet it just manages to dodge both of her attacks. She sighs in frustration.
--
Enemies:
Blue Anaconda
Race: Anaconda (+2 dodge, +1 stabbing, +1 accuracy, -1 slashing defense, gets 2 additional major actions when injured)
Element: Water
--
Torso: Teal scales (+1 defense, +2 armor)
Weapon: Big teeth (+2 stabbing, +1 pierce, -1 parry)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
--
Active Ability:
- Water
-- Thermal Jet (??)
Passive Ability:
- Predator's poison (??)
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox)
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 12/30
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a succesful hit. Has a range of 3) {Exp: 1/5}
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy. Has +2 attack if the target is flying. Range of 4. Cooldown: 3) {Exp: 1/5} {Cooldown: ready on roll 30}
-- Crazy Firewall (Flames sprout out from the ground in the targeted area, incinerating any character caught in them. +2 power, additional +3 attack against ground targets. Radius of 3. Has a range of 2. Cooldown: 7) {Exp: 2/5} {Cooldown: ready on roll 36}
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
- Dodge Null (Placeholder) {1/5}
- Fire Null (Placeholder) {4/5}
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- 75 Gold
- Healing Potion (+1-2 health, -1-3 pain)
- Khromre map (Leads to the Khromre island)
- Crude stone sword (+2 slashing, +1 power, -1 pierce, -2 accuracy. 4 uses) {4/4}
- Thinner stone sword (+2 stabbing, +1 power, -2 accuracy. 6 uses) {6/6}
--
Head:
Face:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 13/20
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.) {Exp: 2/5} {Cooldown: Ready on roll 33}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {2/5}
- Parry Null (Placeholder) {3/5}
- Bladed Null (+1 to bladed) {1/10}
Condition:
- Small injury (-1 to all rolls)
Empire 1
"You don't really have much of a choice in the matter." the woman replied with slight amusement as you try to get past her. She proves to be surprisingly agile because all of your attempts to get around her fail. You switch your focus on parrying before calling for Fenrir. He takes a second to realize what you wanted him to do and, with a shrug, he casts his spell towards her.
(Fenrir: 3 + 2 + 1 - 1 - 2 = 6 vs 10 = 1 + 1 + 2 + 2 + 4 ??)
The woman doesn't even react to the shadow fragment, not trying to dodge nor parry it. She only lets out a small chuckle as the bolt impacts with her armor, failing to do any damage whatsoever.
"Amateur." she mutter, glancing towards your ally.
You attempt to run back to your companions while she was distracted, but as you pass her she rushes towards you and grips your arm tightly. You turn around and with your free hand you cast Thunder Impulse on her.
(Mystel: 4 + 2 + 1 + 1 + 1 + 2 - 2 - 1 - 1 - 1 = 6 vs 23 = 9 + 1 + 1 + 1 + 1 + 1 + 2 + 2 + 2 + 3 Dodge ??)
In one fluid motion she lets go of your arm and sidesteps, dodging your discharge of electricity. The woman's lips twitch slightly in annoyance before she gives chase after you. Fortunately, you manage to get back to your companions, just as Carola healed her injuries. (+2 health, -3 pain)
The red orc exploits the fact that she can't retaliate and slashes towards her with his swords surrounded by a fiery aura.
(Red Orc: 5 + 2 + 2 + 1 + 1 + 1 + 1 + 1 - 1 = 13 vs 12 = 1 + 1 + 1 + 1 + 1 + 1 + 2 + 4 Parry Carola)
He manages to land a small blow on her right arm, the heat of his blades also inflicting small burns on both of them. You decide to finish off this stupid orc.
(Mystel: 2 + 2 + 2 + 1 + 1 - 1 - 1 - 1 = 5 vs 8 = 1 - 1 + 1 + 1 + 1 + 1 + 2 + 2 Parry Red Orc)
Unfortunately, your dai-katanas only meet the steel of your opponent's blades as he parries your attack.
---
Enemies:
??
Race: Human
Faction: ??
Element: Darkness
--
Neck: Yseerlan Necklace (+2 to darkness magic, protects against Paralysis, -1 darkness defense) {Rare}
Torso and Waist: Magdalena Leather Suit (??) {Legendary}
Back: Black Cloak (+1 defense, can be worn over most armors, +2 attack when attacking an unalerted enemy) {Uncommon}
Hands: Black leather gloves (+1 defense, +1 accuracy, +1 darkness attack, -1 parry)
Finger 1: Occixion (+2 power, creates a barrier around wearer at the start of the battle which gives +2 armor and lasts against 4 hits) {Rare}
Finger 2: Blasteroid (Inflicts Weapon Boost on the wearer for 3 turns after a succesful attack) {Rare}
Feet: Silken leggins (+2 AGI, all attacks get Pre-empetive - always goes first -) {Renowed}
Legs: Kad'jin Boots (+1 defense, +3 speed, +2 dodge, -1 power) {Rare}
Weapon 1: Overlord Dai-Katana (+3 slashing, +1 STR, +2 pierce, -1 accuracy, damages armor on succesful hit) {Renowed}
Weapon 2: Blood Assassin Dai-Katana (??) {Legendary}
---
Stats:
STR: 3 (+1)
DEX: 4 (+2)
RES: 0
AGI: 9 (+5)
INT: 1
---
Active Ability:
- Darkness
-- Saaris' Touch (??)
-- Undead Curse (??)
-- Lucien Konikcut (??)
- Water:
-- Healing Tsunami (??)
- Weaponry:
-- Iron X-Slash (??)
Passive Ability:
- Preparation (??)
- Shadowstep (??)
- Watchful (??)
- Dual Wielding Melee (Dai-Katana) (+1 dodge, +1 accuracy, -1 power, -1 parry)
Red Orc
Race: Orc (+1 to blunt weapons, +1 power, +1 parry, -2 magic, -1 dodge)
Element: Fire
--
Arms: Wood bracers (+1 parry)
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Feet: Reinforced leather boots (+1 defense, +1 armor, -1 dodge)
Weapon 1: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
Weapon 2: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 0
--
Active Ability:
- Weaponry:
-- Fire
--- Burning Slasher (Strike an enemy with +1 attack and +1 power. Inflicts burns instead of bleeding, if the target is parrying then inflict minor burns on them regardless of the result of the roll. 1/4 chance to inflict minor burns on self while attacking. Has a cooldown of 2) {Cooldown: ready on roll 28}
Passive Ability:
- Berserking (??)
- Dual wielding melee (+1 parry, +1 accuracy, -1 power, -1 dodge)
- Light burns (-1 to all rolls)
---
Allies:
Fenrir
Race: Human
Faction: Human Empire
Element: Darkness
--
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)
---
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 0
Exp: 0/20
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 3/5}
-- 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: 1/5} {Cooldown: ready on roll 29}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (Placeholder) {4/5}
Condition:
- Small wound (-1 to all rolls)
- Pain (-1 to all rolls)
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Bracers (+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}
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??) {1/2}
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 33}
-- 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} {Cooldown: ready on roll 33}
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) {1/10}
- Bladed Null (Placeholder) {3/5}
- Light Null (Placeholder) {2/5}
Condition
- Light burns (-1 to all rolls)
- Small left arm injury (-1 to all rolls)
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 7 charges of 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Head:
Neck:
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Back:
Arm Left and Right: Wood bracers (+1 parry)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 12/20
--
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} {Cooldown: ready on roll 33}
- 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: 2/5} {Cooldown: Ready on roll 33}
-- 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: 1/5}
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: Parry bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Beginner (+1 to bladed weapons){2/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){0/10}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-1 to all rolls)
- Sharp senses (+1 attack, +2 accuracy) {Expires on roll 31}
Empire 2
You decide to continue stalking 'the wolf', which would be the red werewolf, as this situation seems pretty interesting to you. Anyway, the canine in question stays still for a few seconds after it's blue frined disappeared into the forest, looking like it was trying really hard to hear something. You see it's ear twitch for a few seconds before it suddenly moved it's jaws, as if uttering words, and a white flash filled your sight. Your body feels disoriented for a few seconds and when you come back to your senses, you realize that the magic keeping the void around you was no more. The werewolf turns it's head towards you.
"Hello, stranger. I sense raw magic around you." it says in a coarse voice. Canine jaws aren't very good at articulating words. "Your scent is odd... smells almost like wood. Who are you?" it suddenly asks. You can make out curiousity in it's tone.
---
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 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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(5/8):
- 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}
--
Head:
Neck:
Torso: Kah'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) {10/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 2 (x1.5)
EXP: 0/30
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 31
----
Mercenary 1
"Really? Because I only stumbled upon you by chance. For all I know it could've been a Fu'hin'Il in my place." the imp replies, eyeing your rapiers suspiciously. You continue to keep on a straight face, despite the green mask hiding your features and skeletons being unable to change their expression very much. Anyway, your ruse doesn't seem to be working very well.
"You know what? I'm just going to bring you to Aakbul-Dahma. It'll know how to... take care of you." it said after pondering for a few moments, snickering at the end. The little demon suddenly flies up to your waist and grabs your arm and starts chanting. You suddenly realize that letting the imp finish whatever plan it had wasn't going to be very good for you.
---
Enemies:
---
Allies:
Daxon (Unavailable)
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 1
Exp: 20/45
--
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} {Cooldown: Ready on Roll 30}
-- 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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(5/8):
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
---
Head:
Face: Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Stats:
STR: 1
DEX: 1
RES: 1
AGI: 0
INT: 0
EXP: 0/45
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. May be used 3 before a 3 turn cooldown. Radius: 2) {1/5 Exp} {Cooldown: Ready on roll 29}
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
- Parry Beginner (+1 parry){Exp: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
Condition:
Mercenary 2
You decide to equip your ring while turning your head towards the direction of the sound, which would be the far end of the ceiling. At first you only see a bunch of blurred shadows, but soon about four bats with grass green eyes come into view. Rhunon, who followed your followed your look towards the mammals, sighs he takes his bow from his back.
"Those are Zoid Bats. They're rather territorial when in numbers and I would be surprised if they didn't have at least one fight with the millipuves here." he explains while loading an arrow in his weapon. "Oh, and their bite is venomous, so try not to get hit." the elf added before loosing the arrow towards the nearest bat.
(Rhunon: 4 + 1 + 1 + 1 + 1 + 1 + 2 = 11 vs 9 = 1 + 2 + 2 + 2 + 2 Dodge Zoid Bat #1)
The projectile hits and it falls down into the abyss below. Two more to go.
---
Enemies:
Zoid Bat x 3
Race: Bat (+2 dodge/accuracy, -1 power, susceptible to light)
Element: Nature
--
Hands and arms: Wing membrane (+2 dodge while flying)
Weapon: Venomous teeth (+2 stabbing, +1 accuracy, +1 pierce, -1 power, inflicts venom if attack injures the target)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 2
INT: 0
Exp: 0/30
--
Active Ability:
- Missile bat (??)
Passive Ability:
- Winged (+1 dodge, -1 parry while flying)
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (28/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {13}
- 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}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 2
INT: 0
Exp: 20/45
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 3/10) {Cooldown: ready on roll 28}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 2/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(4/8):
- 195 Gold
- Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
- Wanaeyis Ring (+1 RES, +1 power, +1 magical defense, -1 dodge) {Rare}
- Small leather book (Read it)
--
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:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Carnem deleo (rod) (Range: up to 6. +1 power)
Weapon 2:
--
Stats(distribute 1 stat point):
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 3
EXP: 12/45
--
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:3/5}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- 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 +2 power and -1 accuracy in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4) {Exp: 1/5}
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 Null (Placeholder) {0/10}
- Bladed Beginner (+1 to bladed weapons) {0/10}
- Darkness Null (Placeholder) {4/5}
Conditions:
- Medium damage (-2 to all rolls)
Mercenary 3
"My friend says that this is a fertile Cockatrix egg, but..." Nez'gol shakes his head before studying it's shell more closely. It was a milk white with orange spots laid all over it, nearly forming some sort of pattern. But that might be just your imagination. "Well, all cockatrixes are very defensive of their offspring, so it makes no sense for a female to just leave her eggs like this, unless she's dead." he explains with uncertainty in his tone. "Anyway, Sar'nir wishes to give it to you as a gift for not letting anyone harm me during our mission." the lizardman adds, his reptilian eyes meeting yours. "So, will you accept it?" he asks.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory:
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 18/45
--
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: 3/5}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 2/5}
- Dodge Null (Placeholder) {Exp: 3/5}
- Lightning Null (Placeholder) {Exp: 3/5}
- Conditions:
---
Rethi-Eli
Name: 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)
- 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)
---
Head:
Face:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hands: Leather gloves (+1 defense, +1 power)
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 leggins (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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}
Weapon 2:
--
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 2/45
--
Active Ability: (1 only):
- 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}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
Mercenary 4
You proceed to swing your blades again towards the anaconda, trying to kill it this time.
(Geralt: 6 + 2 + 2 + 1 + 2 + 1 + 1 + 1 + 1 - 1 - 1 - 1 = 14 vs 5 = 1 + 1 + 2 + 1 Dodge Blue Anaconda)
(Armor protection: 9 - 2 = 7 damage)
Your attack inflicts a long gash across the reptile's body and a large stab wound on it's middle head. It falls to the ground limp, spilling blood everywhere, which only added to the already existing puddle from the other two corpses.
Victory! +18 exp. Vanina levels up! Geralt levels up!
You take a look around the section of the cave you find yourself in, seeing a small pond and a pink crystal orb sitting on top of a strange formation of rocks towards the north, a chest on the west side and finally two batches of tiny flowers with white petals. Finally, there's an opening you can go through towards the south from which came some light. It most probably led outside.
--
Enemies:
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox)
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 1
Exp: 0/45
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a succesful hit. Has a range of 3) {Exp: 1/5}
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy. Has +2 attack if the target is flying. Range of 4. Cooldown: 3) {Exp: 1/5} {Cooldown: ready on roll 30}
-- Crazy Firewall (Flames sprout out from the ground in the targeted area, incinerating any character caught in them. +2 power, additional +3 attack against ground targets. Radius of 3. Has a range of 2. Cooldown: 7) {Exp: 2/5} {Cooldown: ready on roll 36}
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
- Dodge Null (Placeholder) {1/5}
- Fire Null (Placeholder) {4/5}
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(2/8):
- 75 Gold
- Healing Potion (+1-2 health, -1-3 pain)
- Khromre map (Leads to the Khromre island)
- Crude stone sword (+2 slashing, +1 power, -1 pierce, -2 accuracy. 4 uses) {4/4}
- Thinner stone sword (+2 stabbing, +1 power, -2 accuracy. 6 uses) {6/6}
--
Head:
Face:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
Stats (distribute 1 stat point):
STR: 1
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 11/30
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.) {Exp: 2/5} {Cooldown: Ready on roll 33}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {2/5}
- Parry Null (Placeholder) {3/5}
- Bladed Null (+1 to bladed) {2/10}
Condition:
- Small injury (-1 to all rolls)
- Pain (-1 to all rolls)
Empire 1
"I fully agree." Carola replies with an unnerved tone as the orc attacks her again. In the meatine, you look around and notice the bridge is going over what appears to be a small river. Considering it's depth and distance from you, you deduce that you'd probably break half the bones in your body if you try to jump.
(Red Orc: 2 + 2 + 2 + 1 + 1 + 1 + 1 + 1 - 1 = 10 vs 12 = 1 + 1 + 1 + 1 + 1 + 1 + 2 + 4 Parry Carola)
"Why exactly do you keep attacking only me?" the girl asks as she manages to bat away his blow.
"You're the only one who can even hit me." the red orc replies, gripping his shortswords as his eyes dart towards Fenrir, who rolls his eyes.
"Anyway, don't expect any objections from me." the man says towards you as your partner retaliates...
(Carola: 4 + 2 + 2 + 2 + 2 + 1 + 1 - 1 = 13 vs 7 = 1 - 1 - 1 + 1 + 1 + 1 + 1 + 2 + 2 Parry Red Orc)
(Armor protection: 6 - 2 = 4 damage)
The enemy falls to the ground bleeding from two large cuts across his chest. He stares blankly towards the sky before finally giving his last breath. The whole exchange only lasted for a few seconds so the three of you run across the bridge, stumbling upon the black mark left by the mage's spell and finally making it back to the end with the burning carriage. Unfortunately, the cloaked woman nearly catches up to you before you can go any further, but Fenrir quicly launches another dark fragment towards her.
(Fenrir: 1 + 2 + 1 - 1 - 2 = 1 vs 11 = 1 + 1 + 2 + 2 + 5 ??)
Again, she doesn't even bother with trying to dodge it, the projectile's doing no damage and not even slowing her down. After that, she does an acrobatic jump and lands right in front of you, forcing you to stop.
"This is starting to get annoying." the woman says, gripping one of her dai-katas with her left arm.
---
Enemies:
??
Race: Human
Faction: ??
Element: Darkness
--
Neck: Yseerlan Necklace (+2 to darkness magic, protects against Paralysis, -1 darkness defense) {Rare}
Torso and Waist: Magdalena Leather Suit (??) {Legendary}
Back: Black Cloak (+1 defense, can be worn over most armors, +2 attack when attacking an unalerted enemy) {Uncommon}
Hands: Black leather gloves (+1 defense, +1 accuracy, +1 darkness attack, -1 parry)
Finger 1: Occixion (+2 power, creates a barrier around wearer at the start of the battle which gives +2 armor and lasts against 4 hits) {Rare}
Finger 2: Blasteroid (Inflicts Weapon Boost on the wearer for 3 turns after a succesful attack) {Rare}
Feet: Silken leggins (+2 AGI, all attacks get Pre-empetive - always goes first -) {Renowed}
Legs: Kad'jin Boots (+1 defense, +3 speed, +2 dodge, -1 power) {Rare}
Weapon 1: Overlord Dai-Katana (+3 slashing, +1 STR, +2 pierce, -1 accuracy, damages armor on succesful hit) {Renowed}
Weapon 2: Blood Assassin Dai-Katana (??) {Legendary}
---
Stats:
STR: 3 (+1)
DEX: 4 (+2)
RES: 0
AGI: 9 (+5)
INT: 1
---
Active Ability:
- Darkness
-- Saaris' Touch (??)
-- Undead Curse (??)
-- Lucien Konikcut (??)
- Water:
-- Healing Tsunami (??)
- Weaponry:
-- Iron X-Slash (??)
Passive Ability:
- Preparation (??)
- Shadowstep (??)
- Watchful (??)
- Dual Wielding Melee (Dai-Katana) (+1 dodge, +1 accuracy, -1 power, -1 parry)
---
Allies:
Fenrir
Race: Human
Faction: Human Empire
Element: Darkness
--
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)
---
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 0
Exp: 0/20
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 3/5}
-- 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: 1/5} {Cooldown: ready on roll 29}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (Placeholder) {4/5}
Condition:
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Bracers (+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}
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??) {1/2}
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 33}
-- 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} {Cooldown: ready on roll 33}
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) {2/10}
- Bladed Null (Placeholder) {4/5}
- Light Null (Placeholder) {2/5}
Condition
- Light burns (-1 to all rolls)
- Small left arm injury (-1 to all rolls)
- Pain (-2 to all rolls)
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 7 charges of 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Head:
Neck:
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Back:
Arm Left and Right: Wood bracers (+1 parry)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 12/20
--
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} {Cooldown: ready on roll 33}
- 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: 2/5} {Cooldown: Ready on roll 33}
-- 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: 1/5}
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: Parry bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Beginner (+1 to bladed weapons){2/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){0/10}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-1 to all rolls)
Empire 2
"My name is Brussian and I used to be an Elf who chose to live in the wilderness." it replied with a distant look. Or sorrowful, since it's opaque eyes made the emotions hard to distinguish. "One day I was kidnapped by a group of people who brought me to a strange place. I can't remember what happened to me after that, except that they forced some mixture down my throat. After that there was only a blur of pain and bloodshed and I finally end up waking up somewhere in the forest, looking like... this." the canine explains with a small growl at the end. "I am a werewolf now, I believe, although unlike the others I cannot see with my eyes, so instead I have to rely on my other senses. It was odd at first but now I simply see it as a new perspective on the world." it finishes, now staring directly at you. As you listen to his words, you also notice Saraqael staring up towards you with a questioning look in his eyes from the bush he's hidden in.
---
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 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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(5/8):
- 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}
--
Head:
Neck:
Torso: Kah'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) {10/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 2 (x1.5)
EXP: 0/30
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 32
----
@Crimson No, the spartcrystal powder is not flammable, although it would emmit a bright flash for a second if you'd throw it into the fire. Also, making Fenrir break the bottle with a shadow fragment would only make the powder spill everywhere.
Mercenary 1
You fling a really dirty insult towards the imp...
(Nix: 6 + 1 + 1 + 1 + 1 = 10 vs 11 = 1 + 1 + 1 + 1 + 2 + 5 Dodge Void Imp)
"Ha! Says the bonehead who somehow got himself sent straight into the Realm of Madness!" it retorts with a large grin on it's face as you attempt to stab it... But just before your rapiers make contanct, tthe little demon's body suddenly becomes a blur, and your weapons pass right through it. The blur then flies to your left side and forms itself into the imp again.
"And now you're trying to him me with those pieces of metal. Didn't you know that we imps can become ethereal at will?" it adds, now laughing, producing annoying high pitched sounds. Your opponent only takes a few seconds to regain it's composure though, darting towards you with it's right hand emitting a black glow...
(Void Imp: 5 + 1 + 1 + 2 + 1 + 2 - 2 = 10 vs 7 = 1 + 1 + 1 + 1 + 1 + 1 + 1 Parry Nix)
It's claws slash your left leg, nearly cutting a section of your fibula off entirely. For some reason, the small demon seems to be surprised by this, staring at it's hand as the darkness covering it dissipated.
---
Enemies:
Void Imp
Race: Imp (+1 magical attack, +2 magical defense, -2 defense against own element and elemental weakness, +1 dodge)
Element: Darkness
--
Torso: Shifting Rune (+1 defense, +2 armor against magic, +1 magical attack, bonuses can be dispelled for 3 turns by any 'purge' spell)
Arms: Golden bracers (+2 magical attack)
Weapon 1: Essence Claws (Range: up to 4. Gives all magic spells a +1 slashing bonus)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 2
--
Active Ability:
- Darkness:
-- Shadow Rend (Attack with +2 power and -1 accuracy. Inflicts heavy bleeding. Cooldown: 1) {Cooldown: Ready at the end of roll 33}
- Fel
-- Psyche Spark (??)
-- Soul Shard (??)
Passive Ability:
- Ethereal {Moral}(Only affected by holy, darkness and unaligned abillities. Immune to everything else, including physical attacks)
- Winged (+1 dodge, -1 parry while flying)
---
Allies:
Daxon (Unavailable)
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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)
--
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 1
Exp: 20/45
--
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} {Cooldown: Ready on Roll 30}
-- 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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(5/8):
- Obsidian powder (+2 defense and +1 RES for 3 turns) {2}
- 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)
---
Head:
Face: Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Stats:
STR: 1
DEX: 1
RES: 1
AGI: 0
INT: 0
EXP: 0/45
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. 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) {1/5 Exp} {2/3}
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
- Parry Beginner (+1 parry){Exp: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
Condition:
Mercenary 2
You decide to launch a Shadwo Blast towards the bats, probably hoping to take them all out at once, although it would've been a better idea to heal yourself instead...
(Nayrous: 5 + 2 + 1 - 1 - 2 = 5 vs 9 = 1 + 2 + 2 + 2 + 2 Dodge Zoid Bat #2)
Unfortunately, you miss completely, but the projectile continues traveling up until it hits the ceiling with a loud, resonating Boom. You see the remains of five bats falling off, one of them landing right next to you while the others going down into the abyss below. This also stirs the rest of the bats in the cave. (+5 skill EXP)
After that, you proceed to cast an umbra bolt towards the nearest bat...
(Nayrous: 1 + 2 + 2 + 1 + 1 - 2 = 5 vs 13 = 1 + 2 + 2 + 2 + 6 Dodge Zoid Bat #1)
Yet it again dodges your attack quite easily. In the mean time, Rhunon was firing two arrows in quick succession from his shortbow...
(Rhunon: 6 + 1 + 1 + 1 + 1 + 1 + 2 + 2 = 15 vs 12 = 1 + 2 + 2 + 2 + 5 Dodge Zoid Bat #2)
(Rhunon: 4 + 1 + 1 + 1 + 1 + 1 + 2 + 3 + 1 = 15 vs 12 = 1 + 2 + 2 + 2 + 5 Dodge Zoid Bat #3)
Both projectiles hit their mark, sending two more of the mammals down into the darkness. The only bat that remained of the grup manages to get near the elf and attempts to bite him...
(Zoid Bat: 4 + 2 + 2 + 1 = 9 vs 8 = 1 + 1 + 2 + 2 + 2 Dodge Rhunon)
It just manages to land it's teeth into his right shoulder, inflicting a small wound.
---
Enemies:
Zoid Bat x 3
Race: Bat (+2 dodge/accuracy, -1 power, susceptible to light)
Element: Nature
--
Hands and arms: Wing membrane (+2 dodge while flying)
Weapon: Venomous teeth (+2 stabbing, +1 accuracy, +1 pierce, -1 power, inflicts venom if attack injures the target)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 2
INT: 0
Exp: 0/30
--
Active Ability:
- Missile bat (??)
Passive Ability:
- Winged (+1 dodge, -1 parry while flying)
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (28/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {13}
- 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}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 2
INT: 0
Exp: 20/45
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 5/10) {Cooldown: ready on roll 34}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 4/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
- Small wound (-1 to all rolls)
- Envenomed (-1 accuracy/dodge)
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(4/8):
- 195 Gold
- Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
- Wanaeyis Ring (+1 RES, +1 power, +1 magical defense, -1 dodge) {Rare}
- Small leather book (Read it)
--
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:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Carnem deleo (rod) (Range: up to 6. +1 power)
Weapon 2:
--
Stats:
STR: -1 (-1)
DEX: 0
RES: 0
AGI: 0
INT: 3
EXP: 12/45
--
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:3/5}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2)
-- 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) {0/10}
- Bladed Beginner (+1 to bladed weapons) {0/10}
- Darkness Beginner (+1 to darkness) {4/10}
Conditions:
- Medium damage (-2 to all rolls)
Mercenary 3
Nez'gol nods as you take the egg before turning towards Sar'nir and talking to him for a few moments. You try to listen, but most of what they say to each other sounds like gibberish to you. Anyway, your friend finally turns his attention back towards you and sees that you're stuck with holding the gift in your hand, since you have no space left in your inventory.
"I suppose I'll be carrying it for you, if you want." he says, looking slightly amused. You give him the egg and then head off through the forest, following Nez'gol through the trees and dangerously close to the rogue camp before taking a sharp turn towards the south and, after about fifteen minutes, you arrive at a long bridge crossing a waterfall. The view is breathtaking, the serene yet energetic sound of each drop of water falling down the stream, creating a small rainbow of collors at it's base. Unfortunately, you cannot admire the scenery for long as you see two lizardmen, both of them looking like the rogues you fought before, approach you, weapons drawn.
"I don't know what bussines you or the human have here, but don't even think we're just going to let you pass after what you've done." the shield wielding one says, pointing his shortsword towards you. Yout notice your companion drawing his weapon.
---
Enemies:
Lizardman Guard
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Nature
--
Torso (over): Chestpiece (+2 defense)
Torso (under): Brown Runes (+1 magical defense)
Weapon 1: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
Weapon 2: Iron shield (+2 defese, +1 parry, -1 dodge)
--
Stats:
STR: 1
DEX: 0
RES: 1
AGI: 0
INT: 0
--
Active Ability:
Passive Ability:
- Defender (Automatically interecepts attack for non-shield-wielding allies with +1 to intercept)
Lizardman Shaman
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Holy
--
Torso: White Runes (+1 magical defense, +1 defense)
Legs Left and Right: Red bracers (+2 dodge, -1 attack)
Weapon 1: Rod (Range: up to 6. +1 power)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
--
Active Ability:
- Holy:
-- Flash heal (+1 health, -1 pain. Does not use up a major action. Cooldown: 1)
-- Scield (Give +2 defense to an allied character for 3 turns. Cooldown: 3)
Passive Ability:
- Empower (All supportive spells give a buff of +1 to all rolls for 2 turns to the target. This stacks indefinitely.)
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory(4/8):
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
- Cockatrix Egg (It's a good thing cockatrixes get over their baby phase quickly)
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 18/45
--
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: 3/5}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 2/5}
- Dodge Null (Placeholder) {Exp: 3/5}
- Lightning Null (Placeholder) {Exp: 3/5}
- Conditions:
---
Rethi-Eli
Name: 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)
- 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)
---
Head:
Face:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hands: Leather gloves (+1 defense, +1 power)
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 leggins (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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}
Weapon 2:
--
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 2/45
--
Active Ability: (1 only):
- 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}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
Mercenary 4
You kneel down in front of the corpses and use your knife to take off the scaly skin of two basilisks and the anaconda, since the third basilisk was incinerated by Vanina. Speaking of her, you notice that she was inspecting the pink orb next to the pond.
--
Enemies:
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox)
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 1
Exp: 0/45
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a succesful hit. Has a range of 3) {Exp: 1/5}
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy. Has +2 attack if the target is flying. Range of 4. Cooldown: 3) {Exp: 1/5} {Cooldown: ready on roll 30}
-- Crazy Firewall (Flames sprout out from the ground in the targeted area, incinerating any character caught in them. +2 power, additional +3 attack against ground targets. Radius of 3. Has a range of 2. Cooldown: 7) {Exp: 2/5} {Cooldown: ready on roll 36}
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
- Dodge Null (Placeholder) {1/5}
- Fire Null (Placeholder) {4/5}
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(7/8):
- 75 Gold
- Healing Potion (+1-2 health, -1-3 pain)
- Khromre map (Leads to the Khromre island)
- Crude stone sword (+2 slashing, +1 power, -1 pierce, -2 accuracy. 4 uses) {4/4}
- Thinner stone sword (+2 stabbing, +1 power, -2 accuracy. 6 uses) {6/6}
- Blue hydra scales (Material)
- Green basilisk scales (Material) {2}
--
Head:
Face:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
Stats:
STR: 1
DEX: 0
RES: 1
AGI: 0
INT: 0
EXP: 11/30
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.) {Exp: 2/5} {Cooldown: Ready on roll 33}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {2/5}
- Parry Null (Placeholder) {3/5}
- Bladed Null (+1 to bladed) {2/10}
Condition:
- Small injury (-1 to all rolls)
- Pain (-1 to all rolls)
Empire 1
"I don't know about what appointment you have in Andretana, but I can assure you that Uba won't lay a finger on you." the woman replies. From this distance you can see her rolling her eyes. You ask what will happen to you and your companion if you go with her.
"All I know is that he saw potential when you fought his servants. He's been using magic to scry on you since you entered his territory, anyway." she explains, studying you from head to toe. "As for your friends, I don't really know. I'd guess they'll be allowed to stick with you." she adds with a frown.
"And why exactly is this 'Uba' so interested in her?" Fenrir asks, his expression torn between tiredness and annoyance.
"You'll find out." the woman replies, her lips forming into a thin smile.
---
Enemies:
??
Race: Human
Faction: ??
Element: Darkness
--
Neck: Yseerlan Necklace (+2 to darkness magic, protects against Paralysis, -1 darkness defense) {Rare}
Torso and Waist: Magdalena Leather Suit (??) {Legendary}
Back: Black Cloak (+1 defense, can be worn over most armors, +2 attack when attacking an unalerted enemy) {Uncommon}
Hands: Black leather gloves (+1 defense, +1 accuracy, +1 darkness attack, -1 parry)
Finger 1: Occixion (+2 power, creates a barrier around wearer at the start of the battle which gives +2 armor and lasts against 4 hits) {Rare}
Finger 2: Blasteroid (Inflicts Weapon Boost on the wearer for 3 turns after a succesful attack) {Rare}
Feet: Silken leggins (+2 AGI, all attacks get Pre-empetive - always goes first -) {Renowed}
Legs: Kad'jin Boots (+1 defense, +3 speed, +2 dodge, -1 power) {Rare}
Weapon 1: Overlord Dai-Katana (+3 slashing, +1 STR, +2 pierce, -1 accuracy, damages armor on succesful hit) {Renowed}
Weapon 2: Blood Assassin Dai-Katana (??) {Legendary}
---
Stats:
STR: 3 (+1)
DEX: 4 (+2)
RES: 0
AGI: 9 (+5)
INT: 1
---
Active Ability:
- Darkness
-- Saaris' Touch (??)
-- Undead Curse (??)
-- Lucien Konikcut (??)
- Water:
-- Healing Tsunami (??)
- Weaponry:
-- Iron X-Slash (??)
Passive Ability:
- Preparation (??)
- Shadowstep (??)
- Watchful (??)
- Dual Wielding Melee (Dai-Katana) (+1 dodge, +1 accuracy, -1 power, -1 parry)
---
Allies:
Fenrir
Race: Human
Faction: Human Empire
Element: Darkness
--
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)
---
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 0
Exp: 0/20
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 3/5}
-- 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: 1/5}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (Placeholder) {4/5}
Condition:
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Bracers (+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}
---
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 10/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??) {1/2}
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 2/5} {Cooldown: ready on roll 33}
-- 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} {Cooldown: ready on roll 33}
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) {2/10}
- Bladed Null (Placeholder) {4/5}
- Light Null (Placeholder) {2/5}
Condition
- Light burns (-1 to all rolls)
- Small left arm injury (-1 to all rolls)
- Pain (-2 to all rolls)
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 7 charges of 3 different items){2/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
--
Head:
Neck:
Torso: Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
Back:
Arm Left and Right: Wood bracers (+1 parry)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 12/20
--
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} {Cooldown: ready on roll 33}
- 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: 2/5} {Cooldown: Ready on roll 33}
-- 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: 1/5}
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: Parry bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Beginner (+1 to bladed weapons){2/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){0/10}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
Empire 2
You kneel and motion to Saraqael with your finger to come out of hiding, although it would've been faster to just tell him to come. Anyway, he stares at you puzzled for a few seconds before understanding your gestures and jumping out of the bush and onto the path in front of the werewolf. They both sniff each other curiously for a moment before Brussian directs his attention back to you.
"Excuse me, but it's a curious sight to see a young xerberus wandering around with anything other than their kin." it explains, looking at you suspiciously. "And yes, I do know my way around the forest, although there are quite a few small shrines built near major landmarks, not to mention that there are about three cathedrals that I know of, so I will need to know the name of the place you're looking for." the canine then says, it's left ear twitching slightly.
---
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 slashing, +1 power, -1 accuracy)
--
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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(5/8):
- 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}
--
Head:
Neck:
Torso: Kah'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) {10/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 2 (x1.5)
EXP: 0/30
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 33
----
@NRDL Well, it looks like the dice has spared you of the most humiliating death ever. >.>
--
Also, I made two minor changes: The slashing/stabbing/impact bonus vs dodge/armor/parry will now be equal to the slashing/stabbing/impact of your equipped weapon(s) instead of just +2. Also, I added the level of your characters in your character sheets.
Mercenary 1
You apply the obsidian powder in the bottle on your bones, and you immediately start feeling as the the resistance of your bones is strengthened. After that, you swing towards the imp, who was now staring at you oddly. Unfortunately, your rapiers only cut through the air as the little fiend becomes a blur, or 'ethereal' as it said, once again, materializing on your right side now. you turn towards him with anger boiling in your eyes. You prepare yourself to block whatever attack it launches at you, but the only thing it does is stare into the distance, it's eyes lost in thought.
"So, how did you even get here if Azygos didn't send you?" the demon suddenly asks, turning it's attention back to you.
---
Enemy:
Void Imp
Race: Imp (+1 magical attack, +2 magical defense, -2 defense against own element and elemental weakness, +1 dodge)
Element: Darkness
--
Torso: Shifting Rune (+1 defense, +2 armor against magic, +1 magical attack, bonuses can be dispelled for 3 turns by any 'purge' spell)
Arms: Golden bracers (+2 magical attack)
Weapon 1: Essence Claws (Range: up to 4. Gives all magic spells a +1 slashing bonus)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 2
--
Active Ability:
- Darkness:
-- Shadow Rend (Attack with +2 power and -1 accuracy. Inflicts heavy bleeding. Cooldown: 1) {Cooldown: Ready at the end of roll 33}
- Fel
-- Psyche Spark (??)
-- Soul Shard (??)
Passive Ability:
- Ethereal {Moral}(Only affected by holy, darkness and unaligned abillities. Immune to everything else, including physical attacks)
- Winged (+1 dodge, -1 parry while flying)
---
Allies:
Daxon (Unavailable)
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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: 20/45
--
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} {Cooldown: Ready on Roll 30}
-- 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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(5/8):
- 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)
---
Head:
Face: Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Level 3
Stats:
STR: 1
DEX: 1
RES: 2 (+1)
AGI: 0
INT: 0
EXP: 0/45
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. 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) {1/5 Exp} {2/3}
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
- Parry Beginner (+1 parry){Exp: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
Condition:
- Major left leg damage (-2 to all rolls, -2 dodge)
- Obsidian Bones (+2 defense, +1 RES)
Mercenary 2
You invoke the darkness element and concentrate it on the damage inflicted by the Nereim you fought earlier. A small concentration of shadows gathers around it, mending the bone somewhat, but not completely. (+1 health)
After that, you summon your favourite suit of armor and trade your rod for the broadsword in your inventory before attempting to cut the last bat in two, not forgetting to threaten it first of course.
(Nayrous: 3 + 3 + 3 + 1 + 1 - 1 - 1 = 9 vs 8 = 1 + 2 + 2 + 2 + 1 Dodge Zoid Bat #2)
You manage to slash through it's left wing, making it fall onto the ground and bounce into the abyss.
Victory! +27 exp! Rhunon leveled up!
You see Rhunon lowering his body in order to dodge a zoid bat diving for him as he grabbed your hand.
"Come on, we can't take on all of them at once!" the elf says, gesturing with his head towards the opening that led back to the other room. You follow him there, managing to avoid most of the agitated bats along the way.
"So, what do we do now? Take the other path and make a run for it hoping that those bats don't eat us alive?" he asks with irritation in his tone while letting go of your hand and leaning on the wall between the two paths. You can see that he looks rather tired.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (25/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {10}
- 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}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 3
INT: 0
Exp: 3/67
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 5/10) {Cooldown: ready on roll 34}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 4/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-1 to all rolls)
- Envenomed (-2 accuracy/dodge)
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(4/8):
- 195 Gold
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Small leather book (Read it)
--
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: 4 (+4)
DEX: 0
RES: 2 (+2)
AGI: 0
INT: 0 (-3)
EXP: 39/45
--
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} {Cooldown: Read on roll 38}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2) {Exp: 3/5} {Cooldown: Ready on Roll 35}
-- 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} {Cooldown: Ready on Roll 36}
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) {0/10}
- Bladed Beginner (+1 to bladed weapons) {1/10}
- Darkness Beginner (+1 to darkness) {4/10}
Conditions:
- Small damage (-1 to all rolls)
- Ghastly power (+1 STR, +1 RES, +2 blunt defense, converts INT to STR, Spiritus sepulturam nullified for the duration) {Expires on roll 36}
Mercenary 3
"You actually expect us to just let you walk by after you killed our leader?" the shield wielding lizardman replied, glare at you. In the meatime, the shaman wasn't even listening to your conversation, instead chanting the words of a spell. You immediately lunge towards him, but the guard jumps in to block your attack, a white aura shining around him.
(Antaeus: 5 + 3 + 1 + 1 + 1 = 11 vs 10 = 1 + 1 + 1 + 2 + 2 + 2 + 1 Intercept Lizardman Guard) (Break: 2/5 Failed)
(Antaeus: 1 + 3 + 1 + 1 + 1 = 7 vs 14 = 1 - 1 + 1 + 1 + 2 + 2 + 2 + 6 Intercept Lizardman Guard) (Break: 2/5 Failed)
You manage to inflict three small wounds with your trident on the first strike, but your second one is completely blocked. Nez'gol says a few words and suddenly hit thunderous cloud appears over your heads. One second later a thunder bolt ripples through the sky...
(Nez'gol: 6 + 2 + 2 + 1 = 11 vs 7 = 1 + 1 + 1 + 2 + 2 Dodge Lizardman Shaman)
... Hitting the shaman and utterly incinerating him to ashes. Seeing this, the remaining enemy hisses angrily before swinging his shortsword towards you...
(Lizardman Guard: 5 + 2 + 1 + 1 + 1 + 1 - 1 = 10 vs 11 = 1 + 1 + 1 + 1 + 1 + 1 + 3 + 2 Parry Antaeus)
You manage to parry his attack with your weapon. This trident seems quite good at stopping attacks.
---
Enemies:
Lizardman Guard
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Nature
--
Torso (over): Chestpiece (+2 defense)
Torso (under): Brown Runes (+1 magical defense)
Weapon 1: Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
Weapon 2: Iron shield (+2 defese, +1 parry, -1 dodge)
--
Stats:
STR: 1
DEX: 0
RES: 1
AGI: 0
INT: 0
--
Active Ability:
Passive Ability:
- Defender (Automatically interecepts attack for non-shield-wielding allies with +1 to intercept)
- Scield (+2 defense)
- Empowered (+1 to all rolls)
- Small injury (-1 to all rolls)
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory(4/8):
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
- Cockatrix Egg (It's a good thing cockatrixes get over their baby phase quickly)
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Level 3
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 18/45
--
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} {Cooldown: Ready on roll 38}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 2/5}
- Dodge Null (Placeholder) {Exp: 3/5}
- Lightning Null (Placeholder) {Exp: 4/5}
- Conditions:
---
Rethi-Eli
Name: 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)
- 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)
---
Head:
Face:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hands: Leather gloves (+1 defense, +1 power)
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 leggins (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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}
Weapon 2:
--
Level 3
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 2/45
--
Active Ability: (1 only):
- 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}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 6/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
Mercenary 4
Vanina doesn't reply, instead touching the smooth surface of the orb and saying a few words you can't quite understand. At first nothing happens, but after a few moments you see the pink light inside the orb slowly fading while the girl was being surrounded by an aura of energy, growing brighter every second. A minute later the glow inside the sphere is completely gone along with the aura around her.
"It was an Alexandrite filled with some raw Magicka." she finally says, coming next to you. "Most gemstones can be infused with elemental energy, the rarest of them even having power of their own such as a ruby, but Alexandrites, Diamonds, Tourmalines and Garnets can store any energy, including the raw, unaligned one." she then explained. You realize that this information will be very useful to you in the future since you are aligned to earth and all. Anyway, you proceed to loot the chest, finding a tiny vial filled with power pepper and a healing reagent. You also take three flowers from a patch near to the chest. You also throw away the two stone swords you made in order to make room in your inventory.
--
Enemies:
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox)
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Level 3
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 1
Exp: 0/45
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a succesful hit. Has a range of 3) {Exp: 3/5}
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy. Has +2 attack if the target is flying. Range of 4. Cooldown: 3) {Exp: 3/5} {Cooldown: ready on roll 30}
-- Crazy Firewall (Flames sprout out from the ground in the targeted area, incinerating any character caught in them. +2 power, additional +3 attack against ground targets. Radius of 3. Has a range of 2. Cooldown: 7) {Exp: 4/5} {Cooldown: ready on roll 36}
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
- Dodge Null (Placeholder) {1/5}
- Fire Null (+1 to fire spells) {1/10}
- Elemental Beginner (+1 to all elemental spells) {0/10}
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(7/8):
- 75 Gold
- Healing Potion (+1-2 health, -1-3 pain)
- Khromre map (Leads to the Khromre island)
- Blue hydra scales (Material)
- Green basilisk scales (Material) {2}
- Power Pepper (Gives +1 STR on use permanently)
- Healing Reagent (+2-3 health, -3-4 pain, cures poison)
- White flower (A common alchemy ingredient usually used for healing brews) {3}
--
Head:
Face:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
Level 2
Stats:
STR: 1
DEX: 0
RES: 1
AGI: 0
INT: 0
EXP: 11/30
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.) {Exp: 2/5} {Cooldown: Ready on roll 33}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {2/5}
- Parry Null (Placeholder) {3/5}
- Bladed Null (+1 to bladed) {2/10}
Condition:
- Small injury (-1 to all rolls)
- Pain (-1 to all rolls)
Empire 1
"Sure." she replies without too much interest.
Victory? +20 exp, Mystel levels up, Fenrir levels up.
Looking at her again you realize that she never actually drew her blades, so you simply sheathe yours with a shrug. Fenrir does the same with his wand, hiding it in his coat, and Carola glares at the woman for a moment before following your example. After that, all four of you go down the bridge again, and as you pass by the orc's corpse you loot his boots and equip them. When you get at the other end you also loot the red gloves and the robe of the elf and equip them, although Fenrir snatches his rod before you do. Anyway, you proceed towards a stone staircase which led up to the building. Up close it seemed more like a castle, although it had a few unique features: most of it was made out of smooth grey stone and had three levels and a rooftop, a balcony stretching out on the third level, all of the windows were made of reinforced glass and had silver plates around them, and had a somewhat rectangular shape. What really caught your attention though were the two massive and intricate runes placed around the double dark wood door, almost making you miss the guards stationed near the entrance. The only thing that was really missing were the towers, to be honest, but you could see about four lookouts sitting on the roof. You don't have time to study the building more though, because two red orcs urge you inside. You find yourself in a large multi-purpose room with four pillars placed in a square shape in the middle, two large tables towards the left, four beds on the right and finally, an average-sized man clad in dark armor with dark chestnut hair and flanked by a woman in a light pink dress wearing golden jewerlies and a man wearing a long green coat.
"Wendala, I see you brought the girl in..." the armored man, who is most probably Uba, said after you entered. "... and her friends too." he added, looking slightly disappointed.
"You never gave me any details." the woman, Wendala, replied indifferently. Uba rolled his before motioning for you to come to him.
---
Neutral:
Wendala
Race: Human
Faction: ??
Element: Darkness
--
Neck: Yseerlan Necklace (+2 to darkness magic, protects against Paralysis, -1 darkness defense) {Rare}
Torso and Waist: Magdalena Leather Suit (??) {Legendary}
Back: Black Cloak (+1 defense, can be worn over most armors, +2 attack when attacking an unalerted enemy) {Uncommon}
Hands: Black leather gloves (+1 defense, +1 accuracy, +1 darkness attack, -1 parry)
Finger 1: Occixion (+2 power, creates a barrier around wearer at the start of the battle which gives +2 armor and lasts against 4 hits) {Rare}
Finger 2: Blasteroid (Inflicts Weapon Boost on the wearer for 3 turns after a succesful attack) {Rare}
Feet: Silken leggins (+2 AGI, all attacks get Pre-empetive - always goes first -) {Renowed}
Legs: Kad'jin Boots (+1 defense, +3 speed, +2 dodge, -1 power) {Rare}
Weapon 1: Overlord Dai-Katana (+3 slashing, +1 STR, +2 pierce, -1 accuracy, damages armor on succesful hit) {Renowed}
Weapon 2: Blood Assassin Dai-Katana (??) {Legendary}
---
Level 9
Stats:
STR: 3 (+1)
DEX: 4 (+2)
RES: 0
AGI: 9 (+5)
INT: 1
---
Active Ability:
- Darkness
-- Saaris' Touch (??)
-- Undead Curse (??)
-- Lucien Konikcut (??)
- Water:
-- Healing Tsunami (??)
- Weaponry:
-- Iron X-Slash (??)
Passive Ability:
- Preparation (??)
- Shadowstep (??)
- Watchful (??)
- Dual Wielding Melee (Dai-Katana) (+1 dodge, +1 accuracy, -1 power, -1 parry)
---
Allies:
Fenrir
Race: Human
Faction: Human Empire
Element: Darkness
--
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) {Rare}
---
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 3/5}
-- 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: 1/5}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (Placeholder) {4/5}
- Dual Wielding Magic (+1 to magic, -1 physical defense)
Condition:
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Bracers (+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: 30/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??) {1/2}
- 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) {2/10}
- Bladed Null (Placeholder) {4/5}
- Light Null (Placeholder) {2/5}
Condition
- Light burns (-1 to all rolls)
- Small left arm injury (-1 to all rolls)
- Pain (-2 to all rolls)
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 7 charges of 3 different items){3/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
--
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 bracers (+1 parry)
Hands: Red gloves (+1 dodge, +1 accuracy to fire spells)
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Level 2
Stats (distribute 1 stat point):
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 12/30
--
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: 2/5}
-- 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: 1/5}
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: Parry bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Beginner (+1 to bladed weapons){2/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){0/10}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
Empire 2
Brussian sniffs the air for a moment after which the fur on his head straightens up. It then turns it's head towards you, looking calm, although those opaque eyes staring directly at you looked rather ominous.
"I thought I heard something, that's all." Brussian finally answers. "As for the Cathedral of Mirrors, I know where it is, although it's quite far from where we are." it adds. "The path leading there isn't marked on any map and the building itself is hidden by an illusion ward, but I can help you get there. But before that, I need a favor from you." the canine explains, choosing it's words carefully. "All I ask is that you help me... read something." it finishes, sounding almost embarassed at the end.
---
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 slashing, +1 power, -1 accuracy)
--
Level 1
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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(5/8):
- 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}
--
Head:
Neck:
Torso: Kah'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) {10/10} (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
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 34
----
Well, it 'only' took me one week to fix my Internet. Better late than never, I suppose.
--
@Crimson Fixed.
--
@WunderKatze Looks like Lady Luck isn't with you this roll.
--
Mercenary 1
"A... chest?" the imp replies, taken aback. "I thought that you were bani- nevermind." it cuts itself off before finishing the sentence. You can't help but feel a little suspicios as the little demon takes a second to compose itself. "Anyway, I have nothing to gain from killing you, and since you can't really hurt me... I suppose we can help each other." it finally says, now glaring at your mask, as if trying to see through it's painted visage. "I know a Fu'hin'Il, which is Demon Warlock in your language by the way, that can... help transport you back from where you came. I'll say what I want you to do for me when we get to him." it explains with a mysterious tone before stopping to think for a few moements. "Oh, and I'm called Hazrafol if you wanted to know."
---
Neutral:
Hazrafol
Race: Imp (+1 magical attack, +2 magical defense, -2 defense against own element and elemental weakness, +1 dodge)
Element: Darkness
--
Torso: Shifting Rune (+1 defense, +2 armor against magic, +1 magical attack, bonuses can be dispelled for 3 turns by any 'purge' spell)
Arms: Golden bracers (+2 magical attack)
Weapon 1: Essence Claws (Range: up to 4. Gives all magic spells a +1 slashing bonus)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 2
--
Active Ability:
- Darkness:
-- Shadow Rend (Attack with +2 power and -1 accuracy. Inflicts heavy bleeding. Cooldown: 1) {Cooldown: Ready at the end of roll 33}
- Fel
-- Psyche Spark (??)
-- Soul Shard (??)
Passive Ability:
- Ethereal {Moral}(Only affected by holy, darkness and unaligned abillities. Immune to everything else, including physical attacks)
- Winged (+1 dodge, -1 parry while flying)
---
Allies:
Daxon (Unavailable)
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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: 20/45
--
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} {Cooldown: Ready on Roll 30}
-- 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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(5/8):
- 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)
---
Head:
Face: Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Level 3
Stats:
STR: 1
DEX: 1
RES: 2 (+1)
AGI: 0
INT: 0
EXP: 0/45
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. 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) {1/5 Exp} {2/3}
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
- Parry Beginner (+1 parry){Exp: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
Condition:
- Major left leg damage (-2 to all rolls, -2 dodge)
- Obsidian Bones (+2 defense, +1 RES)
Mercenary 2
"I know, but staying here won't make my condition go away and those bats would rather get in here than calm down, so..." Rhunon trails off for a split second. "Not much of a choice here." he finishes with a sigh. After that, the elf rights himself before motioning towards the left passage. "We go both at once and don't stop." he says, waiting for you to get next to him. After that, he counts to three and you both sprint off through the passage and onto a mostly straight path that led to a faraway hole, just big enough of you to crawl into.
(Roll to go fast {AGI} Nayrous: 2 - 1 = 1, Rhunon: 8 + 3 - 3 - 1 - 1 = 6)
You trip on a stone half-way and nearly slide off into the abyss while your companion rushes past you and manages to make it to the hole-exit. It takes him a moment to realize what happened and then gesture towards something behind you. You get up and look behind your shoulder and see... nothing, but then you catch a glimpse of something moving above. A quick glance reveals five zoid bats flying towards you and before you can do anything else, an arrow whirls over your head and towards them.
(Rhunon: 3 + 1 + 1 + 1 + 1 + 1 + 2 - 3 - 1 - 1 = 5 vs 13 = 1 + 2 + 2 + 2 + 6 Dodge Zoid Bat #1)
(Rhunon: 2 + 1 + 1 + 1 + 1 + 1 + 2 - 3 - 1 - 1 = 4 vs 11 = 1 + 2 + 2 + 2 + 4 Dodge Zoid Bat #4)
But the two bats in it's trajectory easily fly out of the way, however it does at least have the effect of slowing down their advance somewhat.
---
Enemies:
Zoid Bat x 5
Race: Bat (+2 dodge/accuracy, -1 power, susceptible to light)
Element: Nature
--
Hands and arms: Wing membrane (+2 dodge while flying)
Weapon: Venomous teeth (+2 stabbing, +1 accuracy, +1 pierce, -1 power, inflicts venom if attack injures the target)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 2
INT: 0
Exp: 0/30
--
Active Ability:
- Missile bat (Attack with +3 power and -1 accuracy plus weapon boost. 50% chance to inflict light bruises on the caster. Has a cooldown of 2)
Passive Ability:
- Winged (+1 dodge, -1 parry while flying)
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (25/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {10}
- 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}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 3
INT: 0
Exp: 3/67
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 5/10)
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 4/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-1 to all rolls)
- Envenomed (-3 accuracy/dodge)
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(4/8):
- 195 Gold
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Small leather book (Read it)
--
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: 4 (+4)
DEX: 0
RES: 2 (+2)
AGI: 0
INT: 0 (-3)
EXP: 39/45
--
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} {Cooldown: Read on roll 38}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2) {Exp: 3/5} {Cooldown: Ready on Roll 35}
-- 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} {Cooldown: Ready on Roll 36}
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) {0/10}
- Bladed Beginner (+1 to bladed weapons) {1/10}
- Darkness Beginner (+1 to darkness) {4/10}
Conditions:
- Small damage (-1 to all rolls)
- Ghastly power (+1 STR, +1 RES, +2 blunt defense, converts INT to STR, Spiritus sepulturam nullified for the duration) {Expires on roll 36}
Mercenary 3
The lizardman ignores your words and instead swings his shortsword towards you again just as you prepare to stab him with your trident...
(Clash {AGI}: Antaeus 2 - 1 = 1 vs 1 = 1 + 1 - 1 - 2 Lizardman Guard)
(Clash {STR}: Antaeus 3 + 1 = 4 vs 3 = 1 + 1 + 1 - 1 - 3 Lizardman Guard)
Your weapons are in a deadlock for a second, but you manage to overpower the guard and push him back before finally thrusting your trident towards him.
(Antaeus: 1 + 3 + 1 + 1 + 1 = 7 vs 12 = 1 - 1 - 1 + 1 + 1 + 2 + 2 + 2 + 5 Parry Lizardman Guard) (Break: 1/5 Failed)
(Antaeus: 3 + 3 + 1 + 1 + 1 = 9 vs 12 = 1 - 1 - 1 + 1 + 1 + 2 + 2 + 2 + 5 Parry Lizardman Guard) (Break: 4/5 Failed)
Yet he blocks both of your strikes. The cloud looming above you sends another bolt down...
(Nez'gol: 6 + 1 + 1 + 1 = 9 vs 12 = 1 - 1 - 1 + 1 + 1 + 2 + 2 + 2 + 5 Parry Lizardman Guard)
But the thunderstrike bounces off your opponent's shield and into a tree, incinerating it's trunk and making it fall backwards with a loud creaking noise. Nez'gol then darts towards him.
(Nez'gol: 4 + 2 + 1 + 1 + 1 + 1 = 10 vs 8 = 1 - 1 - 1 + 1 + 1 + 2 + 2 + 2 + 1 Parry Lizardman Guard)
His blade cuts through the guard's chestpiece, leaving a medium-sized hole from which blood flowed freely. Your opponent releases a few inteligible sounds before falling headfirst onto the ground, dead.
Victory! +14 exp
"Well, I suppose my people will deal with the remaining rogue lizardmen eventually." your companion observes while making a motion towards the thunder cloud he summoned. In just a few seconds it dissipates into the air, leaving no trace of it's existence, except for the damage caused by the thunder bolts, of course.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory(4/8):
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
- Cockatrix Egg (It's a good thing cockatrixes get over their baby phase quickly)
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Level 3
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 34/45
--
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} {Cooldown: Ready on roll 38}
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 Null (+1 to lightning) {Exp: 0/10}
- Conditions:
---
Rethi-Eli
Name: 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)
- 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)
---
Head:
Face:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hands: Leather gloves (+1 defense, +1 power)
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 leggins (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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}
Weapon 2:
--
Level 3
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 16/45
--
Active Ability: (1 only):
- 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}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 6/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
Mercenary 4
"I was planning to keep it to myself, actually. Although, if you really want it, I suppose I can trade it with you for some items." Vanina replies as you pour the pepper inside the vial in your mouth. The taste is like fire itself and the feeling quickly spreads from your mouth to your entire body, feeling it's heat course through every single fiber of your entire muscular system. Yet, despite all this, the experience isn't painful at all and it subsides after about a minute, leaving only a feeling that could only be described as your entire mouth being scorched. The girl waits patiently until you return your attention to her.
"Here you go." she hands you a flask filled with water, which you gulp down to the last drop. This calms down the feeling somewhat, although it's still there. After all that, you both head through the souther opening which leads you to a small cliff overlooking the ruins of Metrolia and the surrounding outskirts. The scenery was both breathtaking and somewhat odd: the setting sun's red rays bathed the forest in dark colors, which were only complemented by the impenetrable shadows that covered the ground, and the gray ruin in the middle only served to give the whole scene a mysterious and borderline frightening look. You manage to peel your eyes off the view and take a quick glance around, seeing a bottle filled with some liquid sitting on the ground to your left and an average-sized tree with something stuck between it's branches to your right.
--
Enemies:
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox)
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Level 3
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 1
Exp: 0/45
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a succesful hit. Has a range of 3) {Exp: 3/5}
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy. Has +2 attack if the target is flying. Range of 4. Cooldown: 3) {Exp: 3/5} {Cooldown: ready on roll 30}
-- Crazy Firewall (Flames sprout out from the ground in the targeted area, incinerating any character caught in them. +2 power, additional +3 attack against ground targets. Radius of 3. Has a range of 2. Cooldown: 7) {Exp: 4/5} {Cooldown: ready on roll 36}
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
- Dodge Null (Placeholder) {1/5}
- Fire Null (+1 to fire spells) {1/10}
- Elemental Beginner (+1 to all elemental spells) {0/10}
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(7/8):
- 75 Gold
- Healing Potion (+1-2 health, -1-3 pain)
- Khromre map (Leads to the Khromre island)
- Blue hydra scales (Material)
- Green basilisk scales (Material) {2}
- Healing Reagent (+2-3 health, -3-4 pain, cures poison)
- White flower (A common alchemy ingredient usually used for healing brews) {3}
--
Head:
Face:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
Level 2
Stats:
STR: 2
DEX: 0
RES: 1
AGI: 0
INT: 0
EXP: 11/30
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.) {Exp: 2/5} {Cooldown: Ready on roll 33}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {2/5}
- Parry Null (Placeholder) {3/5}
- Bladed Null (+1 to bladed) {2/10}
Condition:
- Small injury (-1 to all rolls)
- Pain (-2 to all rolls)
Empire 1
"Yes, I learned about the fate of the patrol and I orchestrated the attack on the bridge." Uba replies disinterested. The woman in pink dress whispers a few words in his ear before staring at you with an indifferent expression. "However, the reason I had you brought here is because I see potential in you." he begins explaining, his lips twisting into a thin smile. "Despite your poor equipment and trainning, you managed to dispatch my servants without too much hassle. Although I suppose it's also because you had help." he gives Wendala a venomous glare which she ignores, instead opting to inspect a strand of her smooth black hair. "I want to make sure your talent doesn't go to waste, and that's why I'm willing to do you a favor by offering you a chance to join the Blood Assassins." the man finishes. From his tone you can see that he's not expecting you to refuse.
---
Neutral:
Wendala
Race: Human
Faction: ??
Element: Darkness
--
Neck: Yseerlan Necklace (+2 to darkness magic, protects against Paralysis, -1 darkness defense) {Rare}
Torso and Waist: Magdalena Leather Suit (??) {Legendary}
Back: Black Cloak (+1 defense, can be worn over most armors, +2 attack when attacking an unalerted enemy) {Uncommon}
Hands: Black leather gloves (+1 defense, +1 accuracy, +1 darkness attack, -1 parry)
Finger 1: Occixion (+2 power, creates a barrier around wearer at the start of the battle which gives +2 armor and lasts against 4 hits) {Rare}
Finger 2: Blasteroid (Inflicts Weapon Boost on the wearer for 3 turns after a succesful attack) {Rare}
Feet: Silken leggins (+2 AGI, all attacks get Pre-empetive - always goes first -) {Renowed}
Legs: Kad'jin Boots (+1 defense, +3 speed, +2 dodge, -1 power) {Rare}
Weapon 1: Overlord Dai-Katana (+3 slashing, +1 STR, +2 pierce, -1 accuracy, damages armor on succesful hit) {Renowed}
Weapon 2: Blood Assassin Dai-Katana (??) {Legendary}
---
Level 9
Stats:
STR: 3 (+1)
DEX: 4 (+2)
RES: 0
AGI: 9 (+5)
INT: 1
---
Active Ability:
- Darkness
-- Saaris' Touch (??)
-- Undead Curse (??)
-- Lucien Konikcut (??)
- Water:
-- Healing Tsunami (??)
- Weaponry:
-- Iron X-Slash (??)
Passive Ability:
- Preparation (??)
- Shadowstep (??)
- Watchful (??)
- Dual Wielding Melee (Dai-Katana) (+1 dodge, +1 accuracy, -1 power, -1 parry)
---
Allies:
Fenrir
Race: Human
Faction: Human Empire
Element: Darkness
--
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) {Rare}
---
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 3/5}
-- 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: 1/5}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (Placeholder) {4/5}
- Dual Wielding Magic (+1 to magic, -1 physical defense)
Condition:
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Bracers (+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: 30/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??) {1/2}
- 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) {2/10}
- Bladed Null (Placeholder) {4/5}
- Light Null (Placeholder) {2/5}
Condition
- Light burns (-1 to all rolls)
- Small left arm injury (-1 to all rolls)
- Pain (-2 to all rolls)
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 7 charges of 3 different items){3/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
--
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 bracers (+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: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Level 2
Stats (distribute 1 stat point):
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
EXP: 12/30
--
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: 2/5}
-- 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: 1/5}
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: Parry bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Beginner (+1 to bladed weapons){2/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){0/10}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
Empire 2
"Yes, quite a few of this realm's inhabitants use written language." Brussian replies, looking at you surprised. "Either way, let us go to my cave, we will talk on the way there." he then says. You jump off the branch you were sitting on all this time and land lightly on the ground next to Saraqael, who sniffs your dress for a few seconds before backing off, looking satisfied. After that, you both follow after the werewolf through the forest, not taking any marked path, which, coupled with the fact that it was getting pretty dark, forces you to stay very near the canine. "I am curious, though, how does your kind record their history and teachings without writing?" it asks after about ten minutes, not turning it's head towards you. "And do all of you have a natural affinity for magicka?" it adds.
---
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 slashing, +1 power, -1 accuracy)
--
Level 1
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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(5/8):
- 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}
--
Head:
Neck:
Torso: Kah'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) {10/10} (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
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 35
----
I can't wait for the easter holiday.
--
Mercenary 1
Hazrafol doesn't reply and you decide to unequip your champion bracers for some reason before following after the imp, who was already flying ahead of you. As you walk on the grey 'floor' you look around, seeing strange obelisk-like structures that seemed to appear and disappear at will, heck, one of them appeared right behind you, and before you can even react it was just... gone. The demon seems completely umphased by all of this and a few moments later it stops, reach out with it's clawed hand towards a solitary yellow streak traveling through the darkness around that you didn't notice the first time you were transported here. It mutters a few words and suddenly the line makes a sharp turn towards you, reaching your location in just a few seconds. For a split moment you feel as if you don't have a body anymore as a bright turqoise light engulfs both of you until you find yourself standing on a dusty yellow ground. A sudden sense of confusion grips your head and you don't even notice as Hazrafol glides towards you until it places it's hand on your left leg, trailing the damage it has done earlier with a finger.
"Well, well, I had no idea it would be so easy..." the imp mutters to itself as a green glow appears at the tip of it's claw, completely healing your leg. It doesn't seem to be done though, because immediately after you see tiny bright green lines forming themselves on where the damage used to be, creating a rune you don't recognize. After that is over, the demon backs off, grinning. You also feel a pressence at the back of your mind now.
---
Neutral:
Hazrafol
Race: Imp (+1 magical attack, +2 magical defense, -2 defense against own element and elemental weakness, +1 dodge)
Element: Darkness
--
Torso: Shifting Rune (+1 defense, +2 armor against magic, +1 magical attack, bonuses can be dispelled for 3 turns by any 'purge' spell)
Arms: Golden bracers (+2 magical attack)
Weapon 1: Essence Claws (Range: up to 4. Gives all magic spells a +1 slashing bonus)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 2
--
Active Ability:
- Darkness:
-- Shadow Rend (Attack with +2 power and -1 accuracy. Inflicts heavy bleeding. Cooldown: 1) {Cooldown: Ready at the end of roll 33}
- Fel
-- Psyche Spark (??)
-- Soul Shard (??)
Passive Ability:
- Ethereal {Moral}(Only affected by holy, darkness and unaligned abillities. Immune to everything else, including physical attacks)
- Winged (+1 dodge, -1 parry while flying)
---
Allies:
Daxon (Unavailable)
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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: 20/45
--
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} {Cooldown: Ready on Roll 30}
-- 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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(5/8):
- 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)
---
Head:
Face: Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire')
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right: Champion Bracers (+1 parry, +1 attack, -1 magic defense)
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Level 3
Stats:
STR: 1
DEX: 1
RES: 2 (+1)
AGI: 0
INT: 0
EXP: 0/45
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. 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) {1/5 Exp} {2/3}
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
- Parry Beginner (+1 parry){Exp: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
Condition:
- Obsidian Bones (+2 defense, +1 RES) {Expires on roll 36}
Mercenary 2
You curse your accursed vessel and it's cursed weakness before starting to shout at the bats, to which they reply with a loud screech. After getting that out of your system, you take a swing at them with your sword.
(Nayrous: 4 + 3 + 3 + 1 + 1 - 1 - 1 = 10 vs 9 = 1 + 2 + 2 + 2 + 2 Dodge Zoid Bat #1)
(Nayrous: 2 + 3 + 3 + 1 + 1 - 1 - 1 = 8 vs 9 = 1 + 2 + 2 + 2 + 2 Dodge Zoid Bat #2)
You manage to hit the first one, making a considerable wound on it's chest. It falls down on the ground, limp. Unfortunately, your next attack narrowly misses the next bat, and they all fly down towards you but Rhunon manages to loose two more arrows towards the group.
(Rhunon: 1 + 1 + 1 + 1 + 1 + 1 + 2 + 2 - 4 - 1 - 1 = 4 vs 10 = 1 + 2 + 2 + 2 + 3 Dodge Zoid Bat #2)
(Rhunon: 6 + 1 + 1 + 1 + 1 + 1 + 3 + 1 - 4 - 1 - 1 = 9 vs 8 = 1 + 2 + 2 + 2 + 1 Dodge Zoid Bat #2)
The second bat barely amanges to get out of the way of the first arrow, but the second impacts it it's chest, killing it off. The other ones try to bite you angrily and the last one divebombs while you're retreating towards the end of the path...
(Zoid Bat #3: 2 + 2 - 1 - 1 = 2 vs 6 = 1 - 1 + 1 + 1 + 2 + 2 Parry Nayrous)
(Zoid Bat #4: 6 + 2 - 1 - 1 = 6 vs 9 = 1 - 1 + 1 + 1 + 2 + 5 Parry Nayrous)
(Zoid Bat #5: 1 + 2 + 3 - 1 = 5 vs 8 = 1 - 1 + 1 + 1 + 2 + 4 Parry Nayrous) {2/2 Self injury triggered}
But you manage to block off all of their attacks with your broadsword. You hasten your pace and finally reach your elf partner.
---
Enemies:
Zoid Bat x 3
Race: Bat (+2 dodge/accuracy, -1 power, susceptible to light)
Element: Nature
--
Hands and arms: Wing membrane (+2 dodge while flying)
Weapon: Venomous teeth (+2 stabbing, +1 accuracy, +1 pierce, -1 power, inflicts venom if attack injures the target)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 2
INT: 0
--
Active Ability:
- Missile bat (Attack with +3 power and -1 accuracy plus weapon boost. 50% chance to inflict light bruises on the caster. Has a cooldown of 2)
Passive Ability:
- Winged (+1 dodge, -1 parry while flying)
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (23/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {8}
- 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}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 3
INT: 0
Exp: 3/67
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 6/10) {Cooldown: Ready on roll 37}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 5/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-1 to all rolls)
- Envenomed (-4 accuracy/dodge)
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(4/8):
- 195 Gold
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Small leather book (Read it)
--
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: 4 (+4)
DEX: 0
RES: 2 (+2)
AGI: 0
INT: 0 (-3)
EXP: 39/45
--
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} {Cooldown: Read on roll 38}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2) {Exp: 3/5}
-- 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} {Cooldown: Ready on Roll 36}
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) {3/10}
- Bladed Beginner (+1 to bladed weapons) {2/10}
- Darkness Beginner (+1 to darkness) {4/10}
Conditions:
- Small damage (-1 to all rolls)
- Ghastly power (+1 STR, +1 RES, +2 blunt defense, converts INT to STR, Spiritus sepulturam nullified for the duration) {Expires on roll 36}
Mercenary 3
For some reason you decide to not be a good and adventurer and not loot the corpses of the lizardmen for items, so Nez'gol is left with all of it choose from. He takes the chestpiece, the iron shield and the red bracers, equipping the first two and storing the later in his inventory. After that is over with, you both cross the bridge, going through a spiderweb dangling in the wind along the way, until you reach a large clearing, stretching as far you can see, littered with small ponds or random trees sprouting from the ground. You can see that some of them have some kind of fruits, while others had some relatively big flowers with orange petals or mushrooms of varying colors. The air around you is humid and you are unable to see anything hostile around, except if you want to pick a fight with the birds or a snake.
"Huh, I am no expert in herbs and the such, but those flowers are said to be pretty rare." your companion observes while catching a mosquito and eating it.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory(4/8):
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
- Cockatrix Egg (It's a good thing cockatrixes get over their baby phase quickly)
--
Torso: Purple runes (+1 magic defense, +1 lightning magic)
Arm Left and Right: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
--
Level 3
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 34/45
--
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} {Cooldown: Ready on roll 38}
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 Null (+1 to lightning) {Exp: 0/10}
- Conditions:
---
Rethi-Eli
Name: 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)
- 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)
---
Head:
Face:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hands: Leather gloves (+1 defense, +1 power)
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 leggins (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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}
Weapon 2:
--
Level 3
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 16/45
--
Active Ability: (1 only):
- 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}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 6/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
Mercenary 4
"Well, it looks like a normal healing potion to me." Vanina replies as you inspect the bottle lying on the ground. You quickly notice that she's correct, considering that the liquid looks exactly the same as the healing potion you have in your inventory, so you take it. After that, you turb your attention towards the other object, which turns out to be an ornate bottle with silver drawings etched into the glass containing a golden liquid that seemed to emit a light of it's own. The girl stares at it in disbelief for a few seconds before taking a step towards the tree. "I... I'll go get it for you." she says before walking the rest of the way to the trunk.
(Roll to climb {AGI}: 9 + 1 = 10)
She goes up from branch to branch in easy, fluid motions, making it seems like nothing more than child's play. Not even half a minute passes and you partner is back on the ground, holding the potion. "Here you go." she says simply, handing it over to you. Seeing as there was nothing left for you to do here, you go back through the opening and into the cave containing the rotting corpses of the basilisk and the anaconda. You can also hear a low rumbling sound coming from below you.
--
Enemies:
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox)
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
- Alexandrite {Empty} (Can be infused with any type of magic in order to gain various bonuses. Can be embedded into any weapon or torso armor)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Level 3
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 1
Exp: 0/45
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a succesful hit. Has a range of 3) {Exp: 3/5}
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy. Has +2 attack if the target is flying. Range of 4. Cooldown: 3) {Exp: 3/5} {Cooldown: ready on roll 30}
-- Crazy Firewall (Flames sprout out from the ground in the targeted area, incinerating any character caught in them. +2 power, additional +3 attack against ground targets. Radius of 3. Has a range of 2. Cooldown: 7) {Exp: 4/5} {Cooldown: ready on roll 36}
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
- Dodge Null (Placeholder) {1/5}
- Fire Null (+1 to fire spells) {1/10}
- Elemental Beginner (+1 to all elemental spells) {0/10}
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(8/8):
- 75 Gold
- Healing Potion (+1-2 health, -1-3 pain) {2}
- Khromre map (Leads to the Khromre island)
- Blue anaconda scales (Material)
- Green basilisk scales (Material) {2}
- Healing Reagent (+2-3 health, -3-4 pain, cures poison)
- White flower (A common alchemy ingredient usually used for healing brews) {3}
- Yyven's Kiss (Fully restores health, dispels most debuffs and buffs with +2 to all rolls and +3 INT for 5 turns. The buff doesn't stack)
--
Head:
Face:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
Level 2
Stats:
STR: 2
DEX: 0
RES: 1
AGI: 0
INT: 0
EXP: 11/30
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.) {Exp: 2/5} {Cooldown: Ready on roll 33}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {2/5}
- Parry Null (Placeholder) {3/5}
- Bladed Null (+1 to bladed) {2/10}
Condition:
- Small injury (-1 to all rolls)
- Pain (-2 to all rolls)
Empire 1
"If you accept, then you shall undergo a... let's call it a rite of passage in order to be accepted into the group. Wendala will guide you through it." Uba replies, his eyes now focused on you. "As for your friends, I allow them to stay with you." he adds while Carola leans towards you.
"I hope you do not plan to stay around for too long, the preliminaries of the tournament will begin in two weeks." she whispers before immediately jerking back as the lord gave her a glare, which she returned in kind.
"Anyway, the rite will only begin tomorrow morning, so you can go do whatever you wish. Except for leaving, of course." he says, dismissin you with a wave of hand. Wendala sighs and turns towards you.
"If you have questions, ask Baldur, the guy in fluffy green coat next to Uba." she says before going past a hooded figure you noticed just now and climbing up a set of stone stairs in the far left end of the room.
---
Enemies:
---
Allies:
Fenrir
Race: Human
Faction: Human Empire
Element: Darkness
--
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) {Rare}
---
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 3/5}
-- 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: 1/5}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (Placeholder) {4/5}
- Dual Wielding Magic (+1 to magic, -1 physical defense)
Condition:
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Bracers (+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: 30/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??) {1/2}
- 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) {2/10}
- Bladed Null (Placeholder) {4/5}
- Light Null (Placeholder) {2/5}
Condition
- Light burns (-1 to all rolls)
- Small left arm injury (-1 to all rolls)
- Pain (-2 to all rolls)
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 7 charges of 3 different items){3/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
--
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 bracers (+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: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Level 2
Stats (distribute 1 stat point):
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
EXP: 12/30
--
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: 2/5}
-- 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: 1/5}
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: Parry bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Beginner (+1 to bladed weapons){2/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){0/10}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
Empire 2
"Well, I suppose that history continues to exist into the present through the consequences of the actions of the past, shaping the world we live in." Brussian replied after a minute of thinking, his voice distant. "The reason we record our history is so we can learn from the mistakes of our ancestors and the actions that led up to them. Since our memory is fickle and it can twist some of the details or even purge them, we write the past down on paper so that it would... remember it for us." it adds after more thinking, sounding puzzled, and nearly hitting a low branch, managing to duck in the last second. The werewolf seems startled for a moment before continuing down the winding path through the trees. In the mean time, Saraquel was following quietly just behind you. "Could you tell me more about your kind?" Brussian suddenly asks after some time of walking in silence.
---
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 slashing, +1 power, -1 accuracy)
--
Level 1
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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(5/8):
- 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}
--
Head:
Neck:
Torso: Kah'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) {10/10} (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
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 36
----
I apologize for the delay, but I've been waiting for chrose's action. (I would've posted the roll tonight even if he hadn't posted, of course)
--
On a side note, I just started my Easter holidays, so I should be able to post daily from now on.
Mercenary 1
You shut out the distractions of the world you find yourself in and focus on the presence you feel inside your mind. It appears to be formed of only blurred out memories and distant emotions, as if blocked by some kind of barrier. Although, as you continue inspecting them, you manage to trace a faint magical link coming from the green rune on your leg and going towards Hazrafol's small spiked head. You see that it stopped grinning and instead was thinking about something until a flash of yellow and purple blinded both of you. As you regain your senses, you notice a tall black obelisk, much like the ones you saw earlier before the imp teleported you... here. This one, though, does not disappear, so you can take a good look at it, taking note of the numerous symbols and runes etched into it.
"I thought that I already told you not to disturb me, imp." some of the runes on the structure released what appeared to be a gaseous material which quickly gathered together and formed a tall demon. His skin was purple and was covered in garments that looked like they were made from the scales of an animal with two skulls acting as shoulderpads. Two large onyx black horns adorned his head and in his right hand held a thick blade curved into a crescent shape with no handle.
"Oh, but this is important, o' Corrupter. This... bone-head can explain his needs." the little demon replies with a slight shudder. At it's words, the warlock turns his amber yellow eyes towards you, beckoning you to speak.
---
Enemies:
---
Allies:
Daxon (Unavailable)
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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: 20/45
--
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} {Cooldown: Ready on Roll 30}
-- 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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
Hazrafol
Race: Imp (+1 magical attack, +2 magical defense, -2 defense against own element and elemental weakness, +1 dodge)
Element: Darkness
--
Torso: Shifting Rune (+1 defense, +2 armor against magic, +1 magical attack, bonuses can be dispelled for 3 turns by any 'purge' spell)
Arms: Golden bracers (+2 magical attack)
Weapon 1: Essence Claws (Range: up to 4. Gives all magic spells a +1 slashing bonus)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 2
--
Active Ability:
- Darkness:
-- Shadow Rend (Attack with +2 power and -1 accuracy. Inflicts heavy bleeding. Cooldown: 1)
- Fel
-- Psyche Spark (??)
-- Soul Shard (??)
Passive Ability:
- Ethereal {Moral}(Only affected by holy, darkness and unaligned abillities. Immune to everything else, including physical attacks)
- Winged (+1 dodge, -1 parry while flying)
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(5/8):
- 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')
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Level 3
Stats:
STR: 1
DEX: 1
RES: 2 (+1)
AGI: 0
INT: 0
EXP: 0/45
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. 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) {1/5 Exp} {2/3}
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
- Parry Beginner (+1 parry){Exp: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
Condition:
Mercenary 2
"Come on, let's get out of here!" Rhunon says towards you, looking as if he was ready to collapse at any second. You ignore his words, though, and instead mend the rest of the damage left with Saaris' Touch and then swing your broadsword in an arc towards the bats. (+2 health)
(Nayrous: 2 + 3 + 3 + 1 + 1 - 1 = 9 vs 10 = 1 - 1 - 1 + 2 + 2 + 2 + 5 Dodge Zoid Bat #5)
Despite the it's injury from it's reckless attack from earlier, the bat still narrowly manages to dodge your swing. With the corner of your 'eye' you notice Rhunon limping through the opening behind you and into the next room as the three bats once again attack you.
(Rhunon: 1 + 1 + 1 + 1 + 1 + 1 + 2 + 2 - 4 - 1 - 1 = 4 vs 10 = 1 + 2 + 2 + 2 + 3 Dodge Zoid Bat #2)
(Rhunon: 6 + 1 + 1 + 1 + 1 + 1 + 3 + 1 - 4 - 1 - 1 = 9 vs 8 = 1 + 2 + 2 + 2 + 1 Dodge Zoid Bat #2)
The second bat barely amanges to get out of the way of the first arrow, but the second impacts it it's chest, killing it off. The other ones try to bite you angrily and the last one divebombs while you're retreating towards the end of the path...
(Zoid Bat #3: 1 + 2 + 3 - 1 = 5 vs 6 = 1 + 1 + 1 + 2 + 1 Parry Nayrous) {2/2 Self injury triggered}
(Zoid Bat #4: 4 + 2 + 3 - 1 = 8 vs 11 = 1 + 1 + 1 + 2 + 6 Parry Nayrous) {1/2}
(Zoid Bat #5: 5 + 2 - 1 - 1 - 1 - 1 = 3 vs 9 = 1 + 1 + 1 + 2 + 4 Parry Nayrous)
Yet once again you manage to parry all of their attacks. Right after that, you notice that your armor has faded into nothingness once again.
---
Enemies:
Zoid Bat #3
Race: Bat (+2 dodge/accuracy, -1 power, susceptible to light)
Element: Nature
--
Hands and arms: Wing membrane (+2 dodge while flying)
Weapon: Venomous teeth (+2 stabbing, +1 accuracy, +1 pierce, -1 power, inflicts venom if attack injures the target)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 2
INT: 0
--
Active Ability:
- Missile bat (Attack with +3 power and -1 accuracy plus weapon boost. 50% chance to inflict light bruises on the caster. Has a cooldown of 2) {Cooldown: Ready on roll 38}
Passive Ability:
- Winged (+1 dodge, -1 parry while flying)
- Light bruises (-1 to all rolls)
Zoid Bat #4
Race: Bat (+2 dodge/accuracy, -1 power, susceptible to light)
Element: Nature
--
Hands and arms: Wing membrane (+2 dodge while flying)
Weapon: Venomous teeth (+2 stabbing, +1 accuracy, +1 pierce, -1 power, inflicts venom if attack injures the target)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 2
INT: 0
--
Active Ability:
- Missile bat (Attack with +3 power and -1 accuracy plus weapon boost. 50% chance to inflict light bruises on the caster. Has a cooldown of 2) {Cooldown: Ready on roll 38}
Passive Ability:
- Winged (+1 dodge, -1 parry while flying)
Zoid Bat #5
Race: Bat (+2 dodge/accuracy, -1 power, susceptible to light)
Element: Nature
--
Hands and arms: Wing membrane (+2 dodge while flying)
Weapon: Venomous teeth (+2 stabbing, +1 accuracy, +1 pierce, -1 power, inflicts venom if attack injures the target)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 2
INT: 0
--
Active Ability:
- Missile bat (Attack with +3 power and -1 accuracy plus weapon boost. 50% chance to inflict light bruises on the caster. Has a cooldown of 2) {Cooldown: Ready on roll 37}
Passive Ability:
- Winged (+1 dodge, -1 parry while flying)
- Light bruises (-1 to all rolls)
- Pain (-1 to all rolls)
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (23/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {8}
- 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}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 3
INT: 0
Exp: 3/67
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 6/10) {Cooldown: Ready on roll 37}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 5/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-1 to all rolls)
- Envenomed (-5 accuracy/dodge)
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(4/8):
- 195 Gold
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Small leather book (Read it)
--
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
--
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} {Cooldown: Read on roll 38}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2) {Exp: 4/5} {Cooldown: Ready on roll 38}
-- 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 to bladed weapons) {2/10}
- Darkness Beginner (+1 to darkness) {4/10}
Conditions:
Mercenary 3
Despite not having any space left whatsoever in your inventory, you decide to gather some of everything regardless. Nez'gol decides to help you with the mushrooms while you go and get a bunch of flowers growing at the base of a tree and then taking a few small squishy deep blue fruits. You both gather all that in a small pile on the ground. As you lay down the fruits and flowers there with the grey mushrooms with dark red dots, your partner takes one and inspects it for a second.
"Huh. This is korum. We use it's juice to make the paint for the elemental symbols on our chests." he explains, putting it down. "I could use it to make a symbol for your element, which would empower your magic. If you want, that is." he adds.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory(4/8):
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
- Cockatrix Egg (It's a good thing cockatrixes get over their baby phase quickly)
- Red bracers (+2 dodge, -1 attack) {Legs}
--
Torso (under): Purple runes (+1 magic defense, +1 lightning magic)
Torso (over): Chestpiece (+2 defense)
Arm Left and Right: 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 defese, +1 parry, -1 dodge)
--
Level 3
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 34/45
--
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} {Cooldown: Ready on roll 38}
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 Null (+1 to lightning) {Exp: 0/10}
- Conditions:
---
Rethi-Eli
Name: 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)
- 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)
---
Head:
Face:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hands: Leather gloves (+1 defense, +1 power)
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 leggins (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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}
Weapon 2:
--
Level 3
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 16/45
--
Active Ability: (1 only):
- 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}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 6/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
Mercenary 4
"Uh, I think it's something below us." Vanina observes as you try to do... something involving swords. Anyway, you just stand there while the girl runs towards the hallway you first came from. She gives you a worried glance and motions for you to follow her, but before you can do anything an enormous hydra with light purple scales and only one head emerges from the ground in the middle of the room. It doesn't attack immediately though, looking surprised by your pressence. Meanwhile, your partner looked ready to run away into the tunnel without you.
--
Enemies:
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox)
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
- Alexandrite {Empty} (Can be infused with any type of magic in order to gain various bonuses. Can be embedded into any weapon or torso armor)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Level 3
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 1
Exp: 0/45
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a succesful hit. Has a range of 3) {Exp: 3/5}
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy. Has +2 attack if the target is flying. Range of 4. Cooldown: 3) {Exp: 3/5} {Cooldown: ready on roll 30}
-- Crazy Firewall (Flames sprout out from the ground in the targeted area, incinerating any character caught in them. +2 power, additional +3 attack against ground targets. Radius of 3. Has a range of 2. Cooldown: 7) {Exp: 4/5} {Cooldown: ready on roll 36}
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
- Dodge Null (Placeholder) {1/5}
- Fire Null (+1 to fire spells) {1/10}
- Elemental Beginner (+1 to all elemental spells) {0/10}
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(8/8):
- 75 Gold
- Healing Potion (+1-2 health, -1-3 pain) {2}
- Khromre map (Leads to the Khromre island)
- Blue anaconda scales (Material)
- Green basilisk scales (Material) {2}
- Healing Reagent (+2-3 health, -3-4 pain, cures poison)
- White flower (A common alchemy ingredient usually used for healing brews) {3}
- Yyven's Kiss (Fully restores health, dispels most debuffs and buffs with +2 to all rolls and +3 INT for 5 turns. The buff doesn't stack)
--
Head:
Face:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
Level 2
Stats:
STR: 2
DEX: 0
RES: 1
AGI: 0
INT: 0
EXP: 11/30
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.) {Exp: 2/5} {Cooldown: Ready on roll 33}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {2/5}
- Parry Null (Placeholder) {3/5}
- Bladed Null (+1 to bladed) {2/10}
Condition:
- Small injury (-1 to all rolls)
- Pain (-2 to all rolls)
Empire 1
"Never heard of them." Fenrir replies and Carola only shrugs as she seemed to be concentrating on something. After a moment, she starts chanting a spell that seems much like her healing ability, although it affects all three of you. You watch as your wound disappears while a pleasant cool washes away your pain.
"It's a spell I've been working on for some time." she explains, leaning against a collumn, suddenly looking tired. "I never used it until now because it takes too long to cast in combat. Not to mention leaving me fatigued for a few seconds." she adds, taking a nervous glance around. Anyway, you walk towards Baldur, who was the only one left beside the three of you and two hooded people, Uba the and woman in dress having left through a door at the end of the room.
"Ah yes, I am afraid you have not been assigned a room in the castle yet, so you shall have to rest in the public area." the man answered in a cold formal tone, gesturing towards a wood door on the right side of the room. "You can also trade for new equipment or supplies if you need." he added, pointing towards the stairs at the far left upper corner where Wendala went.
---
Enemies:
---
Allies:
Fenrir
Race: Human
Faction: Human Empire
Element: Darkness
--
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) {Rare}
---
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 3/5}
-- 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: 1/5}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (Placeholder) {4/5}
- Dual Wielding Magic (+1 to magic, -1 physical defense)
Condition:)
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Bracers (+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: 30/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??) {1/2}
- 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) {2/10}
- Bladed Null (Placeholder) {4/5}
- Light Null (+1 to all Holy rolls) {0/10}
Conditions:
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 7 charges of 3 different items){3/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
--
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 bracers (+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: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Level 2
Stats (distribute 1 stat point):
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
EXP: 12/30
--
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: 2/5}
-- 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: 1/5}
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: Parry bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Beginner (+1 to bladed weapons){2/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){0/10}
Conditions:
Empire 2
"So, your world was stagnant. Very intriguing." Brussian replied, looking lost in thought as he mulled over what you said. Ten minutes later your arrive to a clearing between the trees where the werewolf brushes aside a bunch of dead leaves and twigs, revealing a medium-sized hole.
"Wait here." it says before slipping inside for about a minute and finally returning with an old brown book covered in dirt and a brown bag. The canine then gives you the book as Saraqael settles next to you, watching curiously. "A druid gave me this book as a gift when I helped him cure his own disease." it explains with a small smile. "I read it one time and I know that there's something about curing my condition. Just search the index."
---
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 slashing, +1 power, -1 accuracy)
--
Level 1
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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(5/8):
- 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}
--
Head:
Neck:
Torso: Kah'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) {10/10} (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
--
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.) {2/5 XP}
- 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)
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) {2/5 XP}
Roll 37
----
Well, all the celebrations and visits are over. I hope everyone had a nice Easter.
Mercenary 1
Before you can finish your sentence, you notice a green aura envelop you as you try to scratch off the green rune to no avail and feel an invisible force gripping every bone that formed your body and pulling you up from the ground a few inches. Your head is then forced to look directly at the warlock's eyes, which were now filled with a mix of anger and disgust.
"It is very daring of you to speak to me like that, frail undead." he says in a calm tone, despite the emotions running through him. "You shall adress me as the Corruptor from now on, and if you fail to show proper respect then I shall take great pleasure in hearing the sound of your bones being crushed under my heel." the demon adds, maintaining his cold expression. Meanwhile, Hazrafol seems to be reading the symbols on the green mask you're wearing.
---
Enemies:
---
Allies:
Daxon (Unavailable)
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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: 20/45
--
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} {Cooldown: Ready on Roll 30}
-- 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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
Hazrafol
Race: Imp (+1 magical attack, +2 magical defense, -2 defense against own element and elemental weakness, +1 dodge)
Element: Darkness
--
Torso: Shifting Rune (+1 defense, +2 armor against magic, +1 magical attack, bonuses can be dispelled for 3 turns by any 'purge' spell)
Arms: Golden bracers (+2 magical attack)
Weapon 1: Essence Claws (Range: up to 4. Gives all magic spells a +1 slashing bonus)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 2
--
Active Ability:
- Darkness:
-- Shadow Rend (Attack with +2 power and -1 accuracy. Inflicts heavy bleeding. Cooldown: 1)
- Fel
-- Psyche Spark (??)
-- Soul Shard (??)
Passive Ability:
- Ethereal {Moral}(Only affected by holy, darkness and unaligned abillities. Immune to everything else, including physical attacks)
- Winged (+1 dodge, -1 parry while flying)
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(5/8):
- 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')
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Level 3
Stats:
STR: 1
DEX: 1
RES: 2 (+1)
AGI: 0
INT: 0
EXP: 0/45
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. 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) {1/5 Exp} {2/3}
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
- Parry Beginner (+1 parry){Exp: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
Condition:
- Fiend's Grip (Paralyzed)
Mercenary 2
You make the wise decision of retreating into the opening where Rhunon went while firing a single shadow blast towards the bats who are trying to chase you inside. Of course, you switch your broadsword for your rod first.
(Nayrous: 5 + 1 + 1 = 7 vs 8 = 1 - 1 - 1 + 2 + 2 + 2 + 3 Dodge Zoid Bat #3)
Your spell is slightly off though and misses your target, but instead it hits the upper edge of the opening...
(Nayrous: 2 + 1 + 1 = 4 vs 8 = 1 - 1 - 1 + 2 + 2 + 2 + 3 Dodge Zoid Bat #3)
(Nayrous: 2 + 1 + 1 = 4 vs 11 = 1 + 2 + 2 + 2 + 4 Dodge Zoid Bat #4)
(Nayrous: 6 + 1 + 1 = 8 vs 8 = 1 - 1 - 1 + 2 + 2 + 2 + 3 Dodge Zoid Bat #5)
All three of them manage to get clear of the blast, but it also causes the tunnel you find yourself in to collapse, trapping you in complete darkness. On the bright side, at least the bats can't get to you now.
"H-hey, are you okay...?" you hear the elf's voice coming from not very far away. You follow it and bump into something on the floor. On closer inspection, it turns out that it's your companion, most probably unconscious.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (23/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {8}
- 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}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 3
INT: 0
Exp: 3/67
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 6/10) {Cooldown: Ready on roll 37}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 5/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-1 to all rolls)
- Envenomed (-6 accuracy/dodge, paralyzed)
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(4/8):
- 195 Gold
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Small leather book (Read it)
--
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
--
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} {Cooldown: Read on roll 38}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2) {Exp: 4/5} {Cooldown: Ready on roll 38}
-- 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 to bladed weapons) {2/10}
- Darkness Beginner (+1 to darkness) {4/10}
Conditions:
Mercenary 3
"Alright, but I'll need more in order to make all the runes. Also, we require an ingredient which color represents your element." Nez'gol replies after thinking for a moment. "Which brings me to the question: what is your element? I don't recall you using any elemental skills since we met." he then asks after taking all the korum from the pile and placing them in his inventory.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory(4/8):
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
- Cockatrix Egg (It's a good thing cockatrixes get over their baby phase quickly)
- Red bracers (+2 dodge, -1 attack) {Legs}
- Korum (consuming 5 at a time gives +1 to the user's element for 2 turns) {14}
--
Torso (under): Purple runes (+1 magic defense, +1 lightning magic)
Torso (over): Chestpiece (+2 defense)
Arm Left and Right: 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 defese, +1 parry, -1 dodge)
--
Level 3
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 34/45
--
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} {Cooldown: Ready on roll 38}
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 Null (+1 to lightning) {Exp: 0/10}
- Conditions:
---
Rethi-Eli
Name: 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)
- 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)
---
Head:
Face:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hands: Leather gloves (+1 defense, +1 power)
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 leggins (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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}
Weapon 2:
--
Level 3
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 16/45
--
Active Ability: (1 only):
- 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}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 6/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
Mercenary 4
You run in the west direction, going headstrong right into the wall at the west part of the room you find yourself in. You stumble backwards a wave of pain washes through your head, nearly fallin on the ground as Vanina stares at you, her jaw nearly touching the floor. Because of your movements the Hydra takes notice of you and lunges, aiming to swallow you whole.
(Roll to run awaaaayyy: 10)
But just before it can get too near, you manage to sprint at inhuman speed across the room and avoiding the reptile altogether. After getting next to her, the girl grabs your hand and runs back through the tunnel you came from and takes the last path, leading you outside the cave and to a long wooden bridge going across to a higher part of the mountain.
"Oh no..." your companion stops you from going across, pointing towards a large creature standing in the middle of the bridge. It looks like a mountain troll holding a wooden club that could snap your body like a stick. To make things worse, you hear the roar of the hydra coming from behind you. A quick glance around reveals a rock formation to your left.
--
Enemies:
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox)
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
- Alexandrite {Empty} (Can be infused with any type of magic in order to gain various bonuses. Can be embedded into any weapon or torso armor)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Level 3
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 1
Exp: 0/45
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a succesful hit. Has a range of 3) {Exp: 3/5}
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy. Has +2 attack if the target is flying. Range of 4. Cooldown: 3) {Exp: 3/5} {Cooldown: ready on roll 30}
-- Crazy Firewall (Flames sprout out from the ground in the targeted area, incinerating any character caught in them. +2 power, additional +3 attack against ground targets. Radius of 3. Has a range of 2. Cooldown: 7) {Exp: 4/5} {Cooldown: ready on roll 36}
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
- Dodge Null (Placeholder) {1/5}
- Fire Null (+1 to fire spells) {1/10}
- Elemental Beginner (+1 to all elemental spells) {0/10}
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(8/8):
- 75 Gold
- Healing Potion (+1-2 health, -1-3 pain) {2}
- Khromre map (Leads to the Khromre island)
- Blue anaconda scales (Material)
- Green basilisk scales (Material) {2}
- Healing Reagent (+2-3 health, -3-4 pain, cures poison)
- White flower (A common alchemy ingredient usually used for healing brews) {3}
- Yyven's Kiss (Fully restores health, dispels most debuffs and buffs with +2 to all rolls and +3 INT for 5 turns. The buff doesn't stack)
--
Head:
Face:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
Level 2
Stats:
STR: 2
DEX: 0
RES: 1
AGI: 0
INT: 0
EXP: 11/30
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.) {Exp: 2/5} {Cooldown: Ready on roll 33}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {2/5}
- Parry Null (Placeholder) {3/5}
- Bladed Null (+1 to bladed) {2/10}
Condition:
- Small injury (-1 to all rolls)
- Pain (-2 to all rolls)
Empire 1
You decide to go through the door to your right to see where you will sleep. Inside is a long, simple room with numerous beds lined up against the wall, some having simple furniture next to them. A few candles emitting bright yellow light sat on the drawers and on the far left side you could see that all the space had been cleared out for a square table with chairs. There were a few orcs and even humans either sitting at the table or chatting in a corner. Anyway, you leave for now and decide to go up the stairs where Wendala went leading you into a small, dark room filled with stands where pieces of equipment, weapons and even a full set of armor were put on display. There is also an orc, green this time, standing behind a wooden counter and another set if stairs at the other side of the room leading up. There is no sight of Wendala anywhere.
"Well, are y'all three going to stare around or actually buy something?" he asks, sounding slightly irritated.
Shop list:
Weapons:
- Omelasco blade (+2 stabbing, +1 pierce, -1 attack vs unarmored targets, +1 parry when dual-wielded) {Rare} 445 Gold
- Arachne sword (+3 slashing, +1 power, +2 parry. Inflicts poison. +2 power and -1 parry if wielded with a shield) {Renowed} 590 Gold
- Orcish ancient blade (2H) (+3 slashing, +2 power, -3 dodge, -2 accuracy if STR below 4) 250 Gold
- Silver Dai-katana (+2 slashing, +1 accuracy, +2 attack vs undead/demons) {Uncommon} 320 Gold
- Ackbuk Dai-katana (+3 slashing, -1 power, +2 pierce, -1 attack vs unarmored targets) {Uncommon} 345 Gold
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge) 85 Gold
- Saber (+2 slashing, +1 additional slashing when mounted, +1 power, -1 dodge) 105 Gold
Armor:
- Chestplate (+2 defense, +1 armor if worn with other pieces of armor) 155 Gold
- Steel armguards (+1 defense, +1 parry, -1 dodge) 95 Gold
- Fine Steel gauntlets (+2 defense, +1 power, -1 accuracy) 135 Gold
- Steel legguards (+1 defense, +2 armor, -1 dodge) 120 Gold
- Steel greaves (+1 defense, +1 armor, -1 dodge) 90 Gold
- Full steel helmet (+2 defense, +1 armor, -1 accuracy) 145 Gold
- Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge) 135 Gold
- Iron coif (+1 defense, +1 armor) 85 Gold
- Wood bracers (+1 parry) 40 Gold
- Reinforced leather boots (+1 defense, +1 armor, -1 dodge) 70 Gold[spoiler][/i]
---
Enemies:
---
Allies:
Fenrir
[spoiler]Race: Human
Faction: Human Empire
Element: Darkness
--
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) {Rare}
---
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 3/5}
-- 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: 1/5}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (Placeholder) {4/5}
- Dual Wielding Magic (+1 to magic, -1 physical defense)
Condition:)
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Bracers (+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: 30/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??) {1/2}
- 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) {2/10}
- Bladed Null (Placeholder) {4/5}
- Light Null (+1 to all Holy rolls) {0/10}
Conditions:
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 7 charges of 3 different items){3/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
- Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge)
--
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 bracers (+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: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Level 2
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
EXP: 12/30
--
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: 2/5}
-- 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: 1/5}
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: Parry bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Beginner (+1 to bladed weapons){2/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){0/10}
Conditions:
Empire 2
You use your magic in order to flip through the pages of the book in a neat fashion. Brussian seems alerted by this for a few seconds before realizing that it was just you.
(Roll to... read? 1 + 2 = 3)
You try your best to make sense of the contents of the book, but it takes you quite some time to grasp the meaning of even the simplest words. After about an hour you finally manage to navigate through the index and find the topic about werewolves, giving up on trying to learn anything else from the book. It mainly talks about how werewolves behave and how they can create more of themselves by infecting other people with a bite or by simply breeding. Apparently they have their own language and most of them refuse to learn, or re-learn in the case of those who were transformed, any other language. Their societies and ranks are based on both power and breed, with the born werewolves being at the top while the transformed ones, 'hybrids' as they are called, have to prove themselves in various ways before being accepted into a position in the pack. A druid who spoke to a werewolf leader revealed that they are refraining from infecting and transforming other races because they think that breeding with the resulting hybrids weakens their bloodlines and their race as a whole. There are a few ways of incapacitating a werewolf which mainly revolve in overstimulating their acute senses. A loud, high-pitched sound will confuse and even incapacitate them for a few moments, for example. As for curing a transformed werewolf, a simple curing spell would stop the process. In case of a fully transformed individual, a special concoction will be needed along with an adept Nature user to infuse it with the following spell.
It takes you about two more hours to read all this and memorize the spell, during which Saraqael ran into the forest to hunt and then returned licking his muzzle of blood just as you were finishing. All this time Brussian was listening patiently.
"I know a place from where we can get the ingredients needed, although it's not quite safe." it says after yauning for a moment and getting up from the sitting position. "You can accompany me if you want, or continue reading the book." the canine added with a shrug that came off slightly as slightly weird.
---
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 slashing, +1 power, -1 accuracy)
--
Level 1
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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(5/8):
- 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}
--
Head:
Neck:
Torso: Kah'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) {10/10} (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
--
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.) {2/5 XP}
- 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) {2/5 XP}
Roll 38
----
So, there has been a succesion of events (including two file corruptions) that delayed my post until now. Sorry, and hopefully it will never happen again. Anyway, let's roll.
--
Mercenary 1
The demon rolls his glowing eyes at this before saying a single word, which you don't quite get. Almost immediately the invisible force disappears along with the green aura, and you fall on your back.
"I am Doma the Corruptor, a Fu'hin'Il. And if you were wondering, you are currently in a dimension created by me." he explains after you recover from the fall. Irritation flashes through his eyes for a split second, probably due to the fact that your mask dettered his fiery glare. "Now, tell me, why are you here and..." his head snaps towards the imp beside you "Why did you bring this skeleton here?" the warlock asks.
"W-well, I sensed a distortion in the main Realm, so I went there and saw him standing around." Hazrafol explained, trying to avoid Doma's gaze. "We fought for a bit, but it was going nowhere so I decided to ask the bonehe- erm, I mean Nix, what he was doing here. He said that he got teleported by some cursed chest and now wants to return to his world, so I brought him here." it adds, with a slight smirk at the end.
"Oh, really now? And why exactly should I waste my energy with transporting this one to another dimension?" the demon turns towards you now, gripping his strange weapon "Why should I not simply destroy your frail shell and devour your soul instead?" he asks. You hear a tinge of amusement in his tone, despite his words.
---
Enemies:
---
Allies:
Daxon (Unavailable)
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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: 20/45
--
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} {Cooldown: Ready on Roll 30}
-- 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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
Hazrafol
Race: Imp (+1 magical attack, +2 magical defense, -2 defense against own element and elemental weakness, +1 dodge)
Element: Darkness
--
Torso: Shifting Rune (+1 defense, +2 armor against magic, +1 magical attack, bonuses can be dispelled for 3 turns by any 'purge' spell)
Arms: Golden bracers (+2 magical attack)
Weapon 1: Essence Claws (Range: up to 4. Gives all magic spells a +1 slashing bonus)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 2
--
Active Ability:
- Darkness:
-- Shadow Rend (Attack with +2 power and -1 accuracy. Inflicts heavy bleeding. Cooldown: 1)
- Fel
-- Psyche Spark (??)
-- Soul Shard (??)
Passive Ability:
- Ethereal {Moral}(Only affected by holy, darkness and unaligned abillities. Immune to everything else, including physical attacks)
- Winged (+1 dodge, -1 parry while flying)
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(5/8):
- 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')
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Level 3
Stats:
STR: 1
DEX: 1
RES: 2 (+1)
AGI: 0
INT: 0
EXP: 0/45
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. 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) {1/5 Exp} {2/3}
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
- Parry Beginner (+1 parry){Exp: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
Condition:
- Fiend's Grip (Paralyzed)
Mercenary 2
The glow of your eyes emits some light centered towards where you're looking, although it's hard to distinguish anything due to the fact that it's faint. Not to mention that it would've been better if it was a brighter color such as yellow or red instead of purple. Anyway, you don't see any branching paths so you carry on until you find a tunnel leading up. It's big enough for you to walk normally, so you go a few steps back, pick up Rhunon's unconscious body and go through. (STR: -1)
Thirty minutes later...
After quite some time of carrying and pulling the elf up the path, you finally manage to reach the end marked by a opening leading... right back in the cavern where you started. You dully note the corpses of the two millipuves you killed in here before trudging on towards the way where you first entered. You lift up your comrade's body and throw him through the upper opening left by the tree log still blocking the entrance and finally slip through it yourself.
(Roll for success {AGI}: 1)
You don't time your jump quite right and instead hit the tree bark head on, landing a nasty concussion on your skull. Nevertheless, you rise up and try again.
(Roll for success {AGI}: 7 - 2 = 5)
You just manage to get through this time, landing just beside Rhunon. The light outside blinds your vision for a few moments, and just now you realize how exhausted you are from all the pulling you did. It's not exactly as a human would experience it, you simply feel that your soul needs to replenish it's energy that it used to exert your body like that.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (23/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {8}
- 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}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 3
INT: 0
Exp: 3/67
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 6/10) {Cooldown: Ready on roll 37}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 5/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
- Envenomed (-6 accuracy/dodge, paralyzed)
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(4/8):
- 195 Gold
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Small leather book (Read it)
--
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
--
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} {Cooldown: Read on roll 38}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2) {Exp: 4/5} {Cooldown: Ready on roll 38}
-- 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 to bladed weapons) {2/10}
- Darkness Beginner (+1 to darkness) {4/10}
Conditions:
- Medium damage (-2 to all rolls)
- Exhaustion (-2 to all rolls) {Expires on roll 41}
Mercenary 3
"Well, then I suppose we will pick whichever is most convenient. I think I saw you gather some crimson oranges when we first met, do you still have any?" Nez'gol replies, scratching his head. "And you can buy a satchel or even a backpack at a potion store. Some armourers sell them too." he adds, looking at you with his reptilian eyes. During the conversation, you move deeper into the marsh, since you're already in the Wonder Marsh, as your friend hurries to pick up what you've gathered so far before hurrying after you. As you walk you notice your boots sunk deeper into the wet ground and soon you come across a thin river flowing from north-west straight towards south-east. A quick glance around reveals quite a few more short trees and vegetation growing around, although none of it looks particularly interesting. What catches your eye though is a massive spider web growing from between the branches of two trees. It's only logical to assume that a large spider lives there, but at least it doesn't seem to be 'home' right now. Anyway, it seems that you'll have to look around some more in order to find more berries.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory(8/8):
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
- Cockatrix Egg (It's a good thing cockatrixes get over their baby phase quickly)
- Red bracers (+2 dodge, -1 attack) {Legs}
- Korum (consuming 5 at a time gives +1 to the user's element for 2 turns) {14/25}
- Daylily (The petals of this flower can greatly increase the attributes of any potion) {4/5}
- 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.) {8/20}
--
Torso (under): Purple runes (+1 magic defense, +1 lightning magic)
Torso (over): Chestpiece (+2 defense)
Arm Left and Right: 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 defese, +1 parry, -1 dodge)
--
Level 3
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 34/45
--
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} {Cooldown: Ready on roll 38}
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 Null (+1 to lightning) {Exp: 0/10}
- Conditions:
---
Rethi-Eli
Name: 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)
- 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)
---
Head:
Face:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hands: Leather gloves (+1 defense, +1 power)
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 leggins (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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}
Weapon 2:
--
Level 3
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 16/45
--
Active Ability: (1 only):
- 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}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 6/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
Mercenary 4
Vanina stares at you wide-eyed as you give your speech about what is happening right now before shaking her head and girps her staff with both hands, taking a deep breath. Meanwhile, you take cover.
"Actually, I have a better idea." was the only reply she gives you before pointing her weapon towards the upper part of the opening you just came out of.
(Roll to cast new spell {INT}: 7 + 1 = 8 )
A few moments later a large, yellow fireball materializes in front of her and immediately flies into the cave, impacting the ceiling with a deafening sound. Rocks and dirt start collapsing and soon the exit is completely sealed. "I suppose we're not leaving that way. Oh well." the girl observes before hiding next to you behind the rock formation. It seems that the sound of the explosion has attracted the troll's attention, and it's now coming towards you.
--
Enemies:
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox)
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
- Alexandrite {Empty} (Can be infused with any type of magic in order to gain various bonuses. Can be embedded into any weapon or torso armor)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Level 3
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 1
Exp: 0/45
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a succesful hit. Has a range of 3) {Exp: 3/5}
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy. Has +2 attack if the target is flying. Range of 4. Cooldown: 3) {Exp: 3/5} {Cooldown: ready on roll 30}
-- Crazy Firewall (Flames sprout out from the ground in the targeted area, incinerating any character caught in them. +2 power, additional +3 attack against ground targets. Radius of 3. Has a range of 2. Cooldown: 7) {Exp: 4/5} {Cooldown: ready on roll 36}
-- Flame blast (A powerful concentration of fire that has +4 power, -2 accuracy and explodes in a radius of 1 upon hitting a target. The primary target will have light burns inflicted on them if they're parrying and the difference between the attack and the defense rolls is lower than 4. Range of 3. Cooldown of 3) {Ready on roll 41}
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
- Dodge Null (Placeholder) {1/5}
- Fire Beginner (+1 to fire spells) {2/10}
- Elemental Beginner (+1 to all elemental spells) {0/10}
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(8/8):
- 75 Gold
- Healing Potion (+1-2 health, -1-3 pain)
- Khromre map (Leads to the Khromre island)
- Blue anaconda scales (Material)
- Green basilisk scales (Material) {2}
- Healing Reagent (+2-3 health, -3-4 pain, cures poison)
- White flower (A common alchemy ingredient usually used for healing brews) {3}
- Yyven's Kiss (Fully restores health, dispels most debuffs and buffs with +2 to all rolls and +3 INT for 5 turns. The buff doesn't stack)
--
Head:
Face:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
Level 2
Stats:
STR: 2
DEX: 0
RES: 1
AGI: 0
INT: 0
EXP: 11/30
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.) {Exp: 2/5}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {2/5}
- Parry Null (Placeholder) {3/5}
- Bladed Null (+1 to bladed) {2/10}
Condition:
Empire 1
"So, you killed the guys our master sent after you and now you're giving back the shortswords I made for them." the orc says with a small grin when you show him the swords. "Just kiddin'. I'm giving you 50 gold pieces for each shortsword and 75 for the dai-katana." he quickly adds. Unfortunately, that's not enough for the weapon you want, so you have to sell the chainmail coat for 90 gold too. You then procceed to buy the Ackbuk Dai-katana and equip it in place of the dai-katana you just sold and you're left with just 20 gold pieces which you place in your now empty bag.
"Anything else?" the shopkeeper asks. Carola glances towards you before shaking her head while Fenrir only shrugs.
Shop list:
Weapons:
- Omelasco blade (+2 stabbing, +1 pierce, -1 attack vs unarmored targets, +1 parry when dual-wielded) {Rare} 445 Gold
- Arachne sword (+3 slashing, +1 power, +2 parry. Inflicts poison. +2 power and -1 parry if wielded with a shield) {Renowed} 590 Gold
- Orcish ancient blade (2H) (+3 slashing, +2 power, -3 dodge, -2 accuracy if STR below 4) 250 Gold
- Silver Dai-katana (+2 slashing, +1 accuracy, +2 attack vs undead/demons) {Uncommon} 320 Gold
- Ackbuk Dai-katana (+3 slashing, -1 power, +2 pierce, -1 attack vs unarmored targets) {Uncommon} 345 Gold
- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge) 85 Gold
- Saber (+2 slashing, +1 additional slashing when mounted, +1 power, -1 dodge) 105 Gold
Armor:
- Chestplate (+2 defense, +1 armor if worn with other pieces of armor) 155 Gold
- Steel armguards (+1 defense, +1 parry, -1 dodge) 95 Gold
- Fine Steel gauntlets (+2 defense, +1 power, -1 accuracy) 135 Gold
- Steel legguards (+1 defense, +2 armor, -1 dodge) 120 Gold
- Steel greaves (+1 defense, +1 armor, -1 dodge) 90 Gold
- Full steel helmet (+2 defense, +1 armor, -1 accuracy) 145 Gold
- Chainmail coat (+2 defense, +1 armor, -1 accuracy/dodge) 135 Gold
- Iron coif (+1 defense, +1 armor) 85 Gold
- Wood bracers (+1 parry) 40 Gold
- Reinforced leather boots (+1 defense, +1 armor, -1 dodge) 70 Gold
---
Enemies:
---
Allies:
Fenrir
Race: Human
Faction: Human Empire
Element: Darkness
--
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) {Rare}
---
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 3/5}
-- 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: 1/5}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (Placeholder) {4/5}
- Dual Wielding Magic (+1 to magic, -1 physical defense)
Condition:
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Bracers (+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: 30/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??) {1/2}
- 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) {2/10}
- Bladed Null (Placeholder) {4/5}
- Light Null (+1 to all Holy rolls) {0/10}
Conditions:
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 12 charges of 3 different items){1/3}:
-- 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 bracers (+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: Ackbuk Dai-katana (+3 slashing, -1 power, +2 pierce, -1 attack vs unarmored targets) {Uncommon}
Weapon 2: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
--
Level 2
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
EXP: 12/30
--
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: 2/5}
-- 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: 1/5}
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: Parry bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Beginner (+1 to bladed weapons){2/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){0/10}
Conditions:
Empire 2
"Or perhaps you just need to learn how to read." Brussian replies with a chuckle, which came off as an interrupted growl, before taking the book from your hand and placing it back inside his cave. "Anyway, you know that just before we met I was talking to another werewolf with blue hair." it started, it's tone now serious. "He claimed that he knew how to make the potion and where to get the ingredients, but he needed someone to infuse the potion first. That would be you, of course." the canine continued. "Now, all we need to do is track that werewolf and get him to make the potion for me. Just follow me." it finished before springing on his feet and running into the woods on all fours, holding the brown bag in his mouth. You quickly follow after him with Saraqael right beside you. For while you follow a narrow path going north-east until it suddenly cuts off at a river. The water looks rather deep and the only stones protruding the surface are too small and slippery for anyone to jump to. The werewolf seems ready to make a big leap to the water side before suddenly stopping and turning towards you, a concerned expression on it's face. You seem to be getting better at 'reading' it. "Do you think you can make it across?" it asks, eyeing the wood logs tied behind your back with your wire.
---
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 slashing, +1 power, -1 accuracy)
--
Level 1
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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(5/8):
- 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}
--
Head:
Neck:
Torso: Kah'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) {10/10} (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
--
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.) {2/5 XP}
- 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) {2/5 XP}
Roll 39
----
Wew, sorry for the long wait, but school and study has occupied most of my time in the last month. Anyway, the worst of it has passed, so time to resume rolling.
--
On a side note, Chrose has told me that he wishes to be placed on the waitlist for now, which means that now there's one slot open.
Mercenary 1
Doma gives you an odd look before a small frown appears on his expression, apparently pondering something. It only takes him a few seconds to arrive to a conclusion though, a smirk replacing the frown on his face.
"Yes... I can think of one way you could be useful to me." the warlock says with a calm tone. "Although I need you to take off your mask first. I wish to inspect it in closer detail." he adds. Just after he finishes speaking, you hear a voice speaking directly into your skull. Or more accurately, your soul.
*Hey, whatever you do, don't give the Corruptor your mask. Try forcing him to touch it instead while it's still equipped on you and I'll take care of the rest.* the voice sounds suspiciously similar to Hazrafol, and out of the corner of your red orb-eye you can see the imp staring directly at you. *Maybe slam your face into him, that should work.* it adds with a snigger.
---
Enemies:
---
Allies:
Daxon (Unavailable)
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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: 20/45
--
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} {Cooldown: Ready on Roll 30}
-- 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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
Hazrafol
Race: Imp (+1 magical attack, +2 magical defense, -2 defense against own element and elemental weakness, +1 dodge)
Element: Darkness
--
Torso: Shifting Rune (+1 defense, +2 armor against magic, +1 magical attack, bonuses can be dispelled for 3 turns by any 'purge' spell)
Arms: Golden bracers (+2 magical attack)
Weapon 1: Essence Claws (Range: up to 4. Gives all magic spells a +1 slashing bonus)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 2
--
Active Ability:
- Darkness:
-- Shadow Rend (Attack with +2 power and -1 accuracy. Inflicts heavy bleeding. Cooldown: 1)
- Fel
-- Psyche Spark (??)
-- Soul Shard (??)
Passive Ability:
- Ethereal {Moral}(Only affected by holy, darkness and unaligned abillities. Immune to everything else, including physical attacks)
- Winged (+1 dodge, -1 parry while flying)
---
NRDL
Name: 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)
Gender: Male
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Faction: Mercenary
Starting Location: Ultai
Element: Darkness
Inventory(5/8):
- 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')
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Level 3
Stats:
STR: 1
DEX: 1
RES: 2 (+1)
AGI: 0
INT: 0
EXP: 0/45
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. 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) {1/5 Exp} {2/3}
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range.)
- Parry Beginner (+1 parry){Exp: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
Condition:
Mercenary 2
You show your appreciation towards your succesful escape before deciding to regain your energy for now. You lean on the log in front of the cave's entrance behind you since it was the closest thing around and doze off, duly noting the darkness of the night that now shrouded everything around you...
Roughly one hour later...
You are woken up by a deep sound coming from your left. A quick glance reveals a small shadowy figure with eerie violet eyes staring at you before disappearing into a nearby bush.
"Hey, are you awake?" Rhunon's weak voice comes from where you left him laying on the ground. You notice that he looked rather sick and you could feel a disgusting smell coming from next to him, which was most probably puke.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (23/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {8}
- 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}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 3
INT: 0
Exp: 3/67
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 6/10) {Cooldown: Ready on roll 37}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 5/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
- Fatigue (-2 to all rolls, additional -1 when in combat)
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(4/8):
- 195 Gold
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Small leather book (Read it)
--
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
--
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} {Cooldown: Read on roll 38}
- Darkness:
-- Saaris' Touch (+1-2 health, -2 pain, cures poison. Harm the target with +1 power if it isn't darkness aligned. Range: 2. Cooldown: 2) {Exp: 4/5} {Cooldown: Ready on roll 38}
-- 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 to bladed weapons) {2/10}
- Darkness Beginner (+1 to darkness) {4/10}
Conditions:
- Medium damage (-2 to all rolls)
Mercenary 3
You tell Nez'gol that you do have some Crimson Oranges on you, and then go off to gather more korum in order to make the runes. Since there are none in your vicinity, your are forced to go off in a random direction.
(Roll to not get ambushed: 9)
You both go past the spider web, while being careful to keep a reasonable distance from it, and after a few minutes of walking you stumble upon a pair of two large bushes with the berries you want. You go ahead and gather the amount you need and just after you finish you also find a pair of good quality gloves hidden among the leaves. They seem to be leather reinforced with steel plates, which makes them more durable than the ones you have, although heavier.
"Well, I'm going to topple over if I carry anything more, so one of us ought to equip those." Nez'gol says from beside you.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory(8/8):
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
- Cockatrix Egg (It's a good thing cockatrixes get over their baby phase quickly)
- Red bracers (+2 dodge, -1 attack) {Legs}
- Korum (consuming 5 at a time gives +1 to the user's element for 2 turns) {25/25}
- Daylily (The petals of this flower can greatly increase the attributes of any potion) {4/5}
- 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.) {8/20}
--
Torso (under): Purple runes (+1 magic defense, +1 lightning magic)
Torso (over): Chestpiece (+2 defense)
Arm Left and Right: 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 defese, +1 parry, -1 dodge)
--
Level 3
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 34/45
--
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 Null (+1 to lightning) {Exp: 0/10}
- Conditions:
---
Rethi-Eli
Name: 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)
- 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)
---
Head:
Face:
Neck:
Torso: Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Back:
Arm -Left: -Right:
Hands: Leather gloves (+1 defense, +1 power)
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 leggins (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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}
Weapon 2:
--
Level 3
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 16/45
--
Active Ability: (1 only):
- 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}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 6/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
Empire 1
"Do stop by again when you get more gold." the orc replied after you, Carola and Fenrir take your leave. You go down the stairs and then across the room, noticing that the two cloaked persons had left, and enter the public area. Looking around you notice more people than before, mainly red and green orcs wearing either uniform, a tunic with a red and black raven embroidered on it, or plain clothes, but you pay no attention to them and instead head to a relatively empty space where you find a group of five beds that were vacant. Carola hid a long yawn before taking off her breastplate and wood bracers, but leaving her swords strapped on her waist, and placing them on the drawer next to her bed. After that, the girl streches on the mattress, and you follow her example, although Fenrir stays up.
"I'll loiter around for a little longer. You two can go ahead and rest without me." he explains. Carola shots him an inquisitive look but says nothing. With that, the man turns around and goes to the left side of the room, towards a group of humans in uniform while you close your eyes and start drifting into slumber.
Seven hours later...
You manage to get a good night's rest this time, without any creepy lucid dreams/nightmares whatsoever. Anyway, you wake up feeling relatively rested and look around, noticing that Carola got up before you and was nowhere to be seen while Fenrir was sound sleep nearby. The other people were either deep in their slumber or were preparing their equipment.
---
Enemies:
---
Allies:
Fenrir
Race: Human
Faction: Human Empire
Element: Darkness
--
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) {Rare}
---
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 3/5}
-- 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: 1/5}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (Placeholder) {4/5}
- Dual Wielding Magic (+1 to magic, -1 physical defense)
Condition:
- Eye bruise (-1 accuarcy)
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Bracers (+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: 30/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??) {1/2}
- 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) {2/10}
- Bladed Null (Placeholder) {4/5}
- Light Null (+1 to all Holy rolls) {0/10}
Conditions:
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 7 charges of 3 different items){1/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- 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 bracers (+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}
--
Level 2
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
EXP: 12/30
--
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: 2/5}
-- 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: 1/5}
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: Parry bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Beginner (+1 to bladed weapons){2/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){0/10}
Conditions:
Empire 2
You skillfuly throw three knives towards the trees on the other side of the river, two of them lodging themselves into a tree's trunk while the third hits a solid branch. You pull the strings you had attached to your knives beforehand to make sure that the line was straight as Brussian raised an eyebrow, probably confused about what you were about to do. Anyway, you proceed to cast Tempest on yourself...
{Roll to not knock down thine furry friends {INT}: 7 + 2 = 9}
You control the flow of your elemental energy this time, creating a small but powerful gust of wind that propelled you into the air. You then use the strings to give yourself even more forward momentum, before lightly landing on the other side. Turning around, you watch as Brussian, with Saraqael on it's back, takes a few steps back before making running jump across the river and landing heavily near you. The xerberus lets go of the red werewolf and runs beside you, looking excited.
"I have to admit that you being a wind user does explain quite a few things." it comments with a small grin as you all resume walking. "Although I have to ask, are your people naturally aligned to one element, or do you get to choose in which one you wish to specialise?" the canine asks after about a minute. It was getting very dark around you, and the Moon's light was barely piercing through the trees.
---
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 slashing, +1 power, -1 accuracy)
--
Level 1
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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: Kah'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) {10/10} (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
--
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.) {2/5 XP}
-- 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.) {Cooldown: Ready on Roll 41}
- 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) {2/5 XP}
Roll 40
----
Well, the last week I've on holiday (to the beach! 8) ) and uh... I didn't realize that I didn't post here to tell you about that. Sorry if I made you anxious or something.
--
Also, I'm glad to know that everyone is happy that this rtd is back. <3
--
Oh, and at least Crimson didn't get his roll skipped.
Mercenary 1
(Absolutely random outcome roll: 98/100)
Doma does not answer, opting to instead stare directly at your head for a few moments. You feel as if there would be a hole in your skull by now if it wasn't for the mask covering your face.
"This... ornament of yours is inscribed with wards that repel even my magic, so I suppose there is only one option left." he says with a sigh, sounding more like he was talking to himself rather than you. Anyway, after just a second of hesitation, he extends his free hand towards your face. Just as the tip of his black claws touches your mask, Hazrafol does a flying jump up to your head a touches another spot on it before saying one word. You see a flash of surprise in the Warlock's eyes before an emerald green light erupts from the runes on your mask and engulfs all three of you.
The next few seconds are nothing but a blur to you, the only thing your senses can distinguish over all the confusion is the feeling of your soul, your very being, ripped out of your skeleton-host and swept away. You suddenly feel nothing, everything just... stops, as if you do not exist anymore, and the next moment you find yourself somewhere completely different. Well, not a different location, a few glances around reveal that you were in the same place, but rather a different host. You feel flesh on your bones but in a way completely different from when you were a human and also much shorter.
"What is the meaning of this? What did you do, you idiotical, senseless..." you hear Doma's voice coming from what seemed to be your skeletal body, although with yellow orbs for eyes instead of red and the mask was removed and sitting on the ground. While Hazrafol start laughing hysterically in response, you take a moment to look at yourself, noticing that for some reason you were now in the imp's body...
"... Imp? I don't think it's appropriate to call me that anymore." looking up you see that the ex-imp's voice was coming from the warlock's body, whose face was plastered with a demonic grin. "Looks like your arrogance got you after all." he added before going into a series of laughs again.
---
Enemies:
Doma?
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.
Element: Darkness
Inventory(5/8):
- 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')
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 2
--
Active Ability:
- Darkness:
-- Shadow Rend (Attack with *+4*(+2) power and *+1*(-1) accuracy. Inflicts heavy bleeding. Cooldown: 1)
- Fel
-- Psyche Spark (??)
-- Soul Shard (??)
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)
- Rod Master (+3 magical attack when wielding a rod, power and speed bonuses from equipped rod are doubled, 20% chance to double dice value when using any spell)
- Fel Master (+6 to Fel)
- Darkness Proficient (+5 to Darkness)
- Magicka Intermediate (-1 turn cooldown to spells, cannot reduce cooldowns to 0, increase of 2 to most spell stats, each magic active used gives the user an Energy Charge which gives +1 attack to the next spell used and can stack with itself up to 4 times)
- Winged (+1 dodge, -1 parry while flying)
---
Allies:
Daxon (Unavailable)
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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: 20/45
--
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} {Cooldown: Ready on Roll 30}
-- 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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
---
NRDL
Name: Nix The Deceased Duelist
Race: Imp (+1 magical attack, +2 magical defense, -2 defense against own element and elemental weakness, +1 dodge)
Gender: Male
Faction: Mercenary
Element: Darkness
--
Torso: Shifting Rune (+1 defense, +2 armor against magic, +1 magical attack, bonuses can be dispelled for 3 turns by any 'purge' spell)
Arms: Golden bracers (+2 magical attack)
Weapon 1: Essence Claws (Range: up to 4. Gives all magic spells a +1 slashing bonus)
--
Level 3
Stats:
STR: 1
DEX: 1
RES: 2 (+1)
AGI: 0
INT: 0
EXP: 0/45
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. 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) {1/5 Exp} {2/3}
Passive Ability:
- Ethereal {Moral}(Only affected by holy, darkness and unaligned abillities. Immune to everything else, including physical attacks)
- Parry Beginner (+1 parry){Exp: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
Condition:
Mercenary 2
You yell after the mysterious creature, much to Rhunon's surprise, before deciding to cast Saaris' Touch on yourself. A pale, black mist appears around your skull, mending some of the damage done to the bone, but not all of it. (+1 health)
Immediately after that you dash towards the bush and look around. Despite, or in this case, because, of the darkness of the night, you manage to find a small trail of unfamiliar three-fingered footprints which, oddly enough, were glowing with a faint pink-red light. On closer inspection you notice that the glow was actually raw magicka and it was already starting to fade away. In the midst of your investigation, you barely notice the elf walking next to you, his arms folded.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (23/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {8}
- 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}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 3
INT: 0
Exp: 3/67
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 6/10) {Cooldown: Ready on roll 37}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 5/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
- Fatigue (-2 to all rolls, additional -1 when in combat)
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(4/8):
- 195 Gold
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Small leather book (Read it)
--
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
--
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} {Cooldown: Read on roll 38}
- 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: 0/10} {Cooldown: Ready on roll 42}
-- 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:
- Medium damage (-1 to all rolls)
Mercenary 3
You toss your gloves, which end up on Nez'gol's face, and equip the new ones, glad that you got an upgrade. You proceed to dream of inventory expansion and the good old days when you just had a pocket universe to store all the junk in (who doesn't?) while screaming internally as hard as you can. Of course, in the real world this translate to you standing completely still with a dreamy look on your face. Fortunately, your partner is busy getting your old gloves off his face, which has less scales than the rest of his body, which he proceeds to equip while silently praising himself for clipping his claws regurarly.
"Maybe next time watch where you throw things." the lizardman says with a small grimace. "Anyway, we have all the ingredients we need, shall I begin the ritual?" he then asks, his expression turning serious.
Since this is what you've been wanting to do for a while, you nod towards him. Nez'gol immediately begins by preparing the ingredients: the korum, three crimson oranges from your inventory and a flask of water. Then, he makes you strip of your mail shirt and clothes on the upper part of your body, so that your chest is laid bare. After that, he squeezes half of the berries into the water, coloring it in an inky blue color, before taking the rest of them and rubbing them over your chest, covering it in nearly black juice. You feel a tingling sensation as it is applied on your skin, but then the lizardman starts chanting strange, melodic words you don't quite understand, and the liquid is almost immediately absorbed into your skin. You feel a rush of cold gripping your body and you notice that your friend was placing the Crimson Oranges into the flask, and, surprisingly enough, they appeared to completely dissolve upon contact with the substance. A small, red glow appears inside the flask after the last orange, slowly growing in strength as Nez'gol continued chanting, until it completely replaced the blue color with a bright, volatile orange. Then he covers his left hand with the liquid and reaches out to you, starting to paint symbols on your exposed area...
(Roll for enchantment {INT}: 9)
"Hey, are you alright?" you hear a voice coming from next to you. You open your eyes and realize that you were laying on the ground. Also, you seem to have quite a few orange runes painted on your chest and back now, along with a few first degree burns scattered on your body. The most plausible explanation for this situation would be that you've fainted, but why...?
"Well, you definitely have a lot of potential in using Magicka, otherwise the concoction wouldn't have reacted that... hard." your companion comments, eyeing the burns on your skin.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory(8/8):
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
- Cockatrix Egg (It's a good thing cockatrixes get over their baby phase quickly)
- Red bracers (+2 dodge, -1 attack) {Legs}
- Korum (consuming 5 at a time gives +1 to the user's element for 2 turns) {25/25}
- Daylily (The petals of this flower can greatly increase the attributes of any potion) {4/5}
- 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.) {8/20}
--
Torso (under): Purple runes (+1 magic defense, +1 lightning magic)
Torso (over): Chestpiece (+2 defense)
Arm Left and Right: 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 defese, +1 parry, -1 dodge)
--
Level 3
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 34/45
--
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 Null (+1 to lightning) {Exp: 0/10}
- Conditions:
---
Rethi-Eli
Name: 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)
- 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)
---
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 speed) {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 leggins (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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}
Weapon 2:
--
Level 3
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 16/45
--
Active Ability: (1 only):
- 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}
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 6/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
- Light burns (-1 to all rolls)
Empire 1
You check yourself and the bag to make sure that everything is as you left it. Everything was in order so you decide to go and find Carola, noticing on your way out that Fenrir's right eye was bruised. You ignore that for now, instead focusing on looking around the main hall for your friend, eventually finding her talking with Wendala and a... minotaur with bat wings. You only notice them only because he had his back turned towards you, since the wings were tucked behind his massive frame. Either way, you come towards them, noting that the creature was at least one half bigger than you, a black chainmail armor covered his furred skin.
"Hello there, Mystel, perfect timing. I was actually about to come wake you up." Carola greets you with a small smile. It quickly fades, though, after she takes a quick glance behind you. "Is Fenrir still sleeping or...?" she is interruped by the minotaur.
"We only need her for the initiation. If the man isn't here then too bad." he grumbles, his impatience obvious despite the hoarse voice. Wendala, who wasn't wearing her cloak anymore, checks one of her gloves before looking you over.
"Unless you can wake up that guy right now we'll have to go without him." she finally declares, pushing a strand of hair from her face.
---
Enemies:
---
Allies:
Fenrir
Race: Human
Faction: Human Empire
Element: Darkness
--
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) {Rare}
---
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 3/5}
-- 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: 1/5}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (Placeholder) {4/5}
- Dual Wielding Magic (+1 to magic, -1 physical defense)
Condition:
- Eye bruise (-1 accuarcy)
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Bracers (+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: 30/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??) {1/2}
- 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) {2/10}
- Bladed Null (Placeholder) {4/5}
- Light Null (+1 to all Holy rolls) {0/10}
Conditions:
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 7 charges of 3 different items){1/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- 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 bracers (+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}
--
Level 2
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
EXP: 12/30
--
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: 2/5}
-- 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: 1/5}
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: Parry bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Beginner (+1 to bladed weapons){2/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){0/10}
Conditions:
Empire 2
"Yes, the wind roams free wherever it pleases, without a physical form to hold it down... I suppose it is quite characteristic of spirits." Brussian replies thoughfully. Silence falls over you as you continue on through the forest, although it seems that you've made quite some progress already, for it only takes a few minutes more to reach your destination. Well, your only cue that this was the destination is Brussian suddenly stopping in a small clearing flanked by two large oak trees. Which seemed to be quite the normal and not-moving sort. Anyway, all of a sudden the canine releases a long howl into the night and a just a moment later a werewolf with distinct cyan fur. It's yellow eyes make you almost certain that it's the one Brussian was 'talking' to before meeting you. They exchange a few growls and snarls, Saraqael preferring to stay beside you for now, before the newcomer pulls out a mild-sized leather bag and handing it over to your red companion. It then turns around and disappears into the darkness of the forest.
"Well, that went smoother than I expected." the werewolf says, walking towards you. "Although something seemed to unsettle him..." it cuts itself short though, perking both of it's ears and then turning around. Before you can even react to his gesture, you see a red and black beam coming straight from the night sky and landing right in the middle of the clearing. You are blinded by complete darkness for a few seconds after which it retracts itself, forming a perfect sphere right above the impact zone. A short glance reveals faint red shadows moving inside it. Both of the canines seem shocked by this.
---
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 slashing, +1 power, -1 accuracy)
--
Level 1
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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: Kah'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) {10/10} (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
--
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.) {2/5 XP}
-- 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.) {Cooldown: Ready on Roll 41}
- 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) {2/5 XP}
Roll 41
----
I really need to increase my rolling speed.
Mercenary 1
Hazrafol turns his head towards you as you speak and sizes you up, his laugher fading to small chuckles now.
"Actually, neither me nor anyone will have to worry about this prick ever again." he eventually answers, giving you a large grin.
"What in the world are you ins-" you don't get to hear the end of the ex-warlock's words because you once again feel your very being ripped out of your body. This time, though, your senses seem to remain intact, since an excruciating pain takes hold of you, a feeling of your soul being torn apart by an overwhelming force and then stitched back together...
It takes you a few moments to regain your focus as your realize that you are now back in your old skeleton body. That horrible feeling was gone now, and you seemed to be mostly okay, although you feel that something around you was missing.
"Get up." you hear Hazrafol's voice from above and realize that you were laying on the ground. You immediately get up and glance around, noticing that the imp's old body was nowhere to be found. And so was Doma. "I know you have a lot of questions, so let's just get them over with." he says, his tone sounding more serious, although you could also discern a glint of sarcasm.
---
Enemies:
---
Allies:
Daxon (Unavailable)
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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: 20/45
--
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} {Cooldown: Ready on Roll 30}
-- 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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
---
NRDL
Name: 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(5/8):
- 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')
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arm Left and Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Level 3
Stats:
STR: 1
DEX: 1
RES: 2 (+1)
AGI: 0
INT: 0
EXP: 0/45
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. 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) {1/5 Exp} {2/3}
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: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
Condition:
Mercenary 2
"Well, I don't know whether to say that's a blessing or the most vile curse." Rhunon replied. "Frankly, I would not be able to imagine life wit- H-hey, where are you going?!" he adds just before you start following the trail, coming after you at a moderate pace. It seems that for some reason he can't see the glowing footprints. Or maybe just their glow, you couldn't know for certain unless you asked. Either way, you continue following the tracks in the silence of the night.
Finally, you are led to a rather ordinary looking tree, with a hole dug into the base of it's trunk. There, you can see the creature's tucked away in a corner, surrounded by almost complete darkness. You can barely make out it's round shape covered in very unruly fur and two limbs that resembled hands, ending in three curved fingers. Of course, the only reason you can even make out any of this is because of the light emited by your 'eyes'. Meanwhile, Rhunon glances at the hole and then at you, almost urging you to approach the animal.
In the end neither of you have to take any action, because all of a sudden the sky flashes red for a mere split second, followed by a violent wind gust that knocks both of you off balance. The sudden commotion seems to have woken up the creature, as you quickly notice it's violet eyes staring directly at you.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (23/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {8}
- 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}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 3
INT: 0
Exp: 3/67
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 6/10) {Cooldown: Ready on roll 37}
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 5/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
- Fatigue (-2 to all rolls, additional -1 when in combat)
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(4/8):
- 195 Gold
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Small leather book (Read it)
--
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
--
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} {Cooldown: Read on roll 38}
- 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: 0/10} {Cooldown: Ready on roll 42}
-- 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 damage (-1 to all rolls)
Mercenary 3
You proceed to internally and externally freak out at the way the recent events unfolded. Since you are not thinking clearly anomyre, your instincts take over...
(Do what comes natural {RNG power}: 98/100)
You have no idea how or why, but you somehow manage to reach deep into your soul and do... something. Either way, Magicka from all Marsh's creatures around you, including Nez'gol, floods your body and eventually every fiber of your being. Your hands start moving on their own accord and draw your trusty Zweihander, feeling as all the power is drained inside the greatsword. After that, you swing it upward and, to both your and the lizardman's awe, a wave of bright yellow fire incinerates everything in front of you, using up all the Magicka inside the weapon. Which includes the bushes from where you took the korum.
Either way, your friend seems to be completely shocked by the display.
"I do not comprehend." he whispers.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory(8/8):
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
- Cockatrix Egg (It's a good thing cockatrixes get over their baby phase quickly)
- Red bracers (+2 dodge, -1 attack) {Legs}
- Korum (consuming 5 at a time gives +1 to the user's element for 2 turns) {25/25}
- Daylily (The petals of this flower can greatly increase the attributes of any potion) {4/5}
- 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.) {8/20}
--
Torso (under): Purple runes (+1 magic defense, +1 lightning magic)
Torso (over): Chestpiece (+2 defense)
Arm Left and Right: 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 defese, +1 parry, -1 dodge)
--
Level 3
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 34/45
--
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 Null (+1 to lightning) {Exp: 0/10}
- Conditions:
---
Rethi-Eli
Name: 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)
- 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)
---
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 speed) {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 leggins (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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}
Weapon 2:
--
Level 3
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 16/45
--
Active Ability: (1 only):
- 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. The initial target will also be affected by bonuses from your weapon, while those in the area of effect won't. Cooldown of 4)
Passive Ability (1 only):
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 6/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
- Light burns (-1 to all rolls)
- Pain (-1 to all rolls)
Empire 1
Deciding to wake up Fenrir, you rush back to the public area and find the place where you slept. There, Fenrir was still sleeping, and on closer inspection you notice that his left eye was bruised. Nevertheless, you proceed to wake him up with a vigorous shake, to which he reacts by nearly falling off the bed.
"Erk, what the-" he attempts to regain his balance by holding onto you, but that only results in both of you sprawled on the floor. The man, who ended up on top of you, quickly gets on his feet and helps you get up.
"Why'd you have to do that?" he asks, looking somewhat embarassed.
---
Enemies:
---
Allies:
Fenrir
Race: Human
Faction: Human Empire
Element: Darkness
--
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) {Rare}
---
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 3/5}
-- 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: 1/5}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (Placeholder) {4/5}
- Dual Wielding Magic (+1 to magic, -1 physical defense)
Condition:
- Eye bruise (-1 accuarcy)
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Bracers (+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: 30/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??) {1/2}
- 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) {2/10}
- Bladed Null (Placeholder) {4/5}
- Light Null (+1 to all Holy rolls) {0/10}
Conditions:
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 7 charges of 3 different items){1/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- 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 bracers (+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}
--
Level 2
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
EXP: 12/30
--
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: 2/5}
-- 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: 1/5}
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: Parry bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Beginner (+1 to bladed weapons){2/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){0/10}
Conditions:
Empire 2
"I wouldn't interfere with this..." Brussian replies to your vague comment before running under a fair-sized bush which was somewhat farther away than the pine tree that you ended up using as cover. You decide to set up a trap by sending two knives towards another tree, creating a tripwire between them. Just as you make sure the wire doesn't have any slack, Saraqael runs next to you from the other side then sits at your legs so that you were both hidden by the tree's trunk.
Anyway, a quick glance towards the black sphere reveals that it was beggining to emit a yellow light, glowing brighter and brighter until the inside became completely white with yellow outline. Any normal creature would not be able to look at it without hurting their eyes, but fortunately that wasn't the case for you. A second passes and then you are able to see that the sphere's shape was starting to deform more and more, eventually stretching and becoming a 'rip' in the space itself. Not long after that you hear a screech and a humanoid creature is suddenly thrown out of the distortion, landing headfirst on the ground. You cannot make out it's features out well, but you can clearly see that it had two leather wings on it's back and was wearing some sort of orange robe. Not to mention the long horns adorning the head.
---
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 slashing, +1 power, -1 accuracy)
--
Level 1
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
--
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:
--
_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: Kah'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) {10/10} (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
--
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.) {2/5 XP}
-- 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.) {Cooldown: Ready on Roll 41}
- 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) {2/5 XP}
Roll 42
----
Oh boy. I definitely didn't mean to delay the roll so much. Although, I have to admit, running this rtd teaches me about quite a few things I had no idea about in the past. Could be useful if I decide to make other RtD games after this one is complete/abandoned. Oh, and:
(http://i68.tinypic.com/35bgvax.png)
(https://v.cdn.vine.co/r/thumbs/13DF0E03361183977706933972992_SW_WEBM_1425256470262_image.jpg?versionId=TmxefIQQBu88v8pgNqO3Vpzifp5krgSy)
--
Anyway, let's all welcome our newest player, Rautherdir! Although you'll probably end up trying to kill each other, since he's part of the opposing faction and all.
--
@_DivideByZero_ Yeah, I end up doing that sometimes too. (especially with this rtd lately, for some reason)
--
@WunderKatze Don't worry about it. I hope you had fun, wherever you went.
--
@Chrose Well, pretty much that. I'm sure you won't mind.
Mercenary 1
Hazrafol grins at your words, gesturing towards your head, or mask to be more precise, with one of his clawed fingers.
"For starters, that piece of painted ceramic you wear on your head has some pretty powerful runes. Normally they ward against most demonic magic, but..." he trails off for a second. "Long story short I triggered the runes in a way which they released all the Magicka infused within them in a vortex. Fortunately, it was so powerful that it ripped our souls from our hosts." the warlock chuckles before drawing a small circle in the air between you.
"Since we were caught within the vortex, our souls were forced to enter the body right next to them. That's how you ended up in the imp body, Doma in yours and I in his. After that I simply used my new power to make you switch bodies and then I devoured Doma inside my old body." he finished, looking on the verge of erupting in laugher again at the mention of the ex-warlock. Fortunately, he manages to control himself this time.
"As for going back, that would be simple. All I need to do is reverse the spell that brought you here and you'll be right back to that dungeon where you opened a chest or something. But first..." just as Hazrafol finishes his words you feel a surge of pure energy course into you. You also notice that the green rune on your leg started glowing, but immediately went back to normal once the surge stopped. (+112 EXP, Nix leveled up!)
"Consider that a reward for helping me. Anyway, I'll be in touch..." he says, his tone insidious tone sending a shiver through you. Nevertheless, he begins muttering a few words and a bunch of runes on the obelisk behind him light up in different colors just before an impenetrable darkness fills your vision.
It takes you a few moments to realize that you were back at the pyramid, and the impenetrable darkness was actually the inside of the trapped chest, which turned out to be empty. Trying to process what happened, you look around, noticing the other red treasure chest and the blue jar near you, although Daxon is nowhere to be found.
---
Enemies:
---
Allies:
Daxon (??)
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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: 20/45
--
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} {Cooldown: Ready on Roll 30}
-- 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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
---
NRDL
Name: 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(5/8):
- 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:
Arm Left and Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Left Leg: Green Rune (??)
Feet -Left: -Right:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Level 5
Stats(distribute 2 points):
STR: 1
DEX: 1
RES: 2 (+1)
AGI: 0
INT: 0
EXP: 0/100
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. 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) {1/5 Exp} {2/3}
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: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
Condition:
Mercenary 2
The creature doesn't move as you speak to it, choosing to instead stare directly into your 'eyes'. And also completely ignoring Rhunon, who went to lean on a nearby tree. You notice that he was inspecting one of his arrows. As you return your attention to the creature, it starts making a deep sound, much like when you saw it earlier, and suddenly, images, thoughts and feelings start filling your counsciousness, blocking out your own.
*On the ground, below three taloned fingers lies a dead rat. One of the many after the hunt today. Not able to enjoy it for long, as a large, intimidating footseps close in for behind. Bear. It reveals the teeth, a menacing growl coming from it's chest. Surprised, scared. Abandon food, turn around and run towards the clearing. Perfect for flying. Not notice vine, get hobbled in it. Footsteps very close. Panic. One last struggle to break free. Too late. A roar right above and then pain. Red. Then black...*
You realize that you were laying facefirst on the ground as your mind comes back to reality. Getting up, you see that the creature was coming out of the trunk and sat in front of you, all the while not averting it's gaze from your eyes for a single moment. The elf was still laying against the same tree, probably resting.[/i]
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(2/8):
- Quiver (23/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {8}
- 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}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 3
INT: 0
Exp: 3/67
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 6/10)
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 5/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
- Fatigue (-2 to all rolls, additional -1 when in combat)
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(4/8):
- 195 Gold
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Small leather book (Read it)
--
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
--
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: 0/10}
-- 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 damage (-1 to all rolls)
Mercenary 3
You realize that freaking out and accidentally burning everything in front of you is not a good way of calming down, so, instead you settle down on the ground. Well, the non-burnt part to be specific. Anyway, you start breathing deeply in and out in an attempt to calm your nerves. You feel some relief as your strained muscles slowly begin to relax while the wind coming from behind cools down your skin. A verdant aroma with subtle hints of sweet scent fills your lungs, allowing you to forget about what just happened as you close your eyes. You start thinking about your inventory and how small it seems, thinking of ways to expand it's size. A thought comes to mind while doing this: you could carry items over the limit, but then you would be overencumbered because of it, and thus it would be harder to get things done. No, you had to buy a backpack, bag or something along the line if you were to continue your adventure days. After all, what kind of adventurer doesn't loot everything he can in the off chance it comes in handy?!
You continue contemplating the subject for quite a while and have calmed down considerably. Also, you managed to not start a forest fire with your panicked magic. Anyway, you get up from the ground, feeling refreshed but also realizing that you haven't eaten in a while. Your stomach growls unhappily. Though, hunger aside, something feelt off, so you take a look around you... and quickly realize that Nez'gol was missing.
---
Enemies:
---
Allies:
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory(8/8):
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
- Cockatrix Egg (It's a good thing cockatrixes get over their baby phase quickly)
- Red bracers (+2 dodge, -1 attack) {Legs}
- Korum (consuming 5 at a time gives +1 to the user's element for 2 turns) {25/25}
- Daylily (The petals of this flower can greatly increase the attributes of any potion) {4/5}
- 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.) {8/20}
--
Torso (under): Purple runes (+1 magic defense, +1 lightning magic)
Torso (over): Chestpiece (+2 defense)
Arm Left and Right: 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 defese, +1 parry, -1 dodge)
--
Level 3
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 34/45
--
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 Null (+1 to lightning) {Exp: 0/10}
- Conditions:
---
Rethi-Eli
Name: 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)
- 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)
---
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 speed) {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 leggins (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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}
Weapon 2:
--
Level 3
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 16/45
--
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. The initial target will also be affected by bonuses from your weapon, while those in the area of effect won't. Also burn yourself for 1 point of damage. Cooldown of 4)
Passive Ability:
- Tough: (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 6/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
Empire 1
"What..." Fenrir looks at you bemused for a few seconds, then his eyes suddenly light up in realization. "Oh, right, that thing about the Blood Assassins." he says, more as a confirmation for himself than anything else. Nevertheless, he picks up the rod he looted yesterday, which was leaning against the wall, and puts his coat on before coming with you.
A few moments later, you're back to the spot where the trio was waiting for you. The minotaur snorts at the sight of the man, it's wings quivering a little. He replies him with a glare, right hand going in the confines of his coat, all the while Carola looks at them confused before shaking her head and walking beside you. Wendala, who was talking to a person in violet coat before you arrived, turns towards you, a neutral look plastered on her face.
"Well, I'm going to assume that you are done with preparations, so let's get a move on. Ezzergal will lead us to where the initiation will take place." the woman says, tilting her head towards the armored beast. He nods towards her before walking towards the entrance, bumping into Fenrir intentionally along the way. Your companion grips his staff but says nothing, and with that you all follow him outside.
Outside the castle you see some red orcs in armor standing guard and the bridge where you came from in the distance. Ezzergal leads you east along the hill until you reach a small footpath leading up to a small building. You trudge on, the tall green grass not providing a particularly good footing, although the very least the minotaur pretty much cleared the pathway for you with his size, so there was no worry about more spiky vegetation getting stuck on your clothes, at least. Anyway, ten minutes later, you make it to the construction, which you realize was a red-pink crystal embedded at the top of a tiny tower, it's shadow barely reaching your feet. The five of you stop in front of it, after which Wendala turns towards you, her lips curved slightly into a smile. Not the reasurring type, though.
"Alright, this crystal here will transport us to the Elevated Castle of Aru, the slayer." the woman explains, her fingers trailing on the smooth, gray stone that the miniature tower was made of. "And yes, that is where you'll begin the initiation." she adds after a moment.
"Unless she messes the incantation again. Then just pray that I feel like catching you." the beast comments, shaking his wings a little and sending a small gust of wind your way.
"That is not going to happen." she retorts, although she frowns and avoids his glare. "Anyway, any questions before we go there?" she then suddenly asks, a serious expression now on her face.
---
Enemies:
---
Allies:
Fenrir
Race: Human
Faction: Human Empire
Element: Darkness
--
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) {Rare}
---
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 3/5}
-- 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: 1/5}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (Placeholder) {4/5}
- Dual Wielding Magic (+1 to magic, -1 physical defense)
Condition:
- Eye bruise (-1 accuarcy)
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Bracers (+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: 30/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??) {1/2}
- 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) {2/10}
- Bladed Null (Placeholder) {4/5}
- Light Null (+1 to all Holy rolls) {0/10}
Conditions:
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 7 charges of 3 different items){1/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- 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 bracers (+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}
--
Level 2
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
EXP: 12/30
--
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: 2/5}
-- 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: 1/5}
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: Parry bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Beginner (+1 to bladed weapons){2/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){0/10}
Conditions:
Empire 2
You note that the demon's wings would be a disadvantage due to your aerokinesis, or air magic, or whatever you wish to call your abillities. Although, you'd only be able to exploit this while he's flying, otherwise he's just tuck his wings behind his back to avoid the air friction they add. Either way, as you stare at the new arrival, you see that he was starting to get up, so you quickly make the wise decision of running away. With some air manipulation you manage to create an air void around your and Saraqael's feet to aid in your escape, but, with the corner of your eye, you notice the demon's head snapping towards your direction...
A split second later, his entire body, robe and other garments too, turns into a bright yellow fire, which then immediately charges towards you. You and the xerberus are only able to take a few steps before it reaches you and, fortunately, stopping just before the flames are close enough to burn you. In an instant, they draw brack and start materializing back into the demon's body and clothes. Since getting away now was out of the question, you decide to cast your spell at him, although he seems to have the same intentions.
(Clash {AGI}: Cyfraith 3 + 1 = 4 vs 5 = 3 + 2 Demon)
(Demon: 3 + 3 + 1 + 2 + 1 + 1 + 1 + 1 + 1 + 3 + 3 + 1 = 21 vs 9 = 2 - 1 + 1 + 1 + 2 + 6 Dodge Cyfraith)
He manages to outspeed you and suddenly blue burning chains erupt from the ground around you, then they twist and you find yourself tied up by them. For some reason this fire doesn't hurt you at all, and you are still able to use Magicka despite being imobilized, so you simply finish casting the Hurricane...
(Cyfraith: 4 + 2 + 2 = 8 vs 22 = 1 + 5 + 2 + 2 + 3 + 3 + 6 Dodge Demon)
Unfortunately, he easily gets out of it's way with quite surprising speed, although, Saraqael follows up by leaping towards the hellspawn, murderous intent clear in his eyes...
(Saraqael: 1 + 2 + 2 + 1 - 1 - 1 = 4 vs 17 = 1 + 5 + 2 + 2 + 3 + 3 + 1 Dodge Demon)
And yet he once again efortlessly dodges the attack, the xerberus landing on the ground where he was before turning towards the enemy, baring his teeth in a snarl.
---
Enemies:
Demon
Race: Demon (+1 magic, +1 dodge, -1 physical attacks, -1 parry.)
Element: Fire
Inventory (4/8)
??
--
Neck: Magic Talisman (+1 magic attack.)
Torso: Flame Master Robe (+3 to fire magic, +2 defense, +5 magic defense, fire attacks that have a losing difference below 3 heal 1 point and give +2 attack for 2 turns. Each 2 INT points gives +1 fire spell accuracy) {Legendary}
Feet: Feather Boots (+2 dodge, +1 AGI, -2 parry)
Weapon 1: Spellbook of Flames (+1 speed, +1 fire spells)
Weapon 2: Lava Staff (+1 magic attack, add. +1 attack to fire magic, +1 power)
--
STR: 0
DEX: 0
RES: 0
AGI: 3 (+1)
INT: 4
--
Active Abilities:
- Fire:
-- Searing chains (Binds movement and physical skills for 3 turns. Has +3 accuracy. Harmless. Cooldown of 3)
-- Healing Flame (??)
-- Fire Blitz Rush towards the target, +1 speed for every 2 units of range you cover. Range: 6. 4 turn cooldown.) {Ready on roll 46}
-- Fire Blast (??)
-- Flame Ram (??)
-- Flame Spear (??)
-- Chaos meteor (??)
Passive Abilities:
- Magicka absorption (??) {1/5}
- Dual Wield Magic (+1 spell casting, -1 physical defense)
- Winged (+1 dodge, -1 parry while airborne.)
- Fire intermediate (+3 to fire magic)
- Dodge intermediate (+3 dodge)
- Intuition (+1 major actions)
---
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
--
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:
--
_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: Kah'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) {10/10} (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
--
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.) {2/5 XP}
-- 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.) {Cooldown: Ready on Roll 41}
- 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) {2/5 XP}
Order 1
You groggily wake up from your makeshift bed, body aching from the patched matress you managed to scavenge for yourself. You had it better than others though, most of them either only had some cloth to cover themselves with while others slept directly on the floor. To be honest, the whole basement floor dedicated for 'sleeping quarters' looked more like a jailhouse than anything: the cold, dark gray brick walls giving the place a depressing look, and most of the doors were made of iron grates. Not to mention the shackles attack to the wall of some rooms, mainly for the purpose of delivering punishment or for those who... could find enjoyment in them.
Anyway, you're sure that your predicament won't last for long. After all, you joined the Order to gain more power, not sleep in a cozy hotel. With that thought you finally summon the strength to get off your bed and gather the meager possesion you had from the drawer, which was the only furniture your room had: a scythe which you strap on your back, a spell book and two items that you immediately pocket. You take a quick look around the room, noticing that the person you share it with, a water elemental, had already left. Well, either way, you start pondering on what you should do today. You could go up to the command centre, which was pretty much the only place that looked remotely nice, and get an assigment, go to the research floor where mages or people called alchemists conducted experiments on animals of the Indineral jungle, which also doubled as a sort of shopping district where you could buy quite powerful items or enchantments. And finally, you could simply explore the unused districts of the shrine, which in themselves were filled with traps for whatever outsider managed to find the entrance. You could be able to scavenge something from there, but it would be dangerous.
---
Enemies:
---
Allies:
---
Rautherdir
Name: 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 (Indinera Forest)
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. 30% 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/uncoscious)
--
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)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Ability:
- 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)
Passive Ability:
- Quick Skirmish (On start of combat gains a +(2 + AGI) bonus to attack that is reduced by (1 + AGI/2) every turn she remains in combat, down to -(2 + AGI). Resets after 2 turns out of combat.)
Mercenary 4
(I don't know anymore: 86/100)
You summon forth the power of memes to aid you in fighting, or something along the lines. Anyway, you proceed to attack the troll, who was almost at your end of the bridge, first.
(Sir Gerolt the Magnificent: 1 + 2 + 1 + 1 + 1 + 1 + 2 - 2 - 1 - 1 - 1 = 4 vs 10 = 4 + 2 + 3 + 1 Parry Mountain Troll)
He easily blocks your blades with his crude club. He then throws you backwards and you land on your back, your wind knocked out of your lungs. It takes you a few seconds to recover your breath, but only to realize that you were about to get crushed by the monster, who was raising his weapon over his head...
(Vanina: 1 + 4 + 2 + 1 + 1 + 1 + 1 + 1 - 1 = 11 vs 10 = 4 + 2 + 4 Parry Mountain Troll)
(Armor protection: 1 - 3 = -2 damage)
He doesn't quite manage to parry the Fireblast thrown at him by Vanina, although his hide protects him from most of the damage. Some burns still remain, though.
"Watashi wa anata o shōkyaku-sha, kitanai mono." the girl says in a distinct japanese accent, spitting the last two words as small fires burn in her eyes. It seems that your memes have made her go anime mode or something.
"TROLOLOLOLOLOL!" the troll roars and runs towards the mage with intent to make her a bloody splatter on the ground, but since in your action you wished to 'Protec', then you get up and intercept the attack...
(Parry: [1 + 1 + 1 + 1]/2 = +2)
(Dodge: -1/2 = 0)
(Mountain Troll: 4 + 3 + 3 + 4 + 2 + 7 - 1 = 22 vs 5 = 0 + 2 + 3 Intercept Sir Gerolt the Brave)
Your swords don't as much as slow down the huge piece of wood, which makes impact with your chest.
Your rib is completely crushed along with half of your skeleton, the other half being in somewhat larger pieces than the first, while most of your organs, including the heart, are literarily pulverized. The only thing that remains of you is a pile of flesh mixed with organ tissue and bits of bones with blood pouring from everywhere. Of course, you can't see any of this, since you were dead the moment you got hit.
--
Enemies:
Mountain Troll
Race: Troll (+4 physical attack, +2 power, +3 physical defense, -4 dodge, -2 accuracy, -3 magic attack)
Element: Earth
--
Torso: Rocky hide (+2 defense, +3 armor)
Weapon 1: Giant club (2H) (+3 impact, +3 power, -4 accuracy)
--
Stats:
STR: 7 (+4)
DEX: 2
RES: 4
AGI: 0
INT: 0
--
Active Ability:
Passive Ability:
- Goliath strength (??)
Condition:
- Minor burns (-1 to all rolls)
--
Alllies:
Vanina
Race: Human
Gender: Female
Element: Fire
Inventory(2/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox)
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
- Alexandrite {Empty} (Can be infused with any type of magic in order to gain various bonuses. Can be embedded into any weapon or torso armor)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Level 3
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 1
Exp: 0/45
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a succesful hit. Has a range of 3) {Exp: 3/5}
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy. Has +2 attack if the target is flying. Range of 4. Cooldown: 3) {Exp: 3/5} {Cooldown: ready on roll 30}
-- Crazy Firewall (Flames sprout out from the ground in the targeted area, incinerating any character caught in them. +2 power, additional +3 attack against ground targets. Radius of 3. Has a range of 2. Cooldown: 7) {Exp: 4/5}
-- Flame blast (A powerful concentration of fire that has +4 power, -2 accuracy and explodes in a radius of 1 upon hitting a target. The primary target will have light burns inflicted on them if they're parrying and the difference between the attack and the defense rolls is lower than 4. Range of 3. Cooldown of 3) {Exp: 1/5} {Ready on roll 45}
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not attacked this turn. Always goes last.)
- Dodge Null (Placeholder) {1/5}
- Fire Beginner (+1 to fire spells) {3/10}
- Elemental Beginner (+1 to all elemental spells) {0/10}
--
Chrose
Name: Geralt
Race: Human
Gender: Male
Appearance: Well-built, 1.9m, 20 years old.
Faction: Mercenary
Starting Location: Metrolia
Element: Earth
Inventory(8/8):
- 75 Gold
- Healing Potion (+1-2 health, -1-3 pain) {2}
- Khromre map (Leads to the Khromre island)
- Blue anaconda scales (Material)
- Green basilisk scales (Material) {2}
- Healing Reagent (+2-3 health, -3-4 pain, cures poison)
- White flower (A common alchemy ingredient usually used for healing brews) {3}
- Yyven's Kiss (Fully restores health, dispels most debuffs and buffs with +2 to all rolls and +3 INT for 5 turns. The buff doesn't stack)
--
Head:
Face:
Neck:
Torso:
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Ring Of Attack (+1 attack, -1 blunt weapons)
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Bastard Sword (+2 slashing, +1 parry, -1 stabbing, -1 accuracy)
Weapon 2: Parrying Dagger (+1 accuracy, +1 stabbing, -1 power, +1 parry when dual wielded)
--
Level 2
Stats:
STR: 2
DEX: 0
RES: 1
AGI: 0
INT: 0
EXP: 11/30
--
Active Ability:
- Earth:
-- Nature's Furnace (Using Earth magic, create a bladed weapon with nearby materials from the ground or from the inventory. It will get a slashing or stabbing bonus, on choice, based on (STR + 1)/2 rounded up, the material used giving varying bonuses or debuffs. This weapon has a number of uses before it is destroyed equal to INT + a bonus depending on material used (one attack with this weapon equals one use). Has a cooldown of 5.) {Exp: 2/5}
Passive Ability:
- One with the Blade (While using a bladed weapon, +1 to all rolls)
- Dual Wielding (Melee) (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Earth Null (Placeholder) {2/5}
- Parry Null (Placeholder) {3/5}
- Bladed Null (+1 to bladed) {2/10}
Condition:
- Dead
Roll 43
----
@_DivideByZero_ Dang, I always forget to update the cooldowns. Well, Gust Booster was already ready when you used it, and Tempest should be on cooldown.
--
@Crimson No problem. I simply didn't want to keep the others waiting. Also, I'm sorry if I came off as rude.
--
@Rethi-Eli Heh, indeed. Poor Chrosean...
Mercenary 1
For some reason you decide to completely ignore the second red chest and the jar, despite having triggered the trapped one already. Well, anyway, you exit the Hall of Ceremonies through the stairs, get out of the room where you fought the Gazer and the lamias, whose bloodied corpses were still littering the yellow brick floor, and arrive back in the central room with the ornamented carpet. Of course, you remember to not step on it. Wouldn't want to get sent to Hell again, right?
Anyway, you caught no sight of Daxon so far, and since the chances of finding him in the places where you've already explored is low, you're left with just one option: go up to the second floor of the pyramid. So, you carefully make your way to the stairs and begin climbing up. This takes you a few minutes, but fortunately you are a skeleton and thus can't really feel fatigue or exertion, and soon you arrive to a large room covered with a bright red carpet. Unlike the other one, this was much more simple, completely lacking any interesting features apart for a golden thread sewn around the edges. Anyway, the first thing you notice is the dead body of a Nereid, resembling the one you fought earlier but having a darker skin color, probably the work of your partner. Finally, a quick glance around reveals four ways you can go: two large hallways, one going east, another going south, a small corridor with pleasant looking cream and orange slabs covering the floor towards the west and finally, there was a strange cyan flame burning in a cauldron a little ways off towards the north.
---
Enemies:
---
Allies:
Daxon (??)
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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: 20/45
--
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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
---
NRDL
Name: 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(5/8):
- 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:
Arm Left and Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Left Leg: Green Rune (??)
Feet -Left: -Right:
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: 0/100
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. 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) {1/5 Exp} {2/3}
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: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
Condition:
Mercenary 2
(Roll to persuade: 10)
The undead does not respond immediately, looking like it was contemplating your offer, although it was rather hard to tell in the darkness. Nevertheless, you notice that what it had wasn't fur, but rather flakes and a few small feathers scattered there and there giving it's body a rotund shape. Not to mention that it's legs were that of an avian, both having three taloned fingers at the end. Instead of just staring at it, though, you decide to do something useful and cast Saaris' Touch on yourself, fully healing your skull and leaving no traces of you hitting your head in a fallen tree's trunk. (+2 health)
As you finish, it suddenly jumps on it's feet and then flaps it's tattered wings, boosting just above your heigh. It then glides a little and finally perches on top of your cranium, a small, happy chirp escaping it's beak, which seemed to be in better condition than the rest of the body. This seems to be an affirmative answer to your question, so you walk off towards Rhunon. Fortunately, he wasn't sleeping deeply yet, since a small shake on the shoulder is enough to wake him up. The elf blinks a few times, confused, before looking over you, his gaze resting upon the creature.
"What did you do..?" he asks, looking on the verge of laugher.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(2/8):
- Quiver (23/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {8}
- 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}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 3
INT: 0
Exp: 3/67
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 6/10)
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 5/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
??
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
--
Active Ability:
- Darknes
-- Shadow Rage (??)
-- Plague Wave (??)
-- Shrowd (??)
-- 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 (??)
--
WunderKatze
Name: 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
Starting Location: Indinera forest
Element: Darkness
Inventory(4/8):
- 195 Gold
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Small leather book (Read it)
--
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
--
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}{Cooldown: Ready on Roll 35}
-- 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:
Mercenary 3
You wonder about where Nez'gol could've went, but come up with no answer for that. Why would he leave all of a sudden..? Well, you decide to find out from the lizard-man himself, so you set off on the way back to their village. Although, you soon come to realize that you don't know your way back anymore, or even how to get out of the Marshes, and the map of the area was on your partner. You end up wandering aimlessly through the bushes, with no sense of direction whatsoever.
A few minutes pass, and a screech coming from your left makes you stop on your tracks. One moment later a small chick with an odd combination of orange and blue feathers jumps out of the nearby foliage. He seems to somehow recognize you, because immediately after seeing you he jumps straight in your hands, looking clearly scared. You don't have time to think about what just happened though, because soon after four lizards follow, two green and two a deep shade of blue. They all proceed to circle you, baring you any way of escape before slowly closing in while hissing menacingly.
---
Enemies:
Mature emerald basilisk x2
Race: Basilisk (+1 accuracy, +2 dodge, -1 power, -2 earth defense)
Element: Nature
--
Torso: Green scales (+1 defense, +1 armor)
Weapon: Pointy Teeth (+2 stabbing, +1 power, -1 slashing)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 2
INT: 0
--
Active Ability:
Passive Ability:
- Reptilian Regeneration (??)
Condition:
Mature blue Bassilisk x2
Race: Basilisk (+1 accuracy, +2 dodge, -1 power, -2 earth defense)
Element: Ice
--
Torso: Icy scales (+3 defense, Converts all dodge bonuses to parry bonuses, cannot dodge)
Weapon: Pointy Teeth (+2 stabbing, +2 power, -1 slashing)
--
Stats:
STR: 0
DEX: 2
RES: 2
AGI: 0
INT: 0
--
Active Ability:
- Ice:
-- Enfrost (??)
Passive Ability:
---
Allies:
Nez'gol (??)
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory(8/8):
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
- Cockatrix Egg (It's a good thing cockatrixes get over their baby phase quickly)
- Red bracers (+2 dodge, -1 attack) {Legs}
- Korum (consuming 5 at a time gives +1 to the user's element for 2 turns) {25/25}
- Daylily (The petals of this flower can greatly increase the attributes of any potion) {4/5}
- 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.) {8/20}
--
Torso (under): Purple runes (+1 magic defense, +1 lightning magic)
Torso (over): Chestpiece (+2 defense)
Arm Left and Right: 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 defese, +1 parry, -1 dodge)
--
Level 3
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 34/45
--
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 Null (+1 to lightning) {Exp: 0/10}
- Conditions:
---
Rethi-Eli
Name: 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)
- 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)
---
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 speed) {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 leggins (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: 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}
Weapon 2:
--
Level 3
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 16/45
--
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. 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)
Passive Ability:
- Tough (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 6/10}
- Parry Beginner (+1 parry){Exp: 0/10}
Condition:
Empire 1
"Well, that entirely depends upon you, but..." Wendala trails off for a second, earning an impatient huff from Ezzergal. "If you want my estimation, then all in all it should take about half a day." she finishes, turning towards the crystal. "Well then, let's get this over with." you hear her mumble to herself before starting a long string of incantations. Not a moment passes and the crystal starts pulsing with a teal light, it's glow growing stronger and stronger to the point it was blinding, forcing you to close your eyes.
You are not sure what happened after that, except feeling that the earth itself disappeared from your feet, leaving you stranded in an endless void for a few seconds, then you are suddenly sitting on solid ground again. You experimentally open your eyes and look around, quickly realizing that you were in a completely different place now. You, and everyone else, were standing on a broad stone bridge, with other ones being connected or sepparated by varrying gaps. Strangely enough, the floor seemed to be covered with seemingly endless streams of patterns sculpted into a pink-ish rock, different from the rest of the bridge. The very next thing that comes to your mind is what was around the bridge, or the lack thereof. Apart from a few square tower tops, which it looked like you could jump at, a few plants and some moss clinging to the stones and a black speck in the horizon there was absolutely nothing but a brown mist. Your see a mix of shock and fear in Fenrir's expression, while Carola was staring into the distance in awe.
"Alright, this is the trial that will decide whether you are worthy of becoming a Blood Assassin or not." the woman's voice wakes your friends from their reverie. "As you can already see, the Elevated Castle is made of paths hanging over a deep void. You won't only need power to defeat your enemies, but also a great sense of balance and risk to make your way through." she preaches, her tone bearing hints of pity and anticipation. Probably because she had to go through all this herself, at some point.
"Anyway, just make your way north to the Bloodlust cave for now. A person there will give you more instructions." the assassin then explains before turning around and jumping into the mist before saying anything. The minotaur stays where he is, though, watching you with an uncaring expression. Nevertheless, you start looking around for paths which you could take. You can go forward, which would be north, try to jump across the tower roofs' to reach a blue chest or jump to another bridge going east.
---
Enemies:
---
Allies:
Fenrir
Race: Human
Faction: Human Empire
Element: Darkness
--
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) {Rare}
---
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 3/5}
-- 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: 1/5}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (Placeholder) {4/5}
- Dual Wielding Magic (+1 to magic, -1 physical defense)
Condition:
- Eye bruise (-1 accuarcy)
Carola
Race: Human
Faction: Human Empire
Element: Holy
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Bracers (+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: 30/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??) {1/2}
- 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) {2/10}
- Bladed Null (Placeholder) {4/5}
- Light Beginner (+1 to all Holy rolls) {0/10}
Conditions:
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 7 charges of 3 different items){1/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- 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 bracers (+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}
--
Level 2
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
EXP: 12/30
--
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: 2/5}
-- 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: 1/5}
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: Parry bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Beginner (+1 to bladed weapons){2/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){0/10}
Conditions:
Empire 2
You attempt to reach the Magicka Energyzer in your inventory, but unfortunately you're still being restrained by the chains and can't really move. You curse your lack of offense options at the moment, deciding to depend on Saraqael on that front and use Gust Booster to help in his assault. Unfortunately, you maybe should've told him what you were about to do first, because the sudden rush of wind while he was rearing for another jump basically throws him into the demon, surprising both of them...
(Saraqael: 6 + 2 = 8 vs 6 = 2 + 4 Null Demon)
This bodyslam attack connects, the enemy being clearly too shocked by all of this to even attempt to dodge. Both him and your puppy are sent straigth to the ground, although the latter seems mostly unharmed, fortunately. Although, you don't have time to celebrate yet, because the hellspawn pushes your partner aside and gets up, lighting up a yellow flame atop his staff. It's light shines upon his face, and you are finally able to discern his features: two sharp, green eyes staring through you, small, blood seeping from two dark red lips, holes where the ears should be and a distinct lack of facial hair. His robe had a vast amount of golden runes and patterns sewn into it, covering most of his body. Strangely enough, he seemed rather frail physically, but that could be dismissed as just an illusion. What was most peculiar was his expression: he looked torn between confusion, pain and... fear?
You don't have time to contemplate what you saw, because all of a sudden Brussian erupts from some nearby bushes, teeth bared and razor claws ready to shred something to pieces. It glances at you and Saraqael before snarling at him, looking like the werewolf could rush at the hell mage any second. The xerberus also gets back on his feet, moving between you and him.
"Hmpf." was the only thing he says before throwing the flame to the ground, which explodes and throws smoke everywhere. As it clears, the demon is nowhere to be seen, and soon after that the chains restraining you disappear.
"Are you alright?" the canine asks, turning it's attention towards 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
--
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:
--
_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: Kah'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) {10/10} (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
--
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} {Cooldown: Ready on Roll 45}
-- 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} {Cooldown: Ready on Roll 45}
- 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) {2/5 XP}
Conditions:
Order 1
You quickly decide to take the stairs up to the command center, thinking that you won't have to sit around here if you go on a mission. Which was quite a good point. Anyway, you make your way through the bleak hallway, going left from your room and then left again at the intersection, while ignoring the other members that were loitering around or sitting in their room. Finally reaching the stairs, you climb up to the third floor then go straight forward until you reach your destination: a well kept and expensive looking wood door leading into the command center.
Inside, you are greeted by many glowing orbs of different colors, lighting up a mild-sized room, most of them floating around the ceiling. In the middle there was a large desk, carved with many decorative drawings with many papers and manuscripts strewn around it. There, on a tall chair sat one of the Order's most powerful mages, Enjigar, elf. You notice a blue-scaled lizardman talking to him about something, although the mage notices you and beckons you to come.
"Ah, it seems that we found your mission partner, chaplain." he comments towards the lizardman, a smile flashing on his face before returning to his stern self. The other one sizes you up, narrowing his reptillian eyes.
"An acolyte, Archbishop? I'm not questioning your decision, but..." he finally says, but is interrupted by the elf.
"I am sure he can pull his own weight." he cuts in before looking at you with two amber eyes. "Say, acolyte, would you accept to aid chaplain Dur'toj in capturing a demon we've summoned into this forest?"
---
Enemies:
---
Allies:
---
Rautherdir
Name: 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 (Indinera Forest)
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. 30% 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/uncoscious)
--
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)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Ability:
- 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)
Passive Ability:
- Quick Skirmish (On start of combat gains a +(2 + AGI) bonus to attack that is reduced by (1 + AGI/2) every turn she remains in combat, down to -(2 + AGI). Resets after 2 turns out of combat.)
Roll 44
----
Mercenary 1
You brazenly decide to throw any notion of subtetly or caution out of the window and make your way towards the cauldron, intent on learning it's secrets. If it has any at all, that is. The unnatural fire covers you in it's light as you approach, casting your bones and clothes in a strange light-blue color, save for the green rune etched in your leg. Anyway, you eventually stop right in front of it, nothing really happening as you do so. You peer down into the cauldron, noticing that the flames inside were pure white before making their way up, changing into deeper and deeper cyan until finally dissipating into the air in a seemingly endless cycle. It had to be the work of magic, since they didn't have any heat nor produced any smoke, and the cauldron itself had no fuel whatsoever for sustaining the fire. Nevertheless, with no option left you make an attempt to place your hand inside the cauldron.
(Roll for randomness: 9)
The moment you touch a flame with your finger tip the whole fire suddenly surges in your direction and, within the blink of an eye -not that you could blink-, your very soul absorbs it completely. You feel that a massive surge of speed courses through you now. Not to mention that the rune lit up again, an acidic, bright green glow emanating from it.
---
Enemies:
---
Allies:
Daxon (??)
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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: 20/45
--
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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
---
NRDL
Name: 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(5/8):
- 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:
Arm Left and Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Left Leg: Green Rune (??)
Feet -Left: -Right:
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: 0/100
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. 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: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
Condition:
- Lightning speed (+4 accuracy/dodge) {Expires after one battle}
Mercenary 2
Rhunon stares at you for a second, contemplating a reply most likely, but eventually he acerts his gaze and stands up. The dead avian casts off a curious glance at him, but otherwise pays no heed to the elf.
"Well, we lingered here enough, I suppose. Come on." he finally says, checking on his bow before motioning you to follow him. You do so, and together you travel back through the dark forest, the moon's light barely visible from the treetops. Nevertheless, Rhunon seems to know where's he going, since after about fifteen minutes you find yourself back at the entrance of the village.
As you approach, you notice an elf and human standing guard at the entrance, the first holding a rod while the other a shortsword and shield, most probably the night watch. Your companion goes on ahead and exchanges a few words with them and then motions towards you. The human nods and you are both let in without much fuss, except for a curious glance toward the undead bird who was still lazing off atop your skull. You eventually find yourself in front of a small shack, dwarfed in size by the large house next to it.
"Come on in." he invites you, unlocking the door of the shack and holding it open for you. It seemed even smaller on the inside, various trinkets and tools sitting on pieces of furniture of varying sizes and a door leading to some other part of the building. You notice another quiver, much like the one Rhunon is carrying, sitting half filled with feathered arrows on a bench, along with some iron tips and some unfinished arrows. In all the chaos you can't find anywhere to sit down, except for a relatively empty nightstand, on which your new friend soon lands on. "Here's your reward for helping me." you didn't even notice that the elf had been rummaging through some corner of the room and was now holding a small bag filled with gold in front of you. "And also, for saving my life, I want you to have these too." he adds as you take the money, handing you two orange gems, which you recognize to be the same as the ones you saw in the cave.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (23/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {8}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 3
INT: 0
Exp: 3/67
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 6/10)
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 5/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
--
WunderKatze
Name: 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
--
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}{Cooldown: Ready on Roll 35}
-- 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:
Mercenary 3
You don't quite know what abilities the basilisks may have, since you never fought or even met one of their race before. Anyway, you decide to use your newly acquired fire magic against the basilisks who ambushed you. But first, you place the small chick down, who was chirping in distress, so you can use your weapon. Anyway, you switch to your Zweihander first and the focus on filling the blade with your Magicka, the process being much quicker than before. Unfortunately, just as you get ready to unleash the flaming fury, your target and the green basilisk next to it lunge towards you!
(Clash {AGI}: Antaeus 3 vs 2 Mature Blue Basilisk)
(Clash {AGI}: Antaeus 3 vs 2 = 2 + 1 Mature Green Basilisk)
(Clash {STR}: Antaeus 2 + 1 = 3 vs 1 Mature Green Basilisk)
The blue one is too slow to meet your attack, but the other lands it's teeth on your blade. You manage to kick it off though, and then proceed to unleash the Magicka channeled in your sword.
(Antaeus: 5x2 + 4 + 3 + 2 + 2 + 2 + 2 + 1 + 1 + 1 + 1 = 29 vs 9 = 2 + 2 + 3 + 2 Parry Mature Blue Basilisk) {Weakness!}
(Antaeus: 4 + 2 + 2 + 1 + 1 = 10 vs 8 = 1 + 2 + 2 + 3 Dodge Mature Emerald Basilisk)
(Armor protection: 2 - 1 = 1 damage)
The blue basilisk is utterly obliterated by your fire, nothing but smoldering black ashes remain of it's body, although the green one manages to get out of the way soon enough so it was only singed by the flames somewhat. The fire also leaves some burns on your body, although it's nothing too bad. Nevertheless, you bring down your sword in an attempt to finish it off.
(Antaeus: 2 + 2 + 2 + 2 + 1 + 1 + 1 + 1 + 1 - 1 - 1 = 11 vs 10 = 1 - 1 + 2 + 2 + 6 Dodge Mature Emerald Basilisk)
(Armor protection: 1 - 1 = 0 damage)
You barely manage to land a hit, but the creature's hard scales made sure that it inflicted no wounds whatsoever, except maybe cutting off a scale or two. Meanwhile, the two other reptiles seize the opportunity and one of them rushes towards you, teeth bared, while the other seems to be concentrating on something.
(Mature Emerald Basilisk: 2 + 2 + 2 + 1 - 1 = 6 vs 10 = 1 - 1 - 1 + 1 + 1 + 1 + 3 + 5 Parry Antaeus)
The green basilisk's teeth meet the steel of your blade just before you kick it off. It lands on it's side but immediately scurries on it's feet hissing. Right after that, a bolt of ice from the blue one shoots straight towards you!
(Mature Blue Basilisk: 1 + 3 - 1 = 3 vs 8 = 1 - 1 - 1 + 1 + 1 + 1 + 3 + 3 Parry Antaeus)
You deflect it with your massive sword quite easily though. The chick seems to be cowering between your feet now, obviously scared by all the magic and killing happening around him.
---
Enemies:
Mature emerald basilisk x2
Race: Basilisk (+1 accuracy, +2 dodge, -1 power, -2 earth defense)
Element: Nature
--
Torso: Green scales (+1 defense, +1 armor)
Weapon: Pointy Teeth (+2 stabbing, +1 power, -1 slashing)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 2
INT: 0
--
Active Ability:
Passive Ability:
- Reptilian Regeneration (??)
Condition (1st one):
- Light burns (-1 to all rolls)
Condition (2nd one):
Mature blue Bassilisk
Race: Basilisk (+1 accuracy, +2 dodge, -1 power, -2 earth defense)
Element: Ice
--
Torso: Icy scales (+3 defense, Converts all dodge bonuses to parry bonuses, cannot dodge)
Weapon: Pointy Teeth (+2 stabbing, +2 power, -1 slashing)
--
Stats:
STR: 0
DEX: 2
RES: 2
AGI: 0
INT: 0
--
Active Ability:
- Ice:
-- Enfrost (+3 power. Inflicts Paralysis, has 33% to be removed when attacked or every turn. The user acts last when casting this. Range of 2. Cooldown of 4) {Cooldown: ready on roll 48}
Passive Ability:
---
Allies:
Chick
Race: ?? (+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: 0/20
--
Active Ability:
Passive Ability:
Nez'gol (??)
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory(8/8):
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
- Cockatrix Egg (It's a good thing cockatrixes get over their baby phase quickly)
- Red bracers (+2 dodge, -1 attack) {Legs}
- Daylily (The petals of this flower can greatly increase the attributes of any potion) {4/5}
- 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.) {8/20}
--
Torso (under): Purple runes (+1 magic defense, +1 lightning magic)
Torso (over): Chestpiece (+2 defense)
Arm Left and Right: 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 defese, +1 parry, -1 dodge)
--
Level 3
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 34/45
--
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 Null (+1 to lightning) {Exp: 0/10}
- Conditions:
---
Rethi-Eli
Name: 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 leggins (+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: 16/45
--
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)
Empire 1
Your words seem to be ignored at first, the minotaur instead studying your features. He grunted, satisfied with his inspection before finally answering.
"There's nothing stopping you from doing that." his coarse voice came off as stiffer than usual. Footsteps ring on the stone floor behind you, he perks one of his ears and then looks past you. Soon enough Fenrir is by your side.
"At least tell us what kind of enemies we'll face. Or if there are any at all." the man says in a rather demanding tone.
"You heard what Wendala said. There are monsters here, you can face them or throw yourself off this bridge now." Ezzergal replies, glaring coldly at him. Fenrir seems to want to protest, but the beast growls and takes a step towards him, silencing the man as he takes a step backwards. Carola reaches for her swords, but shakes her head. You all silently agree that it would be time to go now.
All three of you move forward past the towers tops and the other bridge, the walking being somewhat strange at first due to you having been accustomed to the grassy terrain of the hill before being transported here. Nevertheless, soon enough you arrive at another tower, although this one was higher than the others, since you can see a window you can easily jump through. Though, it this would derail you from your path, so instead you take a left where the bridge is going around it and silently move forward. The calm doesn't last long though, because soon you hear a roar coming from above. A mix of surprise, fear and anticipation flash on the mage's face as he looks up, while Carola prepares herself for a fight.
"Curse our luck: it's a wyrm." he informs, sighting. It was indeed as he said: the leg-less lizard's golden scales and orange plates on it's belly easy to spot as it beat it's massive bat-like wings, looking ready to swoop down at any moment.
---
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) {Rare}
---
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 3/5}
-- 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: 1/5}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (Placeholder) {4/5}
- 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 Bracers (+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: 30/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??) {1/2}
- 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) {2/10}
- Bladed Null (Placeholder) {4/5}
- Light Beginner (+1 to all Holy rolls) {0/10}
Conditions:
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 7 charges of 3 different items){1/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- 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 bracers (+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}
--
Level 2
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
EXP: 12/30
--
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: 2/5}
-- 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: 1/5}
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: Parry bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Beginner (+1 to bladed weapons){2/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){0/10}
Conditions:
Empire 2
You decide to put the potion away, despite not having taken it from your inventory at all earlier because of your inability to do so. Anyway, first thing of all you decide to test your wooden joints for any damage that would be more than negligible. You take out one of your knives and balance it on the tip of your finger before starting to twirl it, steadily drawing some Magicka and channeling it into your element in order to increase it's velocity, making it spin faster and faster to the point it just flies up in the air. It doesn't stay airborne for long, though, eventually losing balance due to air frictin and flying off into the tree next to you before falling onto the ground. Brussian and Saraqael were watching all of this with an ounce of interest, although the former simply brushes it off while the latter goes to inspect the falled knife. {+1 Air magic EXP}
"No problem. Although, to see a demon simply tear open a portal and appear so deep inside the forest..." it trails off, running a paw through the fur on his head. "Well, I have already procured the ingredients needed for the brew from Fangrall, so we can go back to my cave and get ready." it says after taking a second to compose itself. "Oh, I apologize. Can you walk? Or do you want me to carry you?" the werewolf then offers, realizing what you first said.
---
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
--
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:
--
_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: Kah'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
--
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} {Cooldown: Ready on Roll 45}
-- 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} {Cooldown: Ready on Roll 45}
- 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}
Conditions:
Order 1
A small frown appears on Enjigar's face for a split moment, but his features quickly returned to normal with a small sigh. Whatever the problem was, he probably just let it go.
"Despite this demon being somewhat more amiable than the rest of his brethren, you should exert the utmost caution when confronting him." the archbishop begins his explanation, clasing his elongated hands. "He posseses quite the skill in manipulating his own element, fire, and definitely doesn't lack in raw power, just like most hellspawn." he continues, making a slight gesture towards a dark red collar sitting on a shelf behind the lizardman. "Finally, if you cannot persuade him to come with you, then make use of this artifact. Simply say the incantation written on it and the name of the demon, which would be Zuul'ker, and it shall block his body from channeling Magicka, rendering his spells useless." he finishes just as the chaplain goes to retrieve the collar. You notice a single, flowing pattern embedded on it, interrupted at times by blue runes. The writing is on it's back and it simply reads: 'Seal'.
"We thank you, archbishop. And we will." he replies, making a slight bow before placing the relic in his inventory and going out in the hallway. You quickly go after him.
"If you have any business around here then do it now, otherwise go and wait for me at the entrance." the lizardman tells you, his manners suddenly gone. "I have... some things to take care of first." he adds before dashing off to the other end of the hallway, going out of sight around a corner.
---
Enemies:
---
Allies:
---
Rautherdir
Name: 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 (Indinera Forest)
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. 30% 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/uncoscious)
--
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)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Ability:
- 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)
Passive Ability:
- Quick Skirmish (On start of combat gains a +(2 + AGI) bonus to attack that is reduced by (1 + AGI/2) every turn she remains in combat, down to -(2 + AGI). Resets after 2 turns out of combat.)
Roll 45
----
Unfortunately, I had a really tough week at school and couldn't set aside any time to finish the roll. At least the worst has passed, for now.
--
@Reth-Eli Well, I have been getting errors like that when visiting some other sites as well. They usually come back to normal quickly, though.
--
Also, I've finally added the dual wielding passive to Theta. Funny how I overlooked that for so long.
Mercenary 1
You are quite content with the results of your curiosity, as it was clearly going to help with exploring the rest of the pyramid. Especially with your partner missing and all. On an unrelated note, you decide to go through the corridor, your feet bones scratching the surface of the stone slabs with each step. Soon, a large quantity of water comes into view, and when you finally find yourself in the next room, you realize that it was actually a massive pool occupying well over half of the space.
This wing of the pyramid is more long than wide, stretching quite some distance up and down with the floor completely covered in a cream carpet, much like the slabs from the corridor, although with various depictions of exotic flower sewn into it with some orange material. Either way, a quick glance around reveals two red crates, very similar to the ones you opened on the first floor, one's directly to your left and the other's at the north of the room, flanked by two cross shaped pillars, a staircase leading down at the southern end, also surrounded by four pillars, two other hallways you could go through towards the north, and finally, a rather out-of-place looking wooden display with yellow clothes placed on it. As you finish your quick inspection, a small, nearly imperceptible sound comes from somewhere on your left.
---
Enemies:
---
Allies:
Daxon (??)
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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: 20/45
--
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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
---
NRDL
Name: 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(5/8):
- 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:
Arm Left and Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Left Leg: Green Rune (??)
Feet -Left: -Right:
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: 0/100
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. 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: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
Condition:
- Lightning speed (+4 accuracy/dodge) {Expires after one battle}
Mercenary 2
"No problem. Hopefully we will meet each other again." Rhunon replies, watching you as you make your way to the entrance, careful not to knock anything down. Your avian companion jumps off the nightstand and follows you closely. It may be a good idea to give it a name soon.
Outside you are surrounded by the dark shapes of the buildings around you, the darkness making it impossible to make out any specific details about them, save for the occasional lit candle at the windows. You wander around for a while, the battered path barely visible in the moon's dim light, unable to find any map you could use. A few more minutes pass and you come across a relatively small building with a sign. You manage to make out the words "SHOP" written on it by shining the weak light emitted by your eye-orbs. From the looks of it, it seems to be closed for the night.
Eventually, you come across a large building, and perhaps the only one which had activity. A bleak, yellow glow came from the windows and an old sign was hanging from the roof with "INN" written on it. Of course, -most- undead didn't need to sleep at all, so the most you would be able to do here is get some rest, gather information or perhaps buy some common items for your journey. In the meantime, the undead bird makes a flying jump up to one of the sills, using his beak to climb up on it. He peeks through the glass with it's small, violet eyes, their color contrasting with the light coming from inside.
---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (23/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {8}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 3
INT: 0
Exp: 3/67
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 6/10)
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 5/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-2 to all rolls)
--
WunderKatze
Name: 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
--
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:
Mercenary 3
You turn your attention towards the other blue basilisk, intent on killing it off before it tries something else. Ignoring the two other reptiles, you charge towards it, ready to strike it down with your sword.
(Antaeus: 1 + 3 + 2 + 2 + 2 + 2 + 1 + 1 + 1 + 1 - 1 - 1 = 12 vs 8 = 2 + 2 + 3 + 1 Parry Mature Blue Basilisk)
You easily go through it's attempt to stop your attack, slashing a deep cut near it's head. This kills it instantly, blood pooling up on the ground.
"COCKAAAA!" a high-pitched shriek comes from behind you, and you realize that it came from the chick which you were trying to protect. The cause of distress was that while you were focusing on the blue basilisk, the other ones had teamed up on the now vulnerable little bird.
(Mature Emerald Basilisk: 3 + 2 + 1 + 1 = 6 vs 7 = 1 + 4 + 2 Dodge Chick)
(Mature Emerald Basilisk: 2 + 2 + 1 + 1 = 5 vs 11 = 1 + 4 + 6 Dodge Chick)
He nimbly dodges both attacks and then runs as fast as it could towards you again. You notice that he was still trembling with fear and, perhaps, confusion. Anyway, you move in and bring your blade upon one of the reptillians...
(Antaeus: 6 + 2 + 2 + 2 + 1 + 1 + 1 + 1 + 1 - 1 - 1 - 1 = 14 vs 9 = 1 + 2 + 2 + 4 Dodge Mature Emerald Basilisk)
(Armor protection: 5 - 1 = 4 damage)
This time your strike is true, landing a long gash across it's side. Almost immediately blood gushes out of the wound, and your enemy writhes in pain for a few moments, before finally moving on. The last basilisk hisses at you, slowly backing off towards a bush.
---
Enemies:
Mature emerald basilisk
Race: Basilisk (+1 accuracy, +2 dodge, -1 power, -2 earth defense)
Element: Nature
--
Torso: Green scales (+1 defense, +1 armor)
Weapon: Pointy Teeth (+2 stabbing, +1 power, -1 slashing)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 2
INT: 0
--
Active Ability:
Passive Ability:
- Reptilian Regeneration (+1 health at the end of each round)
Condition (2nd one):
---
Allies:
Chick
Race: ?? (+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: 0/20
--
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(8/8):
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
- Cockatrix Egg (It's a good thing cockatrixes get over their baby phase quickly)
- Red bracers (+2 dodge, -1 attack) {Legs}
- Daylily (The petals of this flower can greatly increase the attributes of any potion) {4/5}
- 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.) {8/20}
--
Torso (under): Purple runes (+1 magic defense, +1 lightning magic)
Torso (over): Chestpiece (+2 defense)
Arm Left and Right: 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 defese, +1 parry, -1 dodge)
--
Level 3
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 34/45
--
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 Null (+1 to lightning) {Exp: 0/10}
- Conditions:
---
Rethi-Eli
Name: 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 leggins (+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: 16/45
--
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)
- Pain (-1 to all rolls)
Empire 1
You quickly realize that there was no way to get away from the wyrm, which is actually different from a wyvern, since the cave was still quite far away. Both of your allies draw their own weapons in preparation for battle, while you get ready to cast a Thunder Impulse at it. Unfortunately, the spell won't quite reach the serpentine creature due to the altitude it's at, so you're forced to wait until it swoops down...
(Clash {AGI}: Mystel 6 + 1 = 7 vs 5 = 1 + 4 Golden Pazsaza)
You manage to time the spell right and throw a lightning bolt crackling with energy just as your enemy was gaining speed...
(Mystel: 4 + 2 + 2 + 1 + 1 + 1 - 2 = 9 vs 8 = 1 - 1 + 2 + 3 + 2 + 1 Dodge Golden Pazsaza)
The wyrm makes a sudden twist in the air, avoiding the brunt of your spell, although still ending up with a few burns and some shocking. Not to mention that this forced to stop it from it's descent, giving your two comrades, or Fenrir at least, more time to prepare. The man closes his eyes and chants a few words, a dark aura slowly materializing around his wand and new staff, just like when you first fought together. Well, except that his arms are trembling, for some reason.
"Good shot, Mystel." Carola praises in the meantime, looking a little more confident now.
---
Enemies:
Golden Pazsaza
Race: Wyrm (+3 power, +3 dodge, +2 ranged attack, +1 attack to your element, -1 magic defense)
Element: Holy
--
Torso: Yellow scales (+2 defense, +2 additional melee defense, +3 armor)
Weapon 1: Razor teeth (+3 stabbing, +2 attack against unarmored targets, +1 accuracy, -1 pierce)
Weapon 2: Feathered Wings (+2 defense while on ground)
--
Stats:
STR: 0
DEX: 2
RES: 1
AGI: 1
INT: 0
--
Active Ability:
- Tail Lash (??)
- Fire
-- Firebreath (??)
- Holy
-- Prana Beam (??)
Passive Ability:
- Winged (+1 dodge, -1 parry while airborne)
- Magicka flow (??)
- Sharp senses (??)
- Conditions
-- Light burns (-1 to all rolls)
-- Thunder Numb (-3 attack) {Expires on Roll 48}
---
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) {Rare}
---
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 3/5}
-- 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} {Cooldown: Ready on Roll 48}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (Placeholder) {4/5}
- 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 Bracers (+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: 30/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??) {1/2}
- 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) {2/10}
- Bladed Null (Placeholder) {4/5}
- Light Beginner (+1 to all Holy rolls) {0/10}
Conditions:
---
Crimson
Name: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(4/8):
- Bag (May hold up to 7 charges of 3 different items){1/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- 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 bracers (+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}
--
Level 2
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
EXP: 12/30
--
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} {Cooldown: Ready on Roll 48}
-- 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: 1/5}
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){2/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){1/10}
Conditions:
Empire 2
"That's good to hear." Brussian replies summarily, before going off into the forest once again. Needless to say, you decide to follow after him, althought you can't shake off the feeling that something's missing. This doesn't last long, however, because soon Saraqael comes running to you, the knife that you had tested your wind manipulation skills on in his jaws. He offers it to you by putting the iron tool on the ground, which you promptly take and place back in your inventory. Turning around, you see that the werewolf had been watching the whole 'exchange', but doesn't comment and instead continues on. You also resume following after him, although this time with the xerberus on your heels.
A few minutes later you quicken your pace, hovering closer to the red canine to the point you were right next to each other. Deciding to train in the new element you've discovered, you make an attempt at sensing the herbs inside the bag held in his left hand, using your Magicka perception to sense their forms, their properties, even their structure. Unfortunately, despite achieving enough concentration to sense the Magicka itself, you cannot quite grasp the nature of the plants, the whole experience being like trying to hold water in your hands, so to speak. To put it simply, you could tell that there were herbs in that bag, but nothing more.
---
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
--
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:
--
_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: Kah'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
--
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} {Cooldown: Ready on Roll 45}
-- 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} {Cooldown: Ready on Roll 45}
- 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}
Conditions:
Order 1
You decide to lie to the lizardman for some reason, although he doesn't seem to realize it or simply doesn't care. Anyway, with him gone, you decide to go directly at the entrance just as he instructed. You take the stairs up to the top floor, avoiding various other members going on their own bussiness along the way. The whole ordeal is made more annoying by the fact that the stairs were made with tall people in mind, probably Kroms judging by the region. Either way, you finally make it at the top, your legs shaking slightly from fatigue. You find yourself a large, hexagonal room with tall ceiling. Three candelabres with candles in them were attached to each wall, giving the smooth stone a dark yellow color. There were also massive windows on each side, but they were all sealed off. A staggering amount of runes used in teleportation covered the walls going all they way up to the roof, although they're barely visible up there, with about six circles of different sizes carved into the floor itself.
Your gawking is interrupted by a skeleton bumping into you and nearly knocking you over. You quickly regain balance, however, and then turn towards the agressor. He had a shortsword sheated at his waist and a round, red shield in his left hand, a white skull painted on it. A ragged brown cloak covered his back and a piece of red cloth was tied on his skull. Add to all that a confident, nearly defiant looking grin and two glowing red eyes and he looked quite intimidating.
"Didn't see ya there, fella." he says in a thick accent. The undead studies your features for a moment before continuing. "Say, wouldn't ya be interested in helping me with a little job? It'll be quick, I promise." he asks, gesturing towards one of the smaller circles.
---
Enemies:
---
Allies:
---
Rautherdir
Name: 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 (Indinera Forest)
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. 30% 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/uncoscious)
--
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)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Ability:
- 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)
Passive Ability:
- Quick Skirmish (On start of combat gains a +(2 + AGI) bonus to attack that is reduced by (1 + AGI/2) every turn she remains in combat, down to -(2 + AGI). Resets after 2 turns out of combat.)
- Dual wielding (Ranged and Melee) (+1 to interceptions)
Roll 46
----
I finally got my internet back, hooray! Although, I don't really like the speed at which I'm posting the rolls right now.
--
By the way, do you think that I should add color to character speech?
--
Mercenary 1
You decide to inspect the noise, which, you soon realize, was coming from the stairs on the south end of the room. You quickly make your way there, ignoring the display, and stop at the top of the stairway, flanked by two pillars and with the pool of water behind you. You peer down, intent on learning who or what was climbing up to this floor.
It doesn't take long for you to recognize the familiar shape of your partner, Daxon. He seems to have noticed too, because he quickens his pace to reach you. For a few moments he doesn't say anything, being more focused on regaining his breath. Finally, the man rights himself, his features showing a huge relief.
"My friend!*ahem* I'm surprised to see you." the explorer finally says, coughing to clear his voice. "I'd love to ask what happened to you after opening that damned chest, but time is not on our side right now." he adds, motioning towards the other end of the stairs. Following his gesture, you see a lamia appear at the far end. Or there may be more, you cannot really tell at this distance.
---
Enemies:
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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)
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: 20/45
--
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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
---
NRDL
Name: 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(5/8):
- 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:
Arm Left and Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Left Leg: Green Rune (??)
Feet -Left: -Right:
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: 0/100
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. 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: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
Condition:
- Lightning speed (+4 accuracy/dodge) {Expires after one battle}
Mercenary 2
It barely takes you any time at all to come up with a name, inspiration springing in your mind immediately. Accipiter. He stares at you for a second, not seeming to care much for it, then jumps off the sill, perching himself on your shoulder this time. With that over, you enter the Inn.
The door creaks a little as you close it. The inside doesn't look as lively as it seemed from the windows: most of the patrons sitting at the tables were either sleeping in their chairs or directly on the table, or babbling some nonsense in a drunken stupor. You imagine that it was pretty late. Nevertheless, you note that most of the people here were humans, with a few pale green orcs and two lycans with yellow fur.
"Gwahaha, what do you mean you don't have any more wine?!" a male voice rings from one of the tables, loaded with about eight emptied bottles of alcohol. It turns out the drunkard was a bald man in a distinct yellow light plate armor. Distinct because he was pretty much the only one wearing armor in the entire room. A petite woman with brown hair wearing a simple dark blue dress with a white apron.
You ignore the small commotion, though, and instead walk at the bar, where a muscular elf wearing dark blue clothes with a white apron, much like the woman, was washing some glass bottles. He notices you and sets down the bottle in his hand on a shelf.
"Erm... Traveling? There's a few more villages towards the south, closest one's about a day on foot, smaller than ours though. West you can reach Mt. Zulle, about five days to get there, seven if you take the trade route, I reckon." the barkeep explains when you ask about travel options, after staring for almost a minute at you, the jewels embedded in your forehead then Accipiter. "We don't have many supplies here, mainly food, and don't even think about the wine, our stock suffered enough from that bald man." he adds, glaring towards the one in question. He probably didn't even realize skeletons couldn't drink.
Inn- Items:
-- Healing potion (+1-2 health, -1-3 pain) 45 Gold
-- Salted beef (+1 health, 50% chance to give +1 to all rolls for 1 battle. May not be used during battle. Made to last) 50 Gold
-- Beer (Makes you drunk. Has random effects) 5 Gold
-- Jim'da petal tea (A special elven drink that increase fortitude. +1-3 parry for 2-3 turns) 30 Gold
- Inn room (50 Gold for one night)
---
Enemies:
---
Allies:
Accipiter
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
--
Active Ability:
- Darknes
-- 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 (??)
--
WunderKatze
Name: 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
--
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:
Mercenary 3
You prepare yourself to kick the last basilisk's ass, but only if necessary. And, as it turns out, it wasn't, because it immediately turns tail and jumps into the bush nearby, scurrying off into the forest.
Victory! +9 Exp
With the foes either dead or driven off, you kneel down on the grass and examine the little chick. He seems to be more relaxed now that his life wasn't threatened anymore, although he kept his distance from the the bloodied corpses of the reptiles you've slain. You realize that it was a cockatrix, since only their babies are almost double the size of any domestic chick and have dual coloration. Not to mention the tiny crest on his head that only males had. As you inspect him, the little bird chirps and then cuddles on your leg.
"Well, I see you two are getting along..." surprised, you get up and turn around only to see Nez'gol coming towards you. He had a small bite mark on his leg, but otherwise looked fine.
---
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
--
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) {4/5}
- 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.) {8/20}
--
Torso (under): Purple runes (+1 magic defense, +1 lightning magic)
Torso (over): Chestpiece (+2 defense)
Arm Left and Right: 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: 34/45
--
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 Null (+1 to lightning) {Exp: 0/10}
- Conditions:
---
Rethi-Eli
Name: 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
--
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)
- Pain (-1 to all rolls)
Empire 1
Before any of you can do anything, the Wyrm comes down the rest of the way with reckless speed, managing with a few wingbeats to slow down enough to make a landing right in front of you on the bridge. Nevertheless, you take some time to enchant the dai-katana you bought yesterday while Fenrir launched his spell towards the enemy...
(Fenrir: 6 + 2 + 2 + 1 + 1 + 1 - 1 = 12 vs 10 = 1 - 1 - 1 + 2 + 2 + 3 + 4 Dodge Golden Pazsaza)
(Armor protection: 2 - 3 + 1 = 0)
(Fenrir: 2 + 2 + 2 + 1 + 1 + 1 + 1 - 1 = 9 vs 9 = 1 - 1 - 1 + 2 + 2 + 3 + 3 Dodge Golden Pazsaza)
One of them hits the creature but leaves no visible damage, while the other is dodged completely. The reptile seems ready to retaliate, but in the meantime Carola had managed to get closer and now threw a ferocious assault on the beast with her swords.
(1/4 No counter)(Carola: 3 + 2 + 2 + 2 + 2 + 2 + 1 + 1 - 1 = 14 vs 11 = 1 - 1 + 2 + 2 + 2 + 3 + 2 Dodge Golden Pazsaza)
(Armor protection: 3 - 3 = 0)
(1/4 No counter)(Carola: 3 + 2 + 2 + 2 + 2 + 2 + 1 + 1 - 1 = 14 vs 14 = 1 - 1 + 2 + 2 + 2 + 3 + 5 Dodge Golden Pazsaza)
"Urgh!" the girl grunts as her blades slice the air where the winged serpent was. At the very least, her first blow cut off a few of the scales, leaving that part exposed. The Wyrm, however, seems to have had enough, because it turns towards her and opens it's jaws wide. A yellow-ish jet of fire erupts from there, covering the warrior and the area around her in flames...
(Golden Pazsaza: 3 + 3 + 2 + 2 + 1 - 1 - 3 = 7 vs 11 = 1 + 1 + 1 + 1 + 1 + 1 + 1 + 2 + 2 Parry Carola)
Yet she somehow manages to block it entirely. Although, both of her weapons were red hot now, and she was having visible difficulty holding them. Nevertheless, you move in last to attack the monster...
(Crimson: 6 + 3 + 2 + 1 - 1 - 1 = 10 vs 9 = 1 - 1 + 2 + 2 + 2 + 3 Parry Golden Pazsaza)
(Armor protection: 1 - 3 - 1 + 2 = -2)
You just manage to get through it's guard, but only to dent it's scales a little. However, a small lightning discharge happens the moment your Ackbukc dai-katana makes contact with the reptile, inflicting some damage.
---
Enemies:
Golden Pazsaza
Race: Wyrm (+3 power, +3 dodge, +2 ranged attack, +1 attack to your element, -1 magic defense)
Element: Holy
--
Torso: Yellow scales (+2 defense, +2 additional melee defense, +3 armor) {Damaged}
Weapon 1: Razor teeth (+3 stabbing, +2 attack against unarmored targets, +1 accuracy, -1 pierce)
Weapon 2: Feathered Wings (+2 defense while on ground)
--
Stats:
STR: 0
DEX: 2
RES: 1
AGI: 1
INT: 0
--
Active Ability:
- Tail Lash (??)
- Fire
-- Firebreath (Breathe flames from your mouth towards a target area with +2 attack and +1 power. Inflicts minor burns if the target is parrying and the difference between the losing attack roll and the winning defense roll is less than 2. Range of 2. Radius of 1. Cooldown: 2)
- Holy
-- Prana Beam (??)
Passive Ability:
- Winged (+1 dodge, -1 parry while airborne)
- Magicka flow (??)
- Sharp senses (25% chance to pre-emptively counter any melee attack with a normal attack)
- Conditions
-- Light burns (-2 to all rolls)
-- Pain (-1 to all rolls)
-- Thunder Numb (-3 attack) {Expires on Roll 48}
---
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) {Rare}
---
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
---
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} {Cooldown: Ready on Roll 48}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (+1 to darkness) {0/10}
- 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: 30/67
---
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 Null (+1 attack to bladed weapons) {0/10}
- Light Beginner (+1 to all Holy rolls) {0/10}
Conditions:
---
Crimson
Name: 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 (May hold up to 7 charges of 3 different items){1/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- 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 2/3}
--
Level 2
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
EXP: 12/30
--
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} {Cooldown: Ready on Roll 48}
-- 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} {Cooldown: Ready on Roll 49}
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){3/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){2/10}
Conditions:
Empire 2
With a pout, you give up your inspection and give Brussian some space. He seems to be quite focused on the path he was following, and didn't seem to notice anything of what you just did. In any case, you continue on with Saraqael beside you, carefully following the werewolf through the wilderness. The night, combined to the dense shrubbery around, made it almost impossible to see anything more than three feet in front of you, so getting lost was quite easy without his guidance.
It doesn't take you long to realize that you were not following the same route that first led you to the werewolf with the ingredients. The most obvious giveaway was that you didn't encounter the river from last time at all. Not to mention that the trees covered the night sky almost completely here. It could be just a precaution, since the fire demon that you fought could try to come back for revenge, you imagine.
Eventually you come across a rather... odd clearing. If it could even be called that, considering the massive plants that resided in it. In height they competed with even the tallest trees around, and they had a plethora of flowers and some sort of white cocoons, which radiated Magicka, growing on them. There was also some normal plantlife around, although it paled in comparison.
"Don't try to go in there." the red canine warns, beckoning you behind some small bushes. "Pixies say that a green-scaled dragoness has claimed this area as her own." he explains when you are next to him. "I never saw it myself, but..." he trails off, looking towards the sky. You follow his gaze, but see nothing other than a few distant stars shining upon the clearing.
---
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
--
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:
--
_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: Kah'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
--
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} {Cooldown: Ready on Roll 45}
-- 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} {Cooldown: Ready on Roll 45}
- 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}
Conditions:
Order 1
"Aha! Thanks-a-lot!" the skeleton replies, looking happy. You can only guess it from his tone, though, because his facial features don't move at all save for the lower mandible. "Name's Kratin, if ya were curious." he adds, fiddling with his shield's straps.
"Anyway, I'll give ya a quick rundown before the action." he then says, now staring directly in your eyes. It's a little irritating to return his stare due to the glowing orbs, so you settle for studying his body for now. "Long story short, there's a nereid in Indinera that likes to steal valuable equipment, which includes a very good sword of mine, and hide them away somewhere. I want to get my weapon back, so we're going to go find it." Kratin explains, drawing a shape in the air that resembled a cutlass.
"But that's the easy part. I paid a fella to sculpt a tracking rune in the hilt, so we can just use this room to teleport to wherever it is." he continues on, sounding like he actually enjoyed telling you his plan. It must be pretty easy to give long speeches when you don't have to breathe. "Anyway, the only way this would be dangerous is if she or someone else is there, so having ya with me will make fighting easier." you shift your feet, so they don't get numb. "Oh, and ya get whatever else is in there. If there's nothing, the I'll just help ya with a mission or something. Anyway, let's go!" the undead finishes and moves towards the small circle he pointed out earlier. His feet make a low scraping sound against the stone floor, being careful not to step on any of the carved circles. You follow after him quietly.
You both step into the circle in question after which the skeleton says a word you don't quite catch. Red light engulfs both of you, and for a split moment you feel like you were hanging in mid-air before darkness fills your vision. A flame appears next to you, in Kratin's free hand to be more exact, revealing that you were in a cave. On the wall you see a wood sword support in which was placed a scimitar, most certainly the one you were looking for. The flame's orange glow gave it a dark color, and you realize that the blade wasn't reflecting the light at all. You don't have time to inspect it, though, because you hear voices echoing from somewhere, and they were getting closer.
---
Enemies:
---
Allies:
---
Rautherdir
Name: 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 (Indinera Forest)
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)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
Active Ability:
- 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)
Passive Ability:
- Quick Skirmish (On start of combat gains a +(2 + AGI) bonus to attack that is reduced by (1 + AGI/2) every turn she remains in combat, down to -(2 + AGI). Resets after 2 turns out of combat.)
- Dual wielding (Ranged and Melee) (+1 to interceptions)
Roll 47
----
Well, this roll was actually supposed to be released on Tuesday, since I only had Rethi's and Rautherdir's rolls to do. Unfortunately, school, homework and general exhaustion delayed it until now. Oh well.
--
@Crimson I know! That's why everyone loves RNGJesus.
--
Mercenary 1
"... Your notion of fun scares me." Daxon replies after a second, shaking slightly from the adrenaline. You decide to rush down the stairs to meet the lamias with your blades, your partner lagging just behind. This turns out to be a rather clever tactic, since they outnumbered you two to one, but only two people could fight side by side on the staircase.
(Nix: 1 + 4 + 2 + 2 + 2 + 1 + 1 + 1 + 1 = 15 vs 7 = 1 + 1 + 2 + 2 + 1 Dodge Brown Lamia)
You drive your rapiers straight through the skull of the first Lamia you see. She falls down onto the floor with a "Thud!" as you retract your weapons, bits of brainmatter and ooze clinging to them. All of this happens within the span of a few seconds, however, as you feel power flare up within your soul, making you move much faster than normal. Nevertheless, you move your attention to the next enemy...
(Nix: 1 + 4 + 2 + 2 + 2 + 1 + 1 + 1 + 1 = 15 vs 10 = 1 + 1 + 2 + 2 + 4 Dodge Brown Lamia)
This time you land two strikes on the chest, one going through the lungs and the other being dangerously close to the heart. She starts trembling coughs up blood for a few moments, before finally a heartattack claims her life. Her corpse joins the other one's, although you notice some runes inscribed on their limbs start glowing for a second before dying out. Anyway, in the meantime Daxon catches up, although the last brown lamia had already begun chanting a spell.
(Brown Lamia: 3 + 2 + 2 + 1 + 1 - 1 = 8 vs 10 = 1 + 1 + 1 + 1 + 1 + 5 Parry Nix)
(Brown Lamia: 4 + 2 + 2 + 1 + 1 - 1 = 9 vs 12 = 1 + 1 + 1 + 1 + 2 + 6 Parry Daxon)
(Brown Lamia: _ = _ vs _ = _ Null Grey Lamia) (Absorbed)
An earthquake ensues and bits of debris are flung your way, although you both easily parry all of them. What's strange is that a pink orb appears around the grey lamia, repelling any harmful rocks and, more importantly, absorbing energy from the spell itself. The shield disappears, although a red aura is present on her now. Meanwhile, the treasure hunter takes of advantage of the small window of opportunity that the earthquake had created, and slashes the brown one with his scimitar...
(Daxon: 1 + 2 + 2 + 2 + 1 + 1 - 1 = 8 vs 8 = 1 + 1 + 2 + 3 + 1 Dodge Brown Lamia)
But she just manages to dodge by a hair's breadth, leaving her unhurt. The man backs away before she can retaliate while the other lamia slithers up the stairs towards you!
(Grey Lamia: 4 + 3 + 2 + 2 + 2 = 13 vs 11 = 1 + 1 + 1 + 1 + 1 + 6 Parry Nix)
You almost expect her to attack barehanded but suddenly a stinger comes out of her sleeve, and she manages to stab your shoulder before you can defend yourself. She slithers back, a smug expression on her face.
"You've learned nothing from your first life, undead. The only thing you ssssshalt find here issss your tomb!" she says towards you, her grin revealing two white fangs, resembling those of a snake.
---
Enemies:
Brown Lamia
Race: Lamia (+1 bladed, +1 accuracy/dodge, -1 magical defense, -1 debuff resist)
Element: Earth
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso & Waist: Desert Gown (+2 dodge, +2 earth magic attack, -1 slashing defense, -1 air defense)
Weapon: Sacrificial dagger (+1 stabbing, +1 slashing, +1 attack vs unarmored targets, -1 power, -1 pierce)
--
Stats:
STR: 1 (+1)
DEX: 1
RES: 0
AGI: 3 (+1)
INT: 2 (+2)
--
Active Ability:
- Earth
-- 5.5 Earthquake (Attack with +1 power and -1 accuracy. Radius of 2. Range of 2. Cooldown: 3) {Cooldown: ready on Roll 50}
Passive Ability:
- Sacrificial blood (+1 to a random stat whenever a character dies)
- Death's Rite (Gives all friendly characters +1 to a random stat when this character dies)
Condition:
- Sacrificial power (+1 STR, +1 AGI, +2 INT) {Expires at the end of the battle}
Grey Lamia
Race: Lamia (+1 bladed, +1 accuracy/dodge, -1 magical defense, -1 debuff resist)
Element: Thunder
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Waist: Ritual skirt (+1 dodge, +3 magical defense, -2 parry)
Finger 1: 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: Stinger {Concealed} (+2 stabbing, +1 pierce, -1 power, inflicts poison. Has +2 attack while concealed)
--
Stats:
STR: 0
DEX: 3 (+1)
RES: 2 (+2)
AGI: 2
INT: 2 (+1)
--
Active Ability:
- Thunder
-- Electric wave (Sends a small concentration of focused electricity that temporarily paralyzes the target for 3 turns. +2 accuracy. Harmless. Cooldown: 2)
Passive Ability:
- Sacrificial blood (+1 to a random stat whenever a character dies)
- Focused precision (+3 power minus the number of enemies above 1)
Condition:
- Sacrificial power (+1 DEX, +2 RES, +1 INT) {Expires at the end of the battle}
- Drained Energy (+3 attack) {Expires on roll 51)
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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)
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: 20/45
--
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 Null (Placeholder){Exp: 4/5}
- Water Null (Placeholder){Exp: 2/5}
Condition:
---
NRDL
Name: 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(5/8):
- 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:
Arm Left and Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Left Leg: Green Rune (??)
Feet -Left: -Right:
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: 0/100
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. 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: 4/10}
Condition:
- Lightning speed (+4 accuracy/dodge) {Expires after one battle}
- Right shoulder injury (-2 to all rolls)
- Poisoned (-0 to all rolls)
Mercenary 2
Once again, Acci -ahem- Cordelia looks at you, understanding clear in it's eyes. However, it then simply returns to staring towards something behind you from your shoulder, not caring very much. You wonder: perhaps wild animals, with their enhanced senses and more... simplified form of language, don't really need names. After all, a 'name' is simply a mass of memories, thoughts, emotions and information you associate with a word. It wouldn't be far fetched to imagine that, say, one could identify another by their scent, or a few rustled feather, or coloration, or pretty much any feature that would set them apart from others. So, with animals' reliance on their perception, it is possible that they catalogue each other by these differences, however small they may be, without giving themselves names and going by them. Or something along the lines.
On another note, undead generally don't care much for the gender they had before death. It's possible that the hawk either forgot what gender it was or simply didn't care about it anymore due to the lack of pheromones and need to reproduce present in it's body. Anyway, with that settled, you return your attention towards the inkeeper. After voicing your question, he glances around the room for a moment, in a rather sudden act of caution.
"There are not a lot of practicers of Darkness in Indinera, and they definitely don't live in villages." he whispers, drawing his head closer towards you. "But I heard from an... adventurer that there is a witch who made a coven somewhere in Mt. Zulle. If anyone can help with your condition, then it's her, I suppose." the elf offers vaguely, a supertitious fear flashing in his brown eyes.
"So, what will it be for tonight? I'd say even a skeleton needs to rest their bones sometimes!" he says after giving you some space, back to his old self.
Inn- Items:
-- Healing potion (+1-2 health, -1-3 pain) 45 Gold
-- Salted beef (+1 health, 50% chance to give +1 to all rolls for 1 battle. May not be used during battle. Made to last) 50 Gold
-- Beer (Makes you drunk. Has random effects) 5 Gold
-- Jim'da petal tea (A special elven drink that increase fortitude. +1-3 parry for 2-3 turns) 30 Gold
- Inn room (50 Gold for one night)
---
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
--
Active Ability:
- Darknes
-- 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 (??)
--
WunderKatze
Name: 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
--
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:
Mercenary 3
Despite already coming to the realization that the little baby bird was a cockatrix, you decide to check him over again. Again, it's fluff was mostly orange with about a third on it's belly being an azure blue. You also note a few tiny feathers forming his tail, although they were slightly ruffled, most probably from running away so much. Finally, his eyes had small round pupils colored green, his beak was mild-sized and looked like it could inflict some damage and a tiny red crest grew on his head.
As you finish your second inspection, the chick jumps in the air making a cute chirp before starting to run around your legs in circles at an impressive speed. Anyway, with that over with, you proceed to ask Nez'gol what was he doing while you valiantly defended this cockatrix's life from some evil carnivorous lizards.
"Well, after seeing your newfound fire powers I decided to give you some space to cool down. As I was walking around, the egg Sar'nir gifted to you started hatching and eventually the chick got out." the lizardman begins explaining after taking a deep breath. "As luck would have it, around tht moment I stumbled upon two green lizards. The baby cockatrix started panicking and ran away, stumbling upon you I presume, while I stayed and killed those basilisks." he continues, eyeing the little bird as it stopped running around and now pecking some random flower growing in the grass instead. "I had no idea there were more of those reptiles lurking around, otherwise I would've went after him, instead." he concludes. A cold wind starts beating, and the shadows of the trees around you start getting longer and longer as the sun sets.
---
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
--
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) {4/5}
- 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.) {8/20}
--
Torso (under): Purple runes (+1 magic defense, +1 lightning magic)
Torso (over): Chestpiece (+2 defense)
Arm Left and Right: 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
--
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 Null (+1 to lightning) {Exp: 0/10}
- Conditions:
- Left leg injury (-1 to all rolls)
- Pain (-1 to all rolls)
---
Rethi-Eli
Name: 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
--
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)
- Pain (-2 to all rolls)
Empire 1
You swing your dai-katanas towards the Wyrm's tail, specifically the part around the middle, in a slashing motion...
(4/4 Counter!) (Golden Pazsaza 4 + 3 + 3 + 2 + 1 - 3 - 2 - 1 = 7 vs 9 = 1 - 1 + 1 + 1 + 1 + 1 + 1 + 2 + 2 Dodge Mystel)
(Mystel: 4 + 3 + 2 + 1 - 1 - 1 = 8 vs 6 = 1 - 2 - 1 + 2 + 2 + 2 + 2 Parry Golden Pazsaza)
(Armor protection: 2 - 3 - 1 + 2 = 0)
(Electric Enchantment: -1 health)
As if sensing your intent, the creature rushes at you with it's fangs, but manage to move out of the way and proceed to slash at it's body. Despite your blow being blocked by the scales again, your enchament shocks it again, burning it's body even more. Before you can even follow up with a stabbing attack, though, it bellows in pain before launching itself into the air.
"I think we have it on the ropes!" Carola says as another small concentration of darkness erupts from Fenrir's wand...
(Fenrir: 1 + 2 + 1 + 1 + 1 + 1 - 1 = 6 vs 3 = 1 - 3 - 1 - 1 + 1 + 3 + 2 + 1 Dodge Golden Pazsaza)
(Armor protection: 3 - 3 + 1 = 1)
It hits the wyrm right in the head, making it fall down onto the ground. A small shockwave hits the three of you as it's body slams into the bridge, making dust fly everywhere. The construction itself stands strong, though, and the winged lizard remains motionless, it's eyes devoid of any life.
Victory! +20 Exp, Mystel levels up!
"If even Wyrms fly around here, then just how high is this... 'castle'?" the warrior asks after you all sheath your weapons.
"Frankly, I couldn't care less. All I want is to get back to solid ground before one of us ends up slipping and falling off of here." the man replies, looking rather shaken.
"You'd have to be quite clumsy for that to happen." she retorts, sighing. "Anyway, should we take the time to skin the wyrm's corpse? If we can't manage to use them for crafting later then we shall simply sell them." she then says, in an atemmpt to change the subject. It is true, though, that wyrm scales were on the rarer side of crafting ingredients, but dawdling around may turn out to be dangerous.
---
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) {Rare}
---
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 20/30
---
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} {Cooldown: Ready on Roll 48}
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
---
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:
---
Crimson
Name: 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 (May hold up to 7 charges of 3 different items){1/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- 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 (distribute 1 point):
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
EXP: 2/45
--
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} {Cooldown: Ready on Roll 48}
-- 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} {Cooldown: Ready on Roll 49}
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 2
"I concur, although I've never heard of a dragon that is unable to channel and control Magicka." Brussian replies, looking thoughtful. "It is possible that this one specializes in the Nature element, but then again, I've never heard of a dragon growing their own garden." he adds, rubbing his thigh with a claw.
Either way, you accept the implied dare of stealing from the belongings of a dragon. Not precisely the wisest idea, but that doesn't dissuade you. Either way, you throw one of your knives towards the nearest cocoons, letting only tiny amounts of Magicka to flow through you so that you may manipulate the air around the weapon, guiding it towards your target. Making it twist around the bulb requires a little more finesse, but that is no problem to you. Finally, you tug at the wire attached to the knife, reeling in the 'fruit', if it could be called that, to you. As you do this, you notice a tiny green dot, which was quite hard to see since the giant flower's stalk was of the same coloration, lighting up in the place where the cocoon was.
Anyway, with the object of your curiosity now in your possession, you begin inspecting it. It is about the size of your palm and now that you can see it more closely it appeared to have a shape more reminiscent of a seed than of a sphere. The 'seed's' surface is glossy and smooth to the touch. You can also sense a large amount of Magicka locked inside, some of it is aligned to Nature while the rest being just raw. Finally, despite your doll body not having any functional organs, you try to smell it...
(Roll to simulate smelling {INT/2}: 9 + 1 = 10)
You don't let your lack of organic senses stop you, so you use some of your understanding of the Nature element and analyze the odor molecules - basically tiny fragments of objects that float in the air around them, giving them their smell- and come to the conclusion that it smelt like... wood with a faint scent of mint? {+2 Nature Magic EXP}
"What exactly will you do with that?" the werewolf's voice startles you. You realize that both him and Saraqael were staring at you, the former looking worried while the latter only curious.
---
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
--
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:
--
_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}
- Strange seed (You can feel a lot of energy stored inside it)
--
Head:
Neck:
Torso: Kah'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
--
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} {Cooldown: Ready on Roll 45}
-- 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} {Cooldown: Ready on Roll 45}
- 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:
I'm forced split the post because of the word limit.
--
Order 1
"Yeah, sure. I'll just go grab my sword in the meantime." Kratin replies as you silently move to a more concealed position. You then watch as he moves towards the black scimitar, keeping the flame away from the wood stand. He makes an attempt to touch it, but then immediately steps back.
"Damn it, she placed a protection spell on it." you hear the skeleton mumble. Anyway, as the voices draw closer and closer, you hear something snapping before the ground starts shaking under your feet. It seems to be centered around your partner's position, because he struggles to regain his balance...
Without warning, a large hydra bursts through the floor in front of Kratin and knocking him onto the floor. For a moment it just stands there, sniffing the air with it's three heads, so you take advantage and channel electricity into your body before dashing towards the reptile and slamming into it. The lightning courses into it's body, paralyzing it momentarily as you step back, draw your scythe and book then slash at it with the former.
(Rautherdir: 1 + 2 + 2 + 2 - 1 - 1 = 5 vs 10 = 1 - 2 + 3 + 6 Null Gaia Anaconda)
Despite it being unable to even defend itself, your weapon simply bounces off the hydra's hide, not leaving a single mark whatsoever.
"What in the Underworld?! I was expecting some other nereids or maybe her pet or something, not THIS!" the skeleton says, clearly shocked, as he got up from the ground and drawing his shortsword. The fire stays floating above all of you, barely penetrating the darkness around you, but nevertheless providing enough light for you to see your adversary.
---
Enemies:
Gaia Hydra
Race: Hydra (+2 dodge, +1 stabbing, +1 accuracy, -1 slashing defense, gets 2 additional major actions when injured)
Element: Earth
--
Torso: Brown scales (+2 defense, +1 armor, -1 dodge)
Weapon: Big teeth (+3 stabbing, +1 pierce, +1 power -1 parry)
--
Stats:
STR: 1
DEX: 1
RES: 2
AGI: 0
INT: 0
--
Active Ability:
- Earth
-- Magnetic wave (??)
-- Tremor (??)
Passive Ability:
- Rock hide (At the start of the fight gain +3 defense. Each successful hit reduces this bonus by 1 to a minimum of 0 for the rest of the battle)
Condition:
- Paralyzed {Expires at the start of the next turn}
---
Allies:
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: 0/30
--
Active Abilities:
- Slashing weapons:
-- Leg cutter (??)
-- Adept slash (??)
Passive Abilities:
- Worthy challenge (+1 to all rolls if you're fighing a higher level enemy, additional +1 to all rolls for each enemy that outnumbers your party)
Condition:
---
Rautherdir
Name: 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 (Indinera Forest)
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: 0/20
--
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} {Cooldown: Ready on roll 51}
Passive Abilities:
- Quick Skirmish (On start of combat gains a +(2 + AGI) bonus to attack that is reduced by (1 + AGI/2) every turn she remains in combat, down to -(2 + AGI). Resets after 2 turns out of combat.)
- Dual wielding (Ranged and Melee) (+1 to interceptions)
- Lightning Null (Placeholder) {Exp: 1/5}
Conditions:
Roll 48
----
Well, yet another month tests has (almost) passed. I apologize for the mini-hiatus, but alas, schoolwork can really eat up your time (and energy).
Fortunately, this has given me some time to think over a few mechanics and stories for the game. To be more precise, an update is coming up and I expect to release it on roll 50, which would be... *stares at Roll to Magic's roll count* somewhat of an achievement to me.
--
Mercenary 1
You ignore the grey lamia's threat and instead gesture towards Daxon to engage her. He nods and you both switch places before launching your attacks...
(Nix: 2 + 4 + 2 + 2 + 2 + 1 + 1 + 1 + 1 - 2 - 1 = 13 vs 10 = 1 + 1 + 2 + 3 + 3 Dodge Brown Lamia)
The blades of your rapiers meet little resistance as they cut through the lamia's gown and plunge into it's flesh. She rolls her eyes and then falls over, two red spots spreading on the cloth. It doesn't take long for it to get soaked and soon blood pools up, mixing with the one from the other corpses on the floor.
(Daxon: 5 + 2 + 2 + 2 + 1 + 1 - 1 = 12 vs 8 = 1 + 1 + 1 + 2 + 3 Dodge Grey Lamia)
In the meatime, Daxon manages to slash a massive gash across the other enemy's chest, going from her neck all the way down to her waist, where she wore the skirt. She tilts backwards, nearly falling over, before slithering a away a little. She clutches her wound and shoots you a glare, her reptillian eyes filled to the brim with hate.
"F-fools... y-you are o-only... it's f-f-..." the lamia gasps and collapses onto the blodied steps, her sentence remaining unfinished.
Victory! +15 Exp!
A heavy silence floats in the air, somewhat akin to a storm cloud, after the skirmish is over. You also feel as the last of the vigour that the blue flame gave you fades away. However it's presence remainins in your soul, however unnoticeable it may be now. A sharp sound comes from beside you, ,made by your partner sheating his scimitars.
"Well then, take what you want and let's explore downstairs." he says, apparently just brushing off the lamia's last words. "I got attacked by those half-snakes before I could even put my boot on the last step."
---
Enemies:
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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)
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
--
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:
---
NRDL
Name: 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:
Arm Left and Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Left Leg: Green Rune (??)
Feet -Left: -Right:
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
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. 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 (-2 to all rolls)
- Poisoned (-1 to all rolls)
Mercenary 2
You decide to follow the elf's example and pretend that you didn't just talk about anything out of the ordinary. Your mind, however, isn't focused on the discussion anymore, choosing instead to think about a better replacement for your broadsword. Perhaps you could also buy a new rod while you are at it.
Nevertheless, you couldn't do any of that at the moment, so instead you give fifty gold coins at the barkeep for a room. He gives you two keys and some directions. After that you leave with Cordelia, who fluttered it's wings surprised to regain balance when you spun around, climb the wooden stairs to the upper floor and traverse the hallway to your chambers.
Unlocking the door you go inside, noting the few candles placed around which cast some light into the interior. Looking around you see a small table with a wooden sculpture gathering dust on it and a chair. Two beds sat on each side next to the walls, their white matress cast in a light orange by the candles' flame. Finally, there's a wardrobe tucked into a corner and a surprsingly well-kept iron chest with a lock on it, ember light reflecting from it's smooth surface. The hawk almost immediately chooses to settle on the chest, and after that it just keep staring at the reflection of it's violet eyes on the metal.
You, on the other hand, lay down on one of the beds. Since you cannot sleep, you instead just stay there, contemplating your past life, or the fragments you could remember at least, your comrades, liege... the necromancer who revived you. You wonder what has become of the Estate you used to serve...
Suddenly, you feel a shiver like a thousand needles piercing your soul. You aren't used to feeling anything at all, but whenever you did, the sensation usually lasted for a while. Nevertheless, you quickly realize that something was... wrong. Like there was a third presence in the room. Cordelia fidgets, woken up from it's trance, making a low, guttural sound. It seems that it's lungs were still working to some extent. You can also feel it reaching out to your mind for a second, but the avian seems to change it's mind and stops, instead jumping off the chest and carefully walking on the dark floor.
---
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
--
Active Ability:
- Darknes
-- 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 (??)
--
WunderKatze
Name: 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
--
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:
Mercenary 3
You tell Nez'gol that you wish to make camp here. You also add that you should make a fire, if you are able.
"Well, I guess that's a good idea, since running around at night would be just stupid." he replies, grinning a little.
You then go to gather some wood for the camp, making sure to not stray too far into the marshes. In the meantime, your partner is busying himself with setting up the space where the fire will be while the chick is analyzing every nook and cranny of the small clearing.
(Roll to get stuff {DEX}: 3)
(Roll to set up {DEX - Nez'gol}: 8 + 2 = 10)
The only things you manage to get are some branches you cut off with your Zweihander from the trees around. Using the sword this way, however, takes quite some effort, and soon enough you find yourself dragging your feet back to the camp, muscles aching from exhaustion. When you get back you see that Nez'gol has already finished setting up: there were two beds made out of lime-colored oval leaves and in the middle there was a patch of grass removed, laying the ground bare, circled by stones of relatively the same size. You also note that the little bird was sleeping nearby, although your pressence woke him up.
"Well, I suppose that will do. Put them here." the lizardman says as the cockatrix runs up to you, chirping. "Will you start the campfire? I mean, if you think you can do it without, you know..." he trails off, looking slightly anxious.
---
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
--
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) {4/5}
- 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.) {8/20}
--
Torso (under): Purple runes (+1 magic defense, +1 lightning magic)
Torso (over): Chestpiece (+2 defense)
Arm Left and Right: 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
--
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 Null (+1 to lightning) {Exp: 0/10}
- Conditions:
- Left leg injury (-1 to all rolls)
- Pain (-1 to all rolls)
---
Rethi-Eli
Name: 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
--
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)
- Pain (-2 to all rolls)
- Fatigue (-1 to all rolls, additional -2 to all rolls during a fight) {Expires on Roll 52}
Empire 1
"Do you mean other predators lurking around? Well..." Carola glances towards the sky then rests her gaze on the wyrm's corpse, following you towards it. "Yes, we are quite exposed out here. So much so that caution will not to do us much good." she adds, this sounding more as an affirmation for herself than a reply.
"That's more reasons to get out of this place as soon as possible." Fenrir cuts in, his voice firm despite the nervousness betrayed by his eyes. You also note that his legs were slightly trembling, now, with each step he took towards the bulk of the creature.
"I cannot blame you for being sca-" the man cuts in before the girl can finish her words.
"I'm not scared, just not used to m-... to fightning these things." he trembles slightly, then runs a hand through his hair and stares somewhere in the distance. "That's all." he finishes.
An uncomfortable silence falls on the three of you as you finally begin picking away at the wyrm's scales. You use on of your blades for the job, and so does Carola, while Fenrir is forced to borrow one from you. He regards the dai-katana for a moment before gripping it firmly and starting to work. You also pluck a few feathers from it's wings, then cut the tip of it's tail off as a trophy. Unfortunately, you are unable to pry it's fangs off. Too bad. About twenty minutes pass and you manage to get most of the more proeminent scales off and stored in your bag.
---
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) {Rare}
---
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 20/30
---
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} {Cooldown: Ready on Roll 48}
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
---
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:
---
Crimson
Name: 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 on dresses 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
--
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} {Cooldown: Ready on Roll 48}
-- 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} {Cooldown: Ready on Roll 49}
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 2
"... I suppose the fact that your vessel only smells of cloth and wood makes that quite believable." Brussian observes, shooting you an odd stare as you give the bulb to Saraqael. Or it may be just a normal stare, since his milky white eyes are almost permanently expresionless. "But I must ask: Why'd you steal it in the first place if you've no purpose for it?" he then asks as you spot a tree with it's twisted in a 'C' shape, making it stand out quite clearly from the others around it. You glide lightly toward it and make a small 'V' mark with the tip of one of your knives. After that you attempt to instrunct the xerberus to dig a hole and place the seed there.
He seems somewhat confused at first but eventually understands what you wanted him to do. Taking the bulb in his teeth he digs a small hole near the tree and drops the stolen item in it, before covering it up with dirt. In the meantime you wonder about splitting up your visual cognition so that you would be able to 'see' a 'ward' of some sort. You imagine it would take some time and practice before you can create a plant with a functional visual organ or something that can simulate this function.
Nevertheless, Saraqael has finished his work, so the three of you silently agree to move on. At the very least this would put some distance between you and the dragoness' territory.
---
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
--
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:
--
_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: Kah'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
--
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
You decide to put your book away for the time being, then attempt to slash the Hydra with your scythe again.
(Rautherdir: 6 + 2 + 2 + 1 - 1 - 1 = 9 vs 9 = 1 - 2 + 2 + 3 + 3 Parry Gaia Anaconda)
(Rautherdir: 2 + 2 + 2 + 1 - 1 - 1 = 5 vs 10 = 1 - 2 + 2 + 3 + 4 Parry Gaia Anaconda)
The fire's flames reflect on your weapon's blade for a moment as you step back, your blows unable to go through the reptile's defense. Kratin then moves in to attack...
(Kratin: 2 + 2 + 1 + 1 + 1 + 1 = 8 vs 7 = 1 - 2 + 2 + 3 + 1 Parry Gaia Anaconda)
(Armor protection: 1 - 1 = 0 damage) {Acidic Poison proc}
"Hah! Ya won't be so tough soon enough... wait, what's it doing?" the skeleton comments, when suddenly vibrations start filling the air.
(Gaia Hydra: 2 + 3 + 1 + 1 = 7 vs 5 = 1 + 1 + 3 Dodge Rautherdir)
(Damage reduction: 2 - 5 = -3 damage)
(Gaia Hydra: 3 + 3 + 1 + 1 = 8 vs 10 = 1 + 1 + 1 + 1 + 1 + 2 + 2 + 1 Parry Kratin)
You feel as they ripple through your entire body, making your limbs feel stiff and harder to move. Your partner, on the other hand, seems completely unaffected. Nevertheless, you make your way to the stand and use your scythe to hook the scimitar.
"Now, time to... Wait, DON'T TOUCH THA-" Kratin turns around to see you managing to move the weapon from the stand...
(Trap: 5 + 3 + 1 + 1 = 10 vs 6 = 1 - 1 + 1 + 5 Dodge Rautherdir)
(Trap: 2 + 3 + 3 + 1 + 1 = 10 vs 8 = 1 + 1 + 1 + 2 + 3 Null Kratin)
(Trap: 1 + 3 + 3 + 1 + 1 = 9 vs 11 = 1 - 2 + 2 + 3 + 5 Parry Gaia Anaconda)
A blast of Darkness erupts from the stand, throwing both you and the undead into the opposite wall. Your ears ring from the explosion and your vision is bloodied, not to mention that you felt focus slowly slip away from you. You also felt pain burn up in your chest, flaring to unbearable levels when you tried to get up. And, to top it all off, the Anaconda you've been fightning seems mostly unhurt, only dazed by the explosion somewhat.
"H-huh? Wh-what is happening there? Yo-you said that this... this place is empty!" a high pitched voice enters your ears. It appears to come from pretty far away, but... the sound of Kratin getting up from beside you disrupts attention for a moment. It seems that he wasn't as badly affected as you.
---
Enemies:
Gaia Hydra
Race: Hydra (+2 dodge, +1 stabbing, +1 accuracy, -1 slashing defense, gets 2 additional major actions when injured)
Element: Earth
--
Torso: Brown scales (+2 defense, +2 armor, -1 dodge)
Weapon: Big teeth (+3 stabbing, +1 pierce, +1 power -1 parry)
--
Stats:
STR: 1
DEX: 1
RES: 2
AGI: 0
INT: 0
--
Active Ability:
- Earth
-- Magnetic wave (Debuff all enemies in a radius of 2 around the caster with -1 to all rolls for 2 turns and stacks 3 times. +3 attack, -5 damage. This is only cast as a reaction against a successful hit and cannot be used manually. Does not use up a major action. Cooldown of 1)
-- Tremor (??)
Passive Ability:
- Rock hide (At the start of the fight gain +3 defense. Each successful hit reduces this bonus by 1 to a minimum of 0 for the rest of the battle)
Condition:
- Poisoned (-0 to all rolls)
- Acidic Residue (-1 armor)
---
Allies:
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: 0/30
--
Active Abilities:
- Slashing weapons:
-- Leg cutter (??)
-- Adept slash (??)
Passive Abilities:
- Worthy challenge (+1 to all rolls if you're fighing a higher level enemy, additional +1 to all rolls for each enemy that outnumbers your party)
- Bladed Null (Placeholder) {Exp: 1/5}
- Parry Null (Placeholder) {Exp: 1/5}
Condition:
- Medium damage (-2 to all rolls)
---
Rautherdir
Name: 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 (Indinera Forest)
Element: Thunder
Inventory(3/8):
- 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)
- Spell Book (Base Range = Up to 6. +1 accuracy)
--
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:
--
Level 1
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
--
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} {Cooldown: Ready on roll 51}
Passive Abilities:
- Quick Skirmish (On start of combat gains a +(2 + AGI) bonus to attack that is reduced by (1 + AGI/2) every turn she remains in combat, down to -(2 + AGI). Resets after 2 turns out of combat)
- Dual wielding (Ranged and Melee) (+1 to interceptions)
- Lightning Null (Placeholder) {Exp: 1/5}
Conditions:
- Injured (-2 to all rolls)
- Broken ribs (-2 to all rolls)
- Magnetized (-1 to all rolls) {Expires on Roll 50}
Roll 49
----
Alright, since Rethi hasn't posted for about two weeks now, I will go ahead and skip his turn. (I just hope to God he doesn't think the site is down again)
--
Mercenary 1
For some reason you don't loot the lamias' bodies and instead go on straight downstairs, leaving all the good stuff for your partner to pick from. Anyway, you make it down without much issue, and begin inspecting the room you're in.
You note two golden scepters fixed into the ground flanking the stairs, along with two collumns which were probably the lower part of the ones you saw upstairs, since they went all the way up to the ceiling. Anyway, except for two crates which, suspiciously enough, had their lids and contents removed there was nothing of note around. Finally, the only way you could go is only through a hallway on the other side which turned east in a sharp corner.
"Not much to see here, eh?" you flinch a little as your hear Daxon's voice behind you. Looks like he caught up while you were looking around. "Although, I doubt those lamias would raid their own pyramid." he adds, looking thoughtfully at the empty crates, the red painting with golden drawings on them catching your 'eyes'.
---
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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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
--
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:
---
NRDL
Name: 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:
Arm Left and Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Left Leg: Green Rune (??)
Feet -Left: -Right:
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
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. 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 (-2 to all rolls)
- Poisoned (-2 to all rolls)
Mercenary 2
Your orbs go over the metal chest and the sculpture, while in your mind reasoning that it would be unusual for someone to sneak into your chest. Unless they were a spirit, obviously, but most of them were far too weak to affect the physical world without a host body.
Anyway, you get out of the bed, your feet making a light noise as they meet the wooden floor. You attempt to open the chest to confirm that it was locked, but you are proven wrong when you easily lift the lid, revealing... nothing. The chest was empty. How curious. Nevertheless, you make your way to the table atop which the sculpture sat and pick it up, studying it in the moonlight coming from the window. It depicted a female elf with long, flowing hair, wearing a simple dress and a tiara. You also note a scabard holding a sword held tightly in her left hand with a few words engraved on it, although you can't seem to make them out in the dim light.
"Woah!" you hear a male voice coming from a corner of the room just before the sound of an Umbra Bolt fills the air. Turning around you see Cordelia glaring at a... blue figure surrounded by a white, spherical shield, the latter thinning out and disappearing. The intruder's form vaguely resembled that of a humanoid, although it was constantly shifting, making it impossible to tell for certain.
---
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
--
Active Ability:
- Darknes
-- 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 (??)
--
WunderKatze
Name: 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
--
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:
Mercenary 3 (skipped)
You tell Nez'gol that you wish to make camp here. You also add that you should make a fire, if you are able.
"Well, I guess that's a good idea, since running around at night would be just stupid." he replies, grinning a little.
You then go to gather some wood for the camp, making sure to not stray too far into the marshes. In the meantime, your partner is busying himself with setting up the space where the fire will be while the chick is analyzing every nook and cranny of the small clearing.
(Roll to get stuff {DEX}: 3)
(Roll to set up {DEX - Nez'gol}: 8 + 2 = 10)
The only things you manage to get are some branches you cut off with your Zweihander from the trees around. Using the sword this way, however, takes quite some effort, and soon enough you find yourself dragging your feet back to the camp, muscles aching from exhaustion. When you get back you see that Nez'gol has already finished setting up: there were two beds made out of lime-colored oval leaves and in the middle there was a patch of grass removed, laying the ground bare, circled by stones of relatively the same size. You also note that the little bird was sleeping nearby, although your pressence woke him up.
"Well, I suppose that will do. Put them here." the lizardman says as the cockatrix runs up to you, chirping. "Will you start the campfire? I mean, if you think you can do it without, you know..." he trails off, looking slightly anxious.
---
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
--
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) {4/5}
- 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.) {8/20}
--
Torso (under): Purple runes (+1 magic defense, +1 lightning magic)
Torso (over): Chestpiece (+2 defense)
Arm Left and Right: 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
--
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 Null (+1 to lightning) {Exp: 0/10}
- Conditions:
- Left leg injury (-1 to all rolls)
- Pain (-1 to all rolls)
---
Rethi-Eli
Name: 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
--
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)
- Pain (-2 to all rolls)
- Fatigue (-1 to all rolls, additional -2 to all rolls during a fight) {Expires on Roll 52}
Empire 1
"Yes, that seems to be our best option at the moment. In the cave we will not be as exposed as here." Carola agrees, making a slight motion towards the edge of the bridge as you move on. You note a small grey tower jutting out of the mist nearby, which you eventually pass after a few minutes. A little while later you come across a three way intersection, the stones here covered in a large amount of moss. You even notice some hanging off the bridge's walls...
"Watch out!" the girl suddenly yells, pointing towards a some large birds that were climbing onto the bridge from somewhere. They had a similar orange coloration which turned to a dark green towards their back, and three of them were noticeably bigger with a long red crest on their head. "Are those cockatrixes?" she asks, reaching for her swords. Good thing you had yours out already.
"No, those are cracaos." Fenrir corrects. "And no sudden moves or yelling again." he adds, looking at both of you this time before turning towards the cracaos.
"Whatever do you mean to do?" the warrior leaves her blades halfway unsheathed, confusion filling her face.
"Just let me deal with this." he replies, giving her an annoyed glance before walking calmly towards the birds. She gives you an inquiring look.
---
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) {Rare}
---
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 20/30
---
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
---
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:
---
Crimson
Name: 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 on dresses 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
--
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 2
"... Of course. We are about halfway back to my cave." Brussian informs before taking a path through the trees around the clearing with the giant plants. There was no sight of the dragoness, so you get by without much of an incident.
Anyway, as you move, or in your case float, on, you hear a resonating explosion coming from near. For some reason you cannot see it's source anywhere, however. Saraqael is alerted by this and sniffs the air, although a disappointed whine indicates he didn't find anything.
"Strange. It seems that the sound came from underground." the werewolf notes, perking his ears. "I doubt we should investigate, though." he adds.
---
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
--
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:
--
_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: Kah'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
--
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
You manage to take out the spellbook again and attempt to concentrate on the Magicka inside of you...
(Spell time! {INT}: 8)
(Rautherdir: 1 + 4 + 3 - 2 - 2 - 1 - 1 = 2 vs 11 = 1 - 1 - 2 + 2 + 3 + 6 Parry Gaia Hydra)
Despite managing to focus enough to create a bolt of electricty and direct it at the anaconda, your injuries make it almost impossible to gather enough energy.
"Don't worry, I got this for ya." you hear Kratin mutter as the lizard lunges towards you...
[Parry Bonus: (2 + 1 + 1)/2 = 2]
[Dodge Bonus: 0 = 0]
(Gaia Hydra: 4 + 3 + 1 + 1 - 1 = 8 vs 8 = 2 - 1 + 1 + 2 + 2 + 4 Intercept Kratin)
But the skeleton comes in and deflects it's attack! He then retaliates with his shortsword...
(Kratin: 3 + 3 + 2 + 2 + 1 + 1 + 1 + 1 - 2 = 12 vs 7 = 1 - 1 - 2 + 2 + 3 + 2 Parry Gaia Anaconda)
The blade slices straight through the beast's flesh, creating a large gash on it's chest and nearly severing it's leftmost head. Blood literally explodes from the wound, drenching the stones and the undead's bones.
Victory! +15 Exp
"You? Seriously?! And you came all the way here right when I was about to..." you see two tiny figures flying in the air at the other side of the cave chamber you were in. You guess the one talking is the thief Kratin was talking about.
"Yeah, I came to take back what's mine. Guess I'll be taking yer life, too." he interrupts, pointing his bloodied sword at her.
"H-huh? Di-Diana, who..." the other one speaks up in a timid tone, sounding confused. "Who are th-these people?" she finally asks. Diana gives her an exasperated look.
---
Enemies:
---
Allies:
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
--
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) {Cooldown: Ready on Roll 51}
Passive Abilities:
- Worthy challenge (+1 to all rolls if you're fighing a higher level enemy, additional +1 to all rolls for each enemy that outnumbers your party)
- Bladed Null (Placeholder) {Exp: 2/5}
- Parry Null (Placeholder) {Exp: 2/5}
Condition:
- Medium damage (-2 to all rolls)
---
Rautherdir
Name: 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 (Indinera Forest)
Element: Thunder
Inventory(3/8):
- 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)
- Spell Book (Base Range = Up to 6. +1 accuracy)
--
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:
--
Level 1
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 15/20
--
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} {Cooldown: Ready on roll 51}
-- Overcharged Bolt (Strike one oponent 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. Range of 3. Cooldown: 1 turn) {Cooldown: Ready at the end of Roll 50}
Passive Abilities:
- Quick Skirmish (On start of combat gains a +(2 + AGI) bonus to attack that is reduced by (1 + AGI/2) every turn she remains in combat, down to -(2 + AGI). Resets after 2 turns out of combat)
- Dual wielding (Ranged and Melee) (+1 to interceptions)
- Lightning Null (Placeholder) {Exp: 2/5}
Conditions:
- Injured (-2 to all rolls)
- Broken ribs (-2 to all rolls)
- Pain (-2 to all rolls)
- Magnetized (-1 to all rolls) {Expires on Roll 50}
Roll 50
----
Estratia 1.01 is here, wooooooooo! (The numbers won't be included in the title, though):
- New mechanic: Pre-emptive. Characters with this will skip turn check and instead always go first. If two or more characters have Pre-emptive, then a special turn check will be done for them.
- Added Health Points! Well, the stat itself has always been around from the start, I just never actually added it to the character sheets.
- New mechanic 2: Reaction. This is another way of casting spells. Basically, instead of using an ability manually, a certain condition has to be met, after which it will be cast automatically without using up a major action (unless specified). Some abilities can both be used manually and as a reaction, although the latter will have an altered effect.
- Added some new stat mechanics:
-- STR: Each 3 points now adds an extra 1 inventory slot.
-- DEX: At 6 points and higher dual wielding will no longer have debuffs and you'll be able to gain EXP in that passive.
-- RES: Each 3 points increases maximum HP by 1. At 8 points the duration of debuffs is halved and pain accumulation is 1/4.
-- AGI: At 6 points and 12 points each you get +1 major actions.
-- INT: At 8 points you gain the passive "Magicka Beginner" which levels up like any other mastery and provides various bonuses.
- Changed the way Nix's Taunt affects targets so it doesn't constantly miss.
- Added a new rarity: Artifact. It is higher than Legendary and lower than Ultimate. This contains items that don't provide many (or any) combat bonuses, but have very... unique effects.
- Finally, I made a discord server for our rtd. Here's the invite link if you wish to join: https://discord.gg/QCsYqfg
--
Mercenary 1
You decide to take a better look at the empty crates.
(Roll to enter inspection mode: 10)
You start with the patterns on the outside first. On the first box, it seems that their yellow color flows in many directions, creating a sort of illusion of a river, although further observation reveals that it was actually the outline of some kind of landscape. There is a large, imposing pyramid gleaming in the heat of a golden sun sitting on sand that flowed like a river. Three tiny symbols are discernible on the front part of the construction, although you are unable to decipher it. Meanwhile, the other box, you can see the illustration of the head of a man with a ponytail, the rest of his hair hidden under an ornate helmet with many writings embedded into it. His eyes gazed straight forward and his lips were slightly parted, a frozen sentence lingering on them for eternity.
Anyway, you move on to the inside. You note that there is an obvious outline which the dust doesn't cover, which can only mean that whoever looted these things has done it recently.
"'Only those who are blessed with the comprehension of the Body's futility and the Soul's eternity shall bear Our blessing.'" Daxon recites, his finger trailing the words written on the second crate. "Huh. I've never seen something like this before..." he comments, straightening himself before glancing at you.
In the meantime, you can start feeling the poison from that lamia's stinger making your bones rot away.
---
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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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
--
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:
---
NRDL
Name: 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:
Arm Left and Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Left Leg: Green Rune (??)
Feet -Left: -Right:
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
--
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 (-2 to all rolls)
- Poisoned (-3 to all rolls)
Mercenary 2
As you speak to Cordelia, you can feel it reaching for your mind again...
*On the floor, talon scraping lightly the wood. Sense a third presence nearby, but too obscure to locate. Frustrating. Presence disappears, suddenly, leaving nothing but a fragment of energy behind. Startled, sent a small projection at it, light appeared and-*
You hear the bird screech in anger and/or surprise as the link is forcefully cut, leaving you in strange state between the now-blank vision and reality. You quickly come back to your senses, however accurate the term 'sense' would be for a being which feels nothing, and realize that you've accidentally dropped the statue. Suddenly, the inscription lights up with a pure white glow, building up quickly to the point it fills your vision completely.
The light goes as suddenly as it came, allowing the darkness of the night to encroach your room once more. It appears that the presence went away with it, because you're unable to feel it anymore... And you also note that you now have a few burn marks on your bones, and even Cordelia's plumage looks somewhat more unkept than usual. You glance back on the floor, where the statue is, and note a ripped sheet of paper a little ways off.
---
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
--
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)
--
WunderKatze
Name: 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
--
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 (Roll has been saved somewhere else to save space)
------------------------------
Empire 1
You silently decide to let Fenrir handle the birds and signal to Carola to do the same. Despite her concerned look she gives you a small nod before turning to watch as the man slowly makes his way towards the edge of the bridge.
(Roll to train your cracao: 5 + 1 = 6)
The bigger ones start screeching as the man closed the space between them. At this he suddenly stops and adopts a passive posture before starting to speak to them calmly while holding out his hand. You can't discern what exactly he is saying, but it seems to have the desired effect: after about two minutes one of the crested ones approaches him with careful steps. It eventually stands in front of him and examines something on the ex-carriage driver's palm before pecking it. From the crunching sounds that follows you realize it was a seed of sorts. Nevertheless, soon the other cracaos approach him and you note his other hand disappearing into his coat and taking out a small pouch, which contents he pours onto the stone. All of the creatures rush at the seeds and start picking at them greedily, while Fenrir returns to you.
"They shouldn't try to attack us anymore, but... we should keep some distance." he says before glancing at you. "And stay with the swords sheathed, too." he adds, eyeing your blades.
"I see. Although, I am curious, why did you have that bird feed on you?" Carola asks, left hand resting on the hilt of her weapon. "As far as I know, horses do not eat seeds."
"I... I have a pet cockatrix at home. Just bought those for him in Tyrine, actually." the man shifts slightly, looking strained.
"Ah. Perhaps we ca-" the girls starts, oblivious to his discomfort.
"Just don't worry about it." he cuts her off, before making a slight motion towards you to move on.
---
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
---
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
---
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:
---
Crimson
Name: 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
--
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 2
Brussian gives a short nod as you jump into the air, using your element to ascend lightly until you are at the tree-top's level. Unfortunately, the forest seems to be particularly dense in this area -and the fact that it's the dead of night doesn't help-, thus you can barely see any patch of ground through their leaves. Actually, the only landmark of note from up here is the dragoness' clearing, which is a respectable distance away now, along with about two or three, smaller ones strewn around.
You hop from tree to tree a few times, to get a better look around, and just before you give up and head down, you spot a thin cloud of smoke, nearly invisible on the night sky, coming from below. You realize that it's source is actually quite close to where you left the werewolf and Saraqael, the latter whom you hear howling. You can tell because it sounds more like a shriek than an actual howl.
---
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
--
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:
--
_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
--
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
(Roll to persuade {INT}: 10)
"I- Ugh..." Diana glances at you and Kratin, then at 'not-Diana' before making a few motions with a tiny stick, from what you can see, that she is holding. Suddenly, two stone golems burst out of the wall on her right, sending dust and bits of rocks everywhere. "Well, I didn't want this to get ugly, but you don't leave me much of a choice..." the fairy then reaches for something in her brown robe but...
(Not-Diana: 5 + 3 + 1 + 1 = 10 vs 10 = 1 + 1 + 2 + 3 + 3 Dodge Diana)
The fairy, although startled, just manages to avoid getting hit by the water sphere, but also drops the item she just took, a pure white gem with a yellow light inside, on the ground. It shatters surprisingly easy on the cave's floor, releasing the light which immediately starts to die out. She stares at it, shock mixed with horror written on her face.
"I-I knew I shouldn't ha-have trusted-" the other one begins as she glides over to you and Kratin.
"ROSA! DO YOU EVEN KNOW WHAT YOU'VE JUST DONE?!" Diana cuts her off, her voice becoming painfully high-pitched.
"Wh-what I did...?" Rosa, which is Not Diana's name apparently, blurts out, looking startled.
"THAT'S IT, YOU'RE GONNA DIE WITH THEM!" she declares before motioning the golems to attack.
In the meantime, the skeleton, who had been watching in disbelief the whole time, takes a step back and raises his sword and shield, however, before attacking, he looks towards your new-found ally.
"'Ey, uh, Rosa was it?" the fairy in question turns towards him. You note that she looked as confused as you are. "Think ye can do something to help my fella over here? That explosion got him good." he asks. She nods and flies down to you, giving you a small bottle filled with translucent pink liquid.
"You don't l-look too go-good either..." she notes, looking back up at Kratin.
"This? It's nothing." he replies, his eye-orbs twinkling, then turns his attention back at the golems.
---
Enemies:
Diana
2x 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) {2}
--
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 (??)
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
--
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) {Cooldown: Ready on Roll 51}
Passive Abilities:
- Worthy challenge (+1 to all rolls if you're fighing a higher level enemy, additional +1 to all rolls for each enemy that outnumbers your party)
- Bladed Null (Placeholder) {Exp: 2/5}
- Parry Null (Placeholder) {Exp: 2/5}
Condition:
- Medium damage (-2 to all rolls)
---
Rautherdir
Name: 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 (Indinera Forest)
Element: Thunder
Inventory(3/8):
- 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)
- Spell Book (Base Range = Up to 6. +1 accuracy)
--
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:
--
Level 1
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 15/20
--
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} {Cooldown: Ready on roll 51}
-- 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) {Cooldown: Ready at the end of Roll 50}
Passive Abilities:
- Quick Skirmish (On start of combat gains a +(2 + AGI) bonus to attack that is reduced by (1 + AGI/2) every turn she remains in combat, down to -(2 + AGI). Resets after 2 turns out of combat)
- Dual wielding (Ranged and Melee) (+1 to interceptions)
- Lightning Null (Placeholder) {Exp: 2/5}
Conditions:
- Injured (-2 to all rolls)
- Broken ribs (-2 to all rolls)
- Pain (-4 to all rolls)
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:
---
NRDL
Name: 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 2
While 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)
--
WunderKatze
Name: 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-Eli
Name: 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 1
The 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:
---
Crimson
Name: 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 2
You 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 1
You 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)
---
Rautherdir
Name: 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)
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:
---
NRDL
Name: 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 2
For 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)
--
WunderKatze
Name: 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-Eli
Name: 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 1
Skipped, 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:
---
Crimson
Name: 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 2
You 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)
---
Rautherdir
Name: 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:
---
randomgenericusername
Name: 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)
Roll 53
----
Mercenary 1
As Daxon goes to investigate the desk, you make your way to the other side of the room, careful to not slip into the pool. This part is somewhat smaller than the other and as you glance around you notice a wooden chest along with two blue pots crammed into a corner to you left and two uninteresting-looking plants right next to you. There's nothing to give you a clue about the paintings from earlier, although the chest may have something that could help.
Well, if you can open it without getting sent to Hell and back again.
---
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:
---
NRDL
Name: 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 2
"... Y-yes, your skull is e-empty, I suppose." Vanina replies after another brief pause. "Empty..." she mumbles, lowering her head, suddenly thoughtful; She quickly returns her attention to you, however.
"Oh, right. So you want to see the witch of Zulle..." the woman then says, more to herself than you. "I've never heard of her, but I guess we can accompany each other until you get there. To where she lives, I mean." she adds before glancing at the longsword strapped on your back. "So, are we leaving now?" she asks and you answer her with a nod. "Alright."
Without wasting any more time, you, Vanina and Cordelia, who decided to perch on your skull again, set out through the eastern exit of the village. The road here is considerably wider and looks well travelled, with a few broken wheel trails here and there in the dirt and a more pronounced one along the middle.
It doesn't take you long to reach two people standing beside a cart being smashed up by thick tree roots. One of them, an elf wearing good looking attire, is screaming at the other, a tall humanoid figure covered in a flowing hooded dark purple robe.
"By Yveen, I'll give you anything, just stop it! Please!" the former hollers, punching at the figure when they don't respond. They don't even flinch at the hit.
---
Enemies:
---
Allies:
Vanina
Race: Human
Element: Fire
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
--
Active Ability:
- Fire
-- Fireball (??)
-- Ark Flare (??)
-- Crazy Firewall (??)
-- Flame blast (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (??)
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)
--
WunderKatze
Name: 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
"Well, I think it's pretty necessary when your or others' life is at risk." Nez'gol replies, continuing to stare at you. "Guess I don't really think about the things I kill when it's justified." he adds as you feel Sparky shift his legs a little in your lap.
---
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-Eli
Name: 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 1
Skipped, 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:
---
Crimson
Name: 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 2
"The red werewolf?" the dragoness inquires, pointing with her tail towards Brussian.
"Y-yes, indeed. She is helping me make a potion to turn me back into an elf." the canine in question explains. "I can't exactly see." he adds after a moment.
"... Huh." she glances at him before returning her green gaze towards you. "Anyway, let me get this straight: so you took my seed to learn about it and then gave it to that mutt to bury it?" she then asks, her tone's edge giving you that strange feeling from earlier. You also hear a whimper, most probably from Saraqael.
"Don't you dare make that face at me! Your smell was all over the hole!" the dragoness snaps at him, the frills on her head raised slightly.
---
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 Beginner (+1 to air magic) {EXP: 0/10}
- Nature Null (Placeholder) {EXP: 2/5}
- Binding Vines (Unable to do actions that require movement) {Expires on Roll 55}
Conditions:
Order 1
"Oh yeah, teleport! Just gimme a moment, will ya?" Kratin replies as the rumbling gets worse. While he's chanting some words you don't understand, you take a quick look around the room. You see that Rosa is picking up the pieces of the white stone she made Diana drop earlier and in a corner you barely notice the scimitar you came here for. You go and pick it up just as the skeleton finishes the teleportation spell.
For a moment you feel like you're hanging in the air and then the next you're back in the large room full of teleportation circles. Kratin is standing uncomfortably close to you, nearly making you stumble and fall when he turns around, and a quick glance reveals that the nereid has followed you here as well.
"Um... w-wh-where are we?" she asks, just as you and the skeleton put a few steps between eachother.
---
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) {Cooldown: Ready on Roll 55} {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)
---
Rautherdir
Name: 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
- Ebony Scimitar (+2 slashing, +1 attack, +1 accuracy, +1 parry when wielded with a shield, +3 power if the target is at full health, -2 stabbing) {Rare}
--
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, +2 stabbing, -1 attack if DEX is below 3, slashing attacks hit all character adjacent to the target)
Weapon 2: Spell Book (Base Range = Up to 6. +1 accuracy)
--
Level 2
Stats:
STR: 0
DEX: 2
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
You briefly wonder whenever you have internal organs or how you think without a brain, then remember something written in a book you read a... long time ago:
'Since elementals are not truly part of the cycle of nature, they lack any and all biological functions, thus they do not have organs, relying instead on their soul to perceive the world and their element to interact with it. Furthermore, the soul appears to also represent the sum of emotions, memories and feelings of the individual, allowing them to think much like us beings made of flesh and bone.'
You have to admit that the wording sounds a bit weird. In the meantime, you notice that Tyler has turned his back at you and the Archbishop with his hand raised at his mouth and his helemt held in the other. The latter stares at him for a moment, and you swear you see a slight smile form on his snout for a split second, before regarding you and the egg.
"That is not... Not my egg." Vener answers, his expression serious. A brief emotion flashes on his cat-like eyes before continuing. "Not that it matters: the whelp inside is dead." the stern man flinches visibly at this. "I need you to perform a ritual on her; Since you're of opposite elements makes you compatible for it." the dragon explains, still staring at you. "I won't force you, however. Will you do it?" he asks.
---
Enemies:
---
Allies:
---
randomgenericusername
Name: 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)
Roll 54
----
Mercenary 1
Without hesitation you walk to the corner of the room and put your hand on the chest. You briefly note that despite the lock on the front it is actually unlocked already. Nevertheless, you proceed the lift up the lid, and...
(??: 1)
This receptacle is impure!
(Toothy chest: 1 + 3 + 2 + 2 + 1 = 9 vs 10 = 1 - 1 + 1 + 1 + 1 + 1 + 6 Parry Nyx)
What you originally thought to be a mere simple wooden device created for with the sole intention of storage in mind, and subsequently intended to plunder for articles of questionable value, is quite shockingly revealed to be a most devilish, perhaps even, if we are to assume that this so-called storage facilitating object would posses some form or another of sentience, conniving, due to the fact that the moment the tip of your phalanges as much as merely touched the material of this would-be ingenious object holder, which can clearly be classified as organic of origin, it snapped it's upper part, which would of course normally be called a lid, although such a term cannot be applied with the primary meaning accurately in this situation, open, revealing numerous rows of razor sharp, white teeth; Well, white in majority at least, considering that you notice in the 'heat of the moment' so to speak a few yellowing ones and even a small, awkward empty spot which can be easily deduced without much need of other evidence that it is a missing tooth.
Nevertheless, this false receptacle uses the set of teeth described just now and the deadly momentary advantage of surprise to launch itself forwards and snap it's 'lid', the term being used in only a figurative way, shut at the two bones of the designation radius and ulna of your left upper limb, near the elbow; You manage, however, in an absolutely impressive display of fast retaliation, to unsheathe both the ancestral inheritance you gained from your late father and the weapon of similar design you have recently found inside this ancient construction from their respective sheaths and place their blades between you and the storage-device-impostor all the while instinctively, a word which is also used figuratively because acquired instincts are stored inside the cerebral cortex, not the matter which comprises your phantasmical self, adopting a solid stance, effectively bracing yourself against this underhanded surprise attack! With all of this, you manage to repel your opponent of questionable appearance's crude attack, pushing it into the opaque soft blue tall pots which concludes with said painted clay objects being shattered with an aggravating sound.
(Just so you don't think I've gone insane: because the dice has rolled a 1, instead of making the mimic more powerful, I decided instead to give your roll one of the terrible writing sins)
---
Enemies:
Toothy chest
Race: Mimic (+3 attack on first action, +1 dodge/accuracy, +2 power, -1 fire defense)
Element: None
Inventory:
- Aquapunga flower (+3 health and cures sleep/broken bones to self and allied characters in a radius of 2)
- Swift sabatons (+1 defense, +2 AGI, +5 dodge during first combat round) {Rare}
--
Torso: Wooden Chest (+3 defense, add. +1 slashing defense, +2 armor)
Weapon 1: Razor teeth (+2 stabbing, +1 power, +1 attack, -2 parry)
--
Level 2
Stats:
STR: 1
DEX: 0
RES: 0
AGI: 1
INT: 0
--
Active Abilities:
- Shift form (??)
Passive Abilities:
---
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:
---
NRDL
Name: 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: 5/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
Condition:
- Right shoulder injury (-1 to all rolls)
Mercenary 2
Your sarcastic remark startles both the elf and the hooded figure.
"E-excuse me, wh-who...?" he looks towards you and Vanina, clearly confused, while the the other remains still as a statue. "O-oh..." he then yelps when the cloaked stranger pushes him onto the dirt. They then chant something with an eerie, echoing voice and the tree roots start retreating into the earth, letting the cart, or whatever remained of it, fall down.
The stranger then turns towards you, and fixates you with a cold glare from under the hood. The only feature not covered by the cloak is the lower part of their face, which seems rather feminine with the thin lips and small chin.
"What a truly odd coincidence." for some reason her voice has a quieter version of the echoing from when she was chanting, and you can hear a softer, female overtone in it. "Exactly when I wondered if there is anyone more corrupted than this fool, you appeared." what should've at least come off as snarky is instead said without a hint of emotion; You can feel, however, aggression emanating from her.
Vanina seems to get the same impression, because she clutches her rod, unease written on her face.
---
Enemies:
---
Allies:
Vanina
Race: Human
Element: Fire
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
--
Active Ability:
- Fire
-- Fireball (??)
-- Ark Flare (??)
-- Crazy Firewall (??)
-- Flame blast (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (??)
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)
--
WunderKatze
Name: 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
"Hey, you pronounced my name correctly! I've never met an outsider that did that on the first try!" Nez'gol remarks, grinning. "Anyway, I guess it's as good an idea as any, to explore the ruins." he then says. "Metrolia, I think?" he adds, then gestures towards the night sky. "But still, it's probably better to wait and explore during the day. Plus, I feel spent after all the fighting we've done today." the lizardman stretches his arms and yawns, revealing his white, pointed teeth. "So, we rest for now and scour those ruins tomorrow. What do you say?" he finally asks.
---
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-Eli
Name: 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:
Empire 1
Skipped, 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:
---
Crimson
Name: 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 2
"Actually, if you had just taken it with you I would've been in a better mood right now." the dragoness replies towards you before glancing at the two canines. "Slightly." her eyes narrow at them. She appears to contemplate something for a moment before making a shrugging gesture with her wings and then making a slight motion with a claw. The vines that have been restraining all three of you untie themselves and slowly recede into the ground, leaving you floating in the air.
"And anyway, I doubt ripping your head off would've killed you, since you're possessing a doll and all." she adds as you land next to your discarded dress in front of her forearms. Brussian, who was nosing his joints before that while Saraqael seems to want to come over to you but is hesitating, suddenly raises his head and looks at you wide eyed.
"A... doll? As in, a wooden doll?" he asks, his ears and fur perked up in surprise.
"Yep. I think she wears clothes too, if that's her dress lying in the dirt." the mighty reptile adds indifferently.
"I, uh... I see." the were wolf stutters, turning his back at you. You have no idea what has come over him to act like that. "If-If I..." he coughs and shakes his head before turning towards the great reptile. "If I may ask, what exactly happened after your seed was buried?" he finally says.
"Well, planting it somewhere without any runes to guide it's growth will just make the energy kept inside to disperse..." she explains but stops at the red canine's puzzled look. "Basically, it made a lot of weeds grow quickly and that almost strangled the smaller plants I've been growing." she says after taking a moment to compose herself. "Plus having to remove the weeds without damaging the plants, but I've had a few patterns ready for that." she adds, more to herself.
---
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 Beginner (+1 to air magic) {EXP: 0/10}
- Nature Null (Placeholder) {EXP: 2/5}
- Binding Vines (Unable to do actions that require movement) {Expires on Roll 55}
Conditions:
Order 1
"F-first shrine...?" Rosa seems to be even more confused by your answer.
"The fella's saying that we're in an Order hideout." Kratin explains as you try looking around for a bench but find none in the room, so you settle with leaning against the wall.
"Wha-What?!" she yelps in surprise. "B-but isn't t-t-t-the Order evil...?" she finally says.
"Nah, they just wanna fix some big wrong that got done a long time ago or... something like that." he replies. "Nothing to worry yerself about." he adds as he walks up to you before taking his ebody scimitar which you picked up earlier.
"Ah, uh... I-I-I mean... um... you d-did s-save me, so... uh..." the fairy stutters, hesitating. Eventually she flies over to you and the skeleton and hands you a white pebble, a piece of the strange stone she made Diana drop, you realize. "For h-helping me... I-it still has s-s-some power." she explains shyly as you take it.
The moment you hold the fragment in your fingers it starts to shine, and you feel a new power surge into you.
Choose one of these upgrades:
- Rush (Electric dash now gives you a buff of +3 speed after use which expires at the end of the next round)
- Lightning fast (Casting overcharged bolt on the first round of a fight costs only 1 major action and doesn't activate the cooldown)
- Thunder-struck (The bonus attack, and attack decay, of Quick Skirmish is doubled for any lightning attack)
---
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) {Cooldown: Ready on Roll 55} {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(2/8):
- Aquapunga vial (+1-2 health, cures broken bones, pain is removed after 3 turns) {2}
- Ebony Scimitar (+2 slashing, +1 attack, +1 accuracy, +1 parry when wielded with a shield, +3 power if the target is at full health, -2 stabbing) {Rare}
--
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)
---
Rautherdir
Name: 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, +2 stabbing, -1 attack if DEX is below 3, slashing attacks hit all character adjacent to the target)
Weapon 2: Spell Book (Base Range = Up to 6. +1 accuracy)
--
Level 2
Stats:
STR: 0
DEX: 2
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:
Order 2
Your mind flies off again, thinking about whether you have amnesia or not. You believe that you've been around for a while, despite Tyler calling you 'new', so maybe you were staying in some other Order shrine before being transferred here...?
Not to mention that you can't remember anything at all that was before that night many years ago when you woke up in that underground library.
"Good." Vener's voice wakes you from your reverie. "All you need to do is put your hands on the egg and keep them there. I'll be doing the rest." he explains and you do as he says. Before he begins, however, you ask why you were chosen for this ritual.
"We believe that your lack of... substantial body would ensure the ritual's success." Tyler replies from behind you. You note that he put his helmet back on and is now standing a little further from you.
"Yes. Now, stand still." the dragon orders with a heavy tone. You watch him as he raises his forelegs and starts drawing some sort of large pattern in the air, the tip of his claws leaving an orange glow that lingers in the mist. Before long some other patterns which you didn't notice until now start lighting up with the same orange glow.
It is then that you notice white, ethereal strings coming up from the base of the pedestal the egg is standing on, slithering up on the stone and then it's shell and finally your shadow-y hands. This gives you an uncomfortable sensation, which worsens as the strings start crawling over your arms and reach your chest and neck.
---
Enemies:
---
Allies:
---
randomgenericusername
Name: 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)
Roll 55
----
Well, that didn't take long at all. *sigh*
But, hey, at the very least I got around to adding TricMagic to the roll!
---
Mercenary 1
You manage to shake off the purple prose that suddenly, as in, out of no where, which only- *ahem*. Yes, now you manage to get rid of the purple prose that infected your last roll with a plethora of worthless details.
You then go ahead and try to stab the mimic that nearly chewed your arm off.
(Nix: 5 + 2 + 2 + 2 + 2 + 2 + 1 + 1 + 1 - 1 = 17 vs 10 = 1 + 1 + 3 + 5 Dodge Mimic)
(Armor protection: 7 - 2 = 5 damage)
Both of your rapiers pierce through the wood covering the mimic and cut into it's flesh, making two deep holes in it's body. It squirms a little with whatever life it has left, but when you take out your blades a dark, ichorous blood comes out of the wounds, and it doesn't take long for the mimic to bleed out.
Purification complete. +8 Exp
"Are you alright, friend?" Daxon says as he runs next to you, weapons drawn. "What happened here?" he asks after reaching you, staring at the dead mimic. Before you answer, you notice something sticking out of it's mouth.
---
Enemies:
Toothy chest
Race: Mimic (+3 attack on first action, +1 dodge/accuracy, +2 power, -1 fire defense)
Element: None
Inventory:
- Aquapunga flower (+3 health and cures sleep/broken bones to self and allied characters in a radius of 2)
- Swift sabatons (+1 defense, +2 AGI, +5 dodge during first combat round) {Rare}
--
Torso: Wooden Chest (+3 defense, add. +1 slashing defense, +2 armor)
Weapon 1: Razor teeth (+2 stabbing, +1 power, +1 attack, -2 parry)
--
Level 2
Stats:
STR: 1
DEX: 0
RES: 0
AGI: 1
INT: 0
--
Active Abilities:
- Shift form (??)
Passive Abilities:
Condition:
- Dead
---
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:
---
NRDL
Name: 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: 23/100
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: 5/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
Condition:
- Right shoulder injury (-1 to all rolls)
Mercenary 2
"Self-righteous as well. How ironic." the stranger replies, a note of contempt in her tone. "Your simple existence is a testament to your kind's limitless arrogance." she adds, slowly hovering... slithering towards you. "That frail frame you call immortal is nothing more than borrowed time - and yours is over." with that, she jumps into the air and lands in front you and Vanina.
She doesn't immediately attack however, and, as you and the girl draw your respective rods, she extends her left hand towards you. It looks human enough, but it then starts to deform, the flesh melting before your eyes. You see bulges under the cloak and in just a moment it seems to gather into itself and adopt a familiar shape.
"Even cloaked in this form my superiority will be clear." she says before throwing aside her cloak. Before you now stands a perfect replica of your companion, Vanina, save for the eyes, which are only two black beads.
"W-Wha... How?!" the Vanina beside you exclaims, stepping back while holding her rod out.
---
Enemies:
??
Race: ?? (??)
Gender: Female?
Element: None
Inventory:
--
Head:
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Back:
Arms:
Hands:
Fingers 1-10:
Waist:
Legs:
Feet: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon 1: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
Weapon 2:
--
Level: 6
Stats:
STR: 1
DEX: 1
RES: 1
AGI: 1
INT: 2
--
Active Abilities:
- ?? (??)
- Fire
-- Fireball (??)
-- Ark Flare (??)
-- Crazy Firewall (??)
-- Flame blast (??)
- Air:
-- Silver Wind (??)
Passive Abilities:
- Concentration (??)
- Judgement (??)
---
Allies:
Vanina
Race: Human
Element: Fire
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon 1: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
--
Active Ability:
- Fire
-- Fireball (??)
-- Ark Flare (??)
-- Crazy Firewall (??)
-- Flame blast (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (??)
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)
--
WunderKatze
Name: 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
"Alright." Nez'gol yawns again before huddling on the leaf bed - it actually looks more like a large nest now that you look at it. Nevertheless, you follow his example and, as you lay down on yours with Sparky, you hear him mutter something in lizardmen tongue. Without putting any thought on it, you put your head down and the exhaustion from all the adventuring you've done today washes over you, making you fall asleep instantly.
You suddenly open your eyes, finding yourself in an unknown place. Something about yourself seems off, but, although you don't feel tired anymore, there is a pressing sensation in your head, making it hard to really focus on anything. You struggle to get up, your limbs feeling like they're weighted down with lead, and when you eventually get up, you notice that everything is blurred.
Despite the lack clarity, the place around you gives you a strong sense of nostalgia. It brings back memories of something distant, faded, of combat coated in pride and glory...
Of a life you left behind.
---
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:
---
Rethi-Eli
Name: 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:
Mercenary 4
You inhale, then exhale, reaching a higher state. At first there is only a smoky blackness, seemingly veiling your senses, but then a small spark appears. A life, insignificant compared to yours, burrowing in the dirt below you. A worm, perhaps, or some small critter.
You inhale and exhale, focusing. You feel your perception broaden, and in just a few moments the black veil is filled with many, many lights. Some close, most away. Small ones cluster together like fireflies, with a few wayward sparks zipping around, aimlessly. The bigger are remote and alone, or in small groups. Two catch your attention; They clash against each other, trying to consume the other's shine. You watch until the second's spark starts fading, slowly at first, but it clashes again with the first and it is extinguished.
You continue this observation, utterly oblivious to the flow of time, until a wave of energy washes over you. It completely blinds your vision and the feel of a vengeful flame overwhelms your senses. The surprise that comes makes your concentration slip.
You find yourself back in the cave you call home, sitting cross-legged on the cold stone. You lay there, still shocked. You distantly register the sound of the waterfall close-by.
---
TricMagic
Name: Artemis
Race: Elemental (+2 to nature, +1 RES, -1 physical actions, -1 parry)
Gender: Female
Appearance: Silver Hair and Blue Eyes, 5'6; Bare feet, White cloak black/grey Skirt to knees.
Faction: Mercenary
Element: Nature
Inventory(2/8):
- Lunar Needles (Used to repair and create Element-aligned cloths, clothing and other equipment. Lunar phases affect success) [5]
- Gentle Quiver [50/100] (Wind stream: Arrows from this quiver will reach their target regardless of range)
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) [25]
-- Iron arrows (+2 power, -2 accuracy) [25]
--
Head:
Face:
Neck:
Torso: Lunar Cloak (+1 accuracy, +1 parry, +1 dodge, +2 water/light magic defense)
Back:
Arms:
Hands:
Fingers 1-10:
Waist:
Legs:
Feet:
Weapon 1: Lunar Bow (Range: 3. +3 accuracy, +1 pierce. Instead of using arrows, may instead shoot arrows comprised of Moonlight with +2 pierce that count as a magic light/nature attack)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 0/20
--
Active Ability:
- ??
-- Lunar Grace (A powerful enchantment that make the target's movements are as swift as the wind, as gentle as moonlight, and as fierce as the changing tide, granting them +1 STR/INT/DEX/RES/AGI for 3 turns. Bonus doubled during the night. Range: 3. CD: 2)
Passive Ability:
- Lunar Spirit (During the night, except if the lunar phase is New Moon, instead of dying you become ethereal. This makes you invulnerable to any kind of damage, with a few exceptions, but makes you unable to act. How long it takes for the effect to end depends on the moon's phase, and you are fully healed when it does)
Empire 1
Skipped, 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:
---
Crimson
Name: 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 2
An unknown emotion flashes over the dragoness' eyes at your first statement, she exhales loudly and seems to bring her wings closer to her body. She doesn't sit like that long, however, because your question intrigues her.
"The leader of the Order." she states, leaning her head closer to you. "Yes, I do. He's pretty ambitious for a mor-... erm, for a... humanoid?" at the last part the reptile glances at Brussian, who seems to be helping Saraqael with something. "Eitherway, what business do you have with someone like him?" she finally asks, fixating you with her large, green gaze.
---
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:
--
_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 Beginner (+1 to air magic) {EXP: 0/10}
- Nature Null (Placeholder) {EXP: 2/5}
Conditions:
Order 1
"I... We-well, that i-is, I..." Rosa is taken aback by your question. She pauses and spins around to glance at Kratin. "I su-suppose I'll s-s-stay here for no-now... If i-i-it's no-not a problem, I-I mean..." she stutters, looking between the two of you.
"Doubt it'll be problem. Don't worry yerself." the skeleton replies with what, you assume, is a reassuring tone.
"Acolyte, thanks for waiting for me-" you're startled by a familiar voice, and turning towards the entrance you see chaplain Dur'toj standing in front of the door. "Acolyte Kratin, what's your bussiness here?" he asks before turning towards the fairy. "And who is this?" his slitted eyes flash with suspicion as they go over her tiny frame.
---
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) {Cooldown: Ready on Roll 55} {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(2/8):
- Aquapunga vial (+1-2 health, cures broken bones, pain is removed after 3 turns) {2}
- Ebony Scimitar (+2 slashing, +1 attack, +1 accuracy, +1 parry when wielded with a shield, +3 power if the target is at full health, -2 stabbing) {Rare}
--
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)
---
Rautherdir
Name: 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, +2 stabbing, -1 attack if DEX is below 3, slashing attacks hit all character adjacent to the target)
Weapon 2: Spell Book (Base Range = Up to 6. +1 accuracy)
--
Level 2
Stats:
STR: 0
DEX: 2
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. Costs 1 major action and has no cooldown during first round. 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:
Order 2
You get short-term amnesia and, in your confusion, you try to channel the Magicka in the white strings and absorb it.
(Roll to succeed {INT}: 1 + 1 = 2)
It seems that the harder you try the worse the situation gets, because now the strings are starting to envelop your form and cause actual pain. To top it all off, you're starting to feel less and less in touch with your senses, the room around you becoming blurry.
"Whatever you're doing, stop." the dragon's strained voice sounds distant, although you make out a few more orange patterns lighting up on his body. "Or you'll be gone for good, this..." you can't quite make the last part out.
---
Enemies:
---
Allies:
---
randomgenericusername
Name: 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)
Roll 56
----
Mercenary 1
"A mimic, here?" Daxon looks taken aback as he stares at the dead monster. "That is quite odd." he mutters as you rifle through it's maw, pulling out a small flower with large, translucent turquoise petals and a pair of well-made sandals with blue runes drawn all over them. The latter is unfortunately drenched in the mimic's saliva, if the stench is anything to go by.
---
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:
---
NRDL
Name: 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)
- Aquapunga flower (+3 health and cures sleep/broken bones to self and allied characters in a radius of 2)
- Swift sandals (+1 defense, +1 AGI, +5 dodge/-5 parry during first combat round, +1 dodge/-1 parry after) {Rare}
--
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: 23/100
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: 5/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
Condition:
- Right shoulder injury (-1 to all rolls)
Mercenary 2
"Empty words uttered by an equally empty husk." her voice is now a perfect copy of Vanina's, although the echo is still present. Her expression shows nothing but contempt as you take out your rod and begin casting.
(Nayrous: 3 + 2 + 1 + 1 + 1 - 1 = 7 vs 9 = 2 - 1 + 1 + 1 + 1 + 2 + 2 + 3 Dodge ??){1/2}
(Nayrous: 1 + 2 + 2 + 1 + 1 - 1 = 6 vs 9 = 2 - 1 + 1 + 1 + 1 + 2 + 2 + 3 Dodge ??){2/2 Judged}
She evades both spells rather easily, the Saaris' touch dissipating in the air and the bolt hitting the ground near the elf, startling him. Curiously, on your second attack a yellow aura flashed around you, somehow weakening you momentarily.
Nevertheless, Cordelia spreads his wings from atop your skull and lets out a shrill cry. You feel energy gather in the bird's body, but to your surprise, instead of casting it in an attack towards your enemy, he directs all of it towards you.
(Cordelia: Shadow Rage roll 3 damage)
Your runes glow with an intense red as pieces of your bones begin to dissolve in pure blackness, before dissipating into nothingness as a result of your companion's enchantment; However, you also feel greatly empowered, raw energy surging through your being, begging to be let out.
The impersonator sneers at the display and launches two fireballs at you!
(??: 2 + 2 + 2 + 2 + 1 + 1 = 10 vs 11 = 1 - 3 - 4 + 1 + 1 + 1 + 1 + 1 + 2 + 4 Parry Nayrous){1/2}
(??: 2 + 2 + 2 + 2 + 1 + 1 = 10 vs 10 = 1 - 3 - 4 + 1 + 1 + 1 + 1 + 1 + 2 + 3 Parry Nayrous){1/2}
But your magical defenses endure both blasts, their flames flying around you harmlessly before dying out.
"Ju-just what is your problem?!" Vanina asks, looking just about to launch her own fiery punishment.
"His" she almost spits out the word "continued existence is an abomination to nature itself."
"Why do you-" the other begins.
"Enough." the stranger's grave tone silences the woman. "If you wished to consider my point of view, you would not be standing by that echo of a man." at this, Vanina just grimaces then launches a blinding flare followed by a fireball...
(Vanina: 6 + 3 + 2 + 1 = 12 vs 12 = 1 - 1 + 1 + 1 + 1 + 2 + 2 + 5 Dodge ??) (Punished)
(Vanina: 6 + 2 + 1 + 1 - 1 = 9 vs 10 = 1 - 1 + 1 + 1 + 1 + 2 + 2 + 3 Dodge ??) (Punished)
But yet again she pivots out of the way of both spells, although you notice her having to distort her body a little to avoid the flare. In the meantime, though, you notice the same aura from earlier around Vanina and it doesn't look like it's going away as quickly this time.
---
Enemies:
??
Race: ?? (+1 dodge, +2 power, -1 fire defense ??)
Gender: Female?
Element: None
Inventory:
--
Head:
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Back:
Arms:
Hands:
Fingers 1-10:
Waist:
Legs:
Feet: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon 1: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
Weapon 2:
--
Level: 6
Stats:
STR: 1
DEX: 1
RES: 1
AGI: 1
INT: 2
--
Active Abilities:
- ?? (??)
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a successful hit. Range: 3)
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy, add. +2 accuracy if the target is flying. Range: 4. CD: 3)
-- Crazy Firewall (??)
-- Flame blast (??)
- Air:
-- Silver Wind (??)
Passive Abilities:
- Concentration (+1 major action if not wounded this turn. Always goes last)
- Judgement (If an enemy acts first, they have a 50% chance to roll 1 for the rest of the round. After an enemy rolls a 6, they get -1 to all stats for 1 turn and stacks up to 3 times)
---
Allies:
Vanina
Race: Human
Element: Fire
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon 1: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Level 2
Stats:
STR: -2 (-2)
DEX: -2 (-2)
RES: -2 (-2)
AGI: -1 (-2)
INT: -1 (-2)
Exp: 0/30
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a successful hit. Range: 3)
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy, add. +2 accuracy if the target is flying. Range: 4. CD: 3) {Ready on Roll 59}
-- Crazy Firewall (??)
-- Flame blast (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not wounded this turn. Always goes last)
Condition:
- Punishment (-2 to all stats) {Expires at the end of next round}
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: 3/4
--
Active Ability:
- Darkness
-- Shadow Rage (Damages an ally for 1-3 health and gives them a buff to attack for double their missing health for 3 turns. The target is also immune to pain debuffs for the duration. If the target is immune to pain, then instead they gain magic defense equal to their missing health. Range: 3. Cooldown: 5) {Ready on roll 61}
-- 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)
--
WunderKatze
Name: 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 (If you ready this I'll give you +1 level in darkness mastery)
- 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: 2/6
--
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)
- Heavy damage (-3 to all rolls)
- Shadow Rage (+8 attack, +4 magic defense) {Expires on roll 59}
Mercenary 3
Many images fly around you, and you can only catch glimpses of them. Some are of events or even people you feel a distant connection to, even someone you unconsciously label as 'rival'. You don't have the energy to dwell on it, though, as all these floating images are only making your headache worse.
After what seems like an eternity, but most probably is actually just a few minutes, an object comes into your view. Unlike the rest of this place it isn't blurred, and you can clearly see it's features: it looks like a polished stone with a white O and a vertical line going right through the middle carved in it.
The realization comes to you immediately: it's the artifact you used to get rid of your power and immortality.
"So you used the Dako sigil. Hm." a thoughtful voice echoes in your head suddenly.
---
Enemies:
---
Allies:
Sparky (Unavailable)
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 (Unavailable)
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:
---
Rethi-Eli
Name: 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:
Mercenary 4
You inhale, then exhale, reaching a higher state. At first there is only a smoky blackness, seemingly veiling your senses, but then a small spark appears. A life, insignificant compared to yours, burrowing in the dirt below you. A worm, perhaps, or some small critter.
You inhale and exhale, focusing. You feel your perception broaden, and in just a few moments the black veil is filled with many, many lights. Some close, most away. Small ones cluster together like fireflies, with a few wayward sparks zipping around, aimlessly. The bigger are remote and alone, or in small groups. Two catch your attention; They clash against each other, trying to consume the other's shine. You watch until the second's spark starts fading, slowly at first, but it clashes again with the first and it is extinguished.
You continue this observation, utterly oblivious to the flow of time, until a wave of energy washes over you. It completely blinds your vision and the feel of a vengeful flame overwhelms your senses. The surprise that comes makes your concentration slip.
You find yourself back in the cave you call home, sitting cross-legged on the cold stone. You lay there, still shocked. You distantly register the sound of the waterfall close-by.
---
TricMagic
Name: Artemis
Race: Elemental (+2 to nature, +1 RES, -1 physical actions, -1 parry)
Gender: Female
Appearance: Silver Hair and Blue Eyes, 5'6; Bare feet, White cloak black/grey Skirt to knees.
Faction: Mercenary
Element: Nature
Inventory(2/8):
- Lunar Needles (Used to repair and create Element-aligned cloths, clothing and other equipment. Lunar phases affect success) [5]
- Gentle Quiver [50/100] (Wind stream: Arrows from this quiver will reach their target regardless of range)
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) [25]
-- Iron arrows (+2 power, -2 accuracy) [25]
--
Head:
Face:
Neck:
Torso: Lunar Cloak (+1 accuracy, +1 parry, +1 dodge, +2 water/light magic defense)
Back:
Arms:
Hands:
Fingers 1-10:
Waist:
Legs:
Feet:
Weapon 1: Lunar Bow (Range: 3. +3 accuracy, +1 pierce. Instead of using arrows, may instead shoot arrows comprised of Moonlight with +2 pierce that count as a magic light/nature attack)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 0/20
--
Active Ability:
- ??
-- Lunar Grace (A powerful enchantment that make the target's movements are as swift as the wind, as gentle as moonlight, and as fierce as the changing tide, granting them +1 STR/INT/DEX/RES/AGI for 3 turns. Bonus doubled during the night. Range: 3. CD: 2)
Passive Ability:
- Lunar Spirit (During the night, except if the lunar phase is New Moon, instead of dying you become ethereal. This makes you invulnerable to any kind of damage, with a few exceptions, but makes you unable to act. How long it takes for the effect to end depends on the moon's phase, and you are fully healed when it does)
Empire 1
Skipped, 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:
---
Crimson
Name: 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 2
The dragoness' features contort in what you guess is irritation as she curls her upper lip, revealing her teeth.
"Answer my question first." she says, her tone even more suspicious. "Otherwise you're getting no reply from me." she adds.
---
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:
--
_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 Beginner (+1 to air magic) {EXP: 0/10}
- Nature Null (Placeholder) {EXP: 2/5}
Conditions:
Order 1
At your words Dur'toj gives Kratin and Rosa an inquisitive stare. After a moment the former speaks up.
"Ya heard the fella. We two went and took my scimitar from some fairy thief in a cave and found this girlie there as well." the skeleton explains, gesturing towards the nereid, who is trying to seem as small as possible. "We brought her here 'cause the cave started collapsing."
"... Yes, I think I understand." the lizardman replies slowly. "Lady, go down those stairs one level and seek the third room on the right side." he says towards Rosa, which makes her yelp, pointing his thumb over his shoulder towards the entrance. "There you'll find someone who can arrange your stay." he sounds confused at her reaction. The girl stammers something before flying away. As her tiny figure disappears down the stairs, Dur'toj looks at Kratin expectantly.
"I promised the fella that I'd help him with the task he needs to do now." the undead responds after a moment. "... With ye, I guess." he adds.
"Fine." the chaplain says curtly and turns towards you. "Before we go, I need to know more about your magical capabilities." he takes out a blank scroll holds it out to you. "This is a mage vel, if you put a drop of your blood on it it will measure your current mastery of Magicka in general." he explains, handing you a small knife.
---
Enemies:
---
Allies:
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(2/8):
- Aquapunga vial (+1-2 health, cures broken bones, pain is removed after 3 turns) {2}
- Ebony Scimitar (+2 slashing, +1 attack, +1 accuracy, +1 parry when wielded with a shield, +3 power if the target is at full health, -2 stabbing) {Rare}
--
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)
---
Rautherdir
Name: 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, +2 stabbing, -1 attack if DEX is below 3, slashing attacks hit all character adjacent to the target)
Weapon 2: Spell Book (Base Range = Up to 6. +1 accuracy)
--
Level 2
Stats:
STR: 0
DEX: 2
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. Costs 1 major action and has no cooldown during first round. 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:
Roll 57
----
Mercenary 1
As you tie the last of the sandals' soles the runes light up in a yellow flash for a split-second, and you suddenly seem considerably lighter than usual. You notice you're able to move more easily and quickly than normal.
Nevertheless, you ignore this incident for now and start gesturing in front of Daxon, trying to convey your inquiry about what he found on the table.
(Roll for mute speech: 8 )
After a few moments of pointing and motioning you think you've sent a pretty clear message to your partner. As he tries to piece together what you mean, you decide to continue exploring, but just as you take your first step towards the room's entrance, a large 'Splash!' comes from the pool.
(Yellow Tigo: 3 + 2 + 1 + 1 + 1 + 1 + 1 - 1 = 9 vs 8 = 1 - 1 - 1 + 1 + 1 + 1 + 5 + 1 Dodge Nix)
A ball of water erupts from the surface and sails through the air towards you. With a burst of speed you manage to dash out of the way, mostly, but part of it impacts your left arm, damaging your bone a little bit. Before you can recover, an amphibian head covered in yellow scales rears up from the water, staring at you with bloodshot red eyes.
"Begone, evil skeleton! You shall pay for slaying my servant!" it - or he, as the voice sounds male - hollers, spitting water towards you.
---
Enemies:
??
Race: Tigo (+2 parry/power underwater, +1 power on land, +1 water magic, -1 dodge, -1 accuracy on land. Can breathe underwater)
Element: Water
Inventory (1/8):
- Golden pearl (??)
--
Head: Azure Diadema (+1 water magic attack, +1 accuracy, -1 melee attack)
Neck:
Torso: Yellow fish scales (+2 armor, +2 slashing defense, 25% to get -1 armor on successful enemy hit for 11 turns)
Back:
Arms: Coral enchanted bracers (+1 defense, add. +1 magic defense, +1 water abilities stats, -3 attack to all other magic) {Rare}
Hands:
Fingers 1-10:
Waist: Runed skirt (+1 magic attack/defense)
Legs:
Feet:
Weapon 1: Coral rod (Range: up to 6. +2 power, +1 water attack, -1 dodge, -1 fire attack)
Weapon 2:
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 2
Exp: 0/78
HP: 4/4
--
Active Abilities:
- Water:
-- Water Orb (Hurl a sphere of water at high velocity with +*3* power, +*2* accuracy. Range: 2. Can be used 2 times before a CD of 1) {Exp: 0/10}
-- Water Jet (??)
-- Kindness drop (??)
-- Rainstorm (??)
- Holy:
-- ?? (??)
Passive Abilities:
- Rain-Dancer (??)
- Dodge Novice (+2 dodge) {Exp: 0/15}
---
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. CD: 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:
---
NRDL
Name: 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(7/8):
- 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)
- Aquapunga flower (+3 health and cures sleep/broken bones to self and allied characters in a radius of 2)
--
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 1-10:
Waist:
Left Leg: Green Rune (??)
Feet: Swift sandals (+1 defense, +1 AGI, +5 dodge/-5 parry during first combat round, +1 dodge/-1 parry after) {Rare}
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: 1 (+1)
INT: 0
EXP: 23/100
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: 5/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 5/10}
Condition:
- Medium damage (-2 to all rolls)
Mercenary 2
The stranger locks her eyes with your crimson red orbs in a glare as mist swallows you whole, before dissipating and revealing an imposing figure clad from head to toe in black steel where your frail skeletal body once stood.
In a simple motion you reach for your pouch, producing a small crystal glowing with a fiery orange and tossing it to Vanina, who catches it with her free hand. You then gesture with a gauntleted hand to Cordelia to attack your opponent first...
(Cordelia: 4 + 3 + 2 + 1 = 10 vs 12 = 2 - 1 + 1 + 1 + 1 + 2 + 2 + 6 Dodge ??) {1/2}
She dodges the bolt of darkness conjured by your companion, although you note the aura did not appear around him when he casted the spell.
You then unsheathe your broadsword and follow up by charging towards the stranger and bringing down your blade to cut her down...
(Nayrous: 6 + 8 + 3 + 3 + 1 + 1 - 4 - 1 = 18 vs 6 = 1 + 1 + 1 + 2 + 1 Dodge ??) {Punished}
Your weapon slices easily through her flesh, leaving a gaping wound across her arms and torso. She is thrown back by the force of the blow as blood erupts from the gouge, but when she impacts the ground her flesh deforms and weaves into itself, dressing the wound somewhat and stopping the bleeding.
"You have succeeded in wrestling a few more moments for your unnatural existence." she says, her voice returning to the eerie echoing from earlier. "But I also do know my time to pass on hasn't come, yet." just as the abomination before you finishes the sentence you step forward and try to finish her off, but the flesh parts as if it were water, letting your blade slice through air.
"If you persist in this state until then, on our next encounter you will not find my power so subdued." the thing finishes, crawling under the discarded cloak and taking a humanoid shape again before running straight into the woods and out of your sight.
Victory? Nayrous levels up!
Cordelia cocks his head and makes a short humming sound before flying up on your shoulder; Vanina, however, isn't as unfazed: She kneels down and starts throwing up onto the dirt, her blonde bangs obstructing her face.
---
Enemies:
---
Allies:
Vanina
Race: Human
Element: Fire
Inventory(4/8):
- Enchtanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox)
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
- Alexandrite {Empty} (Can be infused with any type of magic in order to gain various bonuses. Can be embedded into any weapon or torso armor)
- 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)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon 1: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 15/30
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a successful hit. Range: 3)
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy, add. +2 accuracy if the target is flying. Range: 4. CD: 3) {Ready on Roll 59}
-- Crazy Firewall (??)
-- Flame blast (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not wounded this turn, but forced to go last)
Condition:
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: 15/100
Health: 3/4
--
Active Ability:
- Darkness
-- Shadow Rage (Damages an ally for 1-3 health and gives them a buff to attack for double their missing health for 3 turns. The target is also immune to pain debuffs for the duration. If the target is immune to pain, then instead they gain magic defense equal to their missing health. Range: 3. Cooldown: 5) [Exp: 3/5] {Ready on roll 61}
-- Plague Wave (??)
-- Shroud (??)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.) {1/2}
Passive Abilities:
- Winged (+1 dodge, -1 darkness attack while airborne)
- Hunter's Patience (For each turn that you use don't a damaging spell/attack, gain +1 attack for your next single target ability)
- Darkness Null (Placeholder) {Exp: 1/5}
Condition:
- Light burns (-1 to all rolls)
--
WunderKatze
Name: 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 (A book lined with a leather cover)
- 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)
--
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:
Arms:
Hands:
Finger 1: Wanaeyis Ring (+1 RES, +1 power, +1 magical defense, -1 dodge) {Rare}
Waist:
Legs:
Feet:
Weapon 1: Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 3)
Weapon 2:
--
Level 4 (Distribute 1 point)
Stats:
STR: 3 (+3)
DEX: -1 (-1)
RES: 2 (+2)
AGI: -1 (-1)
INT: -1 (-4)
EXP: 4/67
Health: 2/6
--
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 +2 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:0/10}
- 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) {Cooldown: Ready on Roll 58} {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)
- Heavy damage (-3 to all rolls)
- Shadow Rage (+8 attack, +4 magic defense) {Expires on roll 59}
- Estuans Morten (+1 STR/+2 RES, INT converted to STR, +2 impact defense, Spiritus Sepulturam removed) {Expires on Roll 60}
- Punishment (-1 to all stats) {Expires at the end of next round}
Mercenary 3
"You can never know if you do not even try." Edward replies, placing his thumb and index fingers on his chin. "As for my reasons, I will admit it was simply curiosity that brought me to you." he then answers, glancing at the stone. "Some elements of your past have caught my interest. That sigil especially; It has led me to you." the apparition adds, lowering his hand and looking back at you.
---
Enemies:
---
Allies:
Sparky (Unavailable)
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 (Unavailable)
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:
---
Rethi-Eli
Name: 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:
Mercenary 4
Skipped, see Roll 56
---
TricMagic
Name: Artemis
Race: Elemental (+2 to nature, +1 RES, -1 physical actions, -1 parry)
Gender: Female
Appearance: Silver Hair and Blue Eyes, 5'6; Bare feet, White cloak black/grey Skirt to knees.
Faction: Mercenary
Element: Nature
Inventory(2/8):
- Lunar Needles (Used to repair and create Element-aligned cloths, clothing and other equipment. Lunar phases affect success) [5]
- Gentle Quiver [50/100] (Wind stream: Arrows from this quiver will reach their target regardless of range)
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) [25]
-- Iron arrows (+2 power, -2 accuracy) [25]
--
Head:
Face:
Neck:
Torso: Lunar Cloak (+1 accuracy, +1 parry, +1 dodge, +2 water/light magic defense)
Back:
Arms:
Hands:
Fingers 1-10:
Waist:
Legs:
Feet:
Weapon 1: Lunar Bow (Range: 3. +3 accuracy, +1 pierce. Instead of using arrows, may instead shoot arrows comprised of Moonlight with +2 pierce that count as a magic light/nature attack)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 0/20
--
Active Ability:
- ??
-- Lunar Grace (A powerful enchantment that make the target's movements are as swift as the wind, as gentle as moonlight, and as fierce as the changing tide, granting them +1 STR/INT/DEX/RES/AGI for 3 turns. Bonus doubled during the night. Range: 3. CD: 2)
Passive Ability:
- Lunar Spirit (During the night, except if the lunar phase is New Moon, instead of dying you become ethereal. This makes you invulnerable to any kind of damage, with a few exceptions, but makes you unable to act. How long it takes for the effect to end depends on the moon's phase, and you are fully healed when it does)
Empire 1
Skipped, see Roll 51.
---
Enemies:
---
Allies:
Fenrir
Carola
---
Crimson
Name: 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 2
"Alright, good." the great reptile replies, exhaling loudly. "A bunch of thieves have made a bad habit to use the Athernum Caverns as their hiding place. I want you to go there and kill all of them." she explains curtly.
"Th-the Atenum-" Brussians starts, still a little shaken.
"Aethernium." she corrects, pressing each syllable.
"Y-y-yes, of co-course. I, uh... I doubt any of us know where that is." he finishes, his hair standing straight up again. She only snorts at this.
"Don't worry about that, I'll get you there." the dragoness replies, but just as she finishes the phrase everything starts to rapidly slow down to a halt. Familiar dark nuances creep at the edges of your vision.
"It is only half the span of a day since our first meeting and you are already arranging an alliance with one of the... dragons. Impressive initiative." Amarethon is suddenly by your side, although it's beady black eyes are fixed on the large creature in front of you. "Although some of the details of this task she has requested of you are rather disturbing." it adds.
---
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:
--
_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:
Arms:
Hands:
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:
Legs:
Feet:
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 Beginner (+1 to air magic) {EXP: 0/10}
- Nature Null (Placeholder) {EXP: 2/5}
Conditions:
Order 1
You accept the knife and make a shallow cut on your arm, then hold it out over the paper. Blood pools into the wound and a few droplets land on it, turning into white smoke and dissipating on contact. Dur'toj bats your arm away before any more could fall on the page.
Soon enough a single stylized capital 'I' materializes on the material in a pale purple which grows in intensity as seconds pass by. The colour of the letter eventually settles on a vibrant violet, which earns a confused stare from Kratin and a raised eyebrow from the lizardman.
"It has classified you as a beginner lightning mage, but with a considerable amount of potential." he squints his reptillian eyes at the paper. "And it seems you only have two spells in your arsenal." he adds after a moment.
"Weird. For me it was a bunch of pale black and orange circles." the undead comments, watching over your shoulder.
"That is because your affinity is... different, not to mention it was not the same ritual as this one." Dur'toj replies, a glint of contempt in his tone.
"Feh, whatever ya say." he shrugs. "Anyway, I'm ready to go!" he adds as the other folds the paper and puts it in his bag.
"I know, but I'd rather have you in working condition before we begin." he fishes out a spherical bottle filled with a dense blue liquid. "You should take this-" the lizardman is interrupted by Kratin nabbing it from his hand.
"Yeah, I know how to use a damn potion." he mutters as he unplugs the cap and starts spilling liquid on the zones where his bones are cracked or broken. The chaplain only huffs in response. "Done." he then tosses the empty bottle back at him, as the concoction finished mending his skeleton.
"Now let us get out into the forest; There we'll have to travel to where our demon was summoned and start tracking him." Dur'toj then says towards the two of you, tilting his head towards the large circle in the middle of the room.
The teleportation circle s filled with an intricate pattern carved into the floor itself and painted over, undulating into many more circles just big enough for you to stand inside of. The chaplain mutters a string of words foreign to you, then a soft blue light fills your vision and you again feel like you're hanging in mid air for a second.
And again you find yourself sitting in darkness, although this time you don't feel the harsh rock of a cave under your feet but rather thick grass and mud. Kratin helpfully summons his flame, revealing the tiny clearing you're in.
"Turn that off!" your superior snaps in a whisper. "Do you want to reveal us to the whole forest?!" he adds. Your companion grumbles something and lets the fire die out, letting the darkness engulf you three again.
---
Enemies:
---
Allies:
Dur'toj
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Ice
Inventory (3/8):
- Magicka charger (Much like the energyzer, it helps with channelling Magicka with your body, although for the purpose of keeping it in rather than releasing it to empower a spell. Restores 60 mana to those with a Mana Pool, for others it gives +2 attack and -2 cooldown to the next 2 spells) [4]
- Old Rod (Range: up to 6. +1 power, +1 magic attack, -1 accuracy)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison) [3]
--
Head:
Neck: Arcane focuser (+1 magic accuracy. ??)
Torso:
Back:
Arms: Blessed silver bracelets (+2 parry, +1 power, -1 pierce defense. 50% chance to reduce the damage of a successful attack towards you to 1) {Rare}
Hands: Leather gloves (+1 defense, +1 power)
Finger 1: Dexterity Ring (+1 DEX)
Waist:
Legs: Blue basilisk hide leggings (+1 armor, +1 parry/ice defense, -2 dodge)
Feet:
Weapon 1: Sharpened Lance (2H) (+3 stabbing, +1 attack, +1 pierce, +2 add. pierce if STR and DEX are above 3, -1 accuracy/dodge)
Weapon 2:
--
Level 5
Stats:
STR: 2
DEX: 2 (+1)
RES: 1
AGI: 0
INT: 1
Exp: 0/100
HP: 6/6
--
Active Abilities:
- Ice:
-- ??:
--- Bolts (??)
--- Shields (??)
--- Empower (??)
--- Saturate (??)
--- Combine (??)
-- ??:
--- Frostnumb (??)
--- Cold snap (??)
- Reptilian Regeneration (??)
Passive Abilities:
- Mana Pool (??)
- Affinity (??)
- Initiative (+1 major actions)
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(2/8):
- Aquapunga vial (+1-2 health, cures broken bones, pain is removed after 3 turns) {2}
- Ebony Scimitar (+2 slashing, +1 attack, +1 accuracy, +1 parry when wielded with a shield, +3 power if the target is at full health, -2 stabbing) {Rare}
--
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:
---
Rautherdir
Name: 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, +2 stabbing, -1 attack if DEX is below 3, slashing attacks hit all character adjacent to the target)
Weapon 2: Spell Book (Base Range = Up to 6. +1 accuracy)
--
Level 2
Stats:
STR: 0
DEX: 2
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. Costs 1 major action and has no cooldown during first round. 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:
Roll 58
----
NRDL Yes, it's alright. Eitherway, I'd be a hypocrite if I got mad at you for leaving unannounced, lol.
---
Mercenary 1
"Wait! We didn't know this creature was in your, erm... your service." Daxon replies as you circle around the pool.
Before the amphibian can even reply, you've already covered some distance and are already drawing your rapiers to take some quick jabs at his exposed flank.
(Nix: 3 + 2 + 2 + 2 + 2 + 2 + 1 + 1 + 1 + 1 - 2 - 1 - 1 = 13 vs 7 = 1 + 1 + 2 + 3 Parry ??)
(Armor protection: 6 - 2 = 4 damage) {Attack nullified}
(Nix: 4 + 2 + 2 + 2 + 2 + 2 + 1 + 1 + 1 + 1 - 2 - 1 - 1 = 14 vs 12 = 1 - 1 - 1 + 2 + 6 + 5 Dodge ??)
(Armor protection: 2 - 2 = 0 damage) {4/4 Armor damaged}
You manage to reach the thing despite him still being in the middle of the pool. Unfortunately, just as you're about to deliver deadly blow at his head, the water in the pool glows and a nearly invisible barrier glows around him, deflecting your attack.
The glow persists as an aura around the tigo, and he turns around just as you deliver your second stab. He manages to twist out of the way with surprising nimbleness, making your second blow only glance his scales somewhat.
"Bah, you thirst for my blood as well?! I shall purge you!" the glare of his red eyes match your orbs for a moment before a bright light engulfs the whole room. For the first time in so long you feel, you actually feel, pain searing your being.
"Aaahh... P-partner, stop it! We'd have more to gain by befriending this one rather than killing him!" Daxon says, stumbling backwards.
---
Enemies:
??
Race: Tigo (+2 parry/power underwater, +1 power on land, +1 water magic, -1 dodge, -1 accuracy on land. Can breathe underwater)
Element: Water
Inventory (1/8):
- Golden pearl (Grants the Radiance ability while held. ??)
--
Head: Azure Diadema (+1 water magic attack, +1 accuracy, -1 melee attack)
Neck:
Torso: Yellow fish scales (+2 armor, +2 slashing defense, 25% to get -1 armor on successful enemy hit for 11 turns)
Back:
Arms: Coral enchanted bracers (+1 defense, add. +1 magic defense, +1 water abilities stats, -3 attack to all other magic) {Rare}
Hands:
Fingers 1-10:
Waist: Runed skirt (+1 magic attack/defense)
Legs:
Feet:
Weapon 1: Coral rod (Range: up to 6. +2 power, +1 water attack, -1 dodge, -1 fire attack)
Weapon 2:
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 2
Exp: 0/78
HP: 4/4
--
Active Abilities:
- Water:
-- Water Orb (Hurl a sphere of water at high velocity with +*3* power, +*2* accuracy. Range: 2. Can be used 2 times before a CD of 1) {Exp: 0/10}
-- Water Jet (??)
-- Kindness drop (??)
-- Rainstorm (??)
- Holy:
-- Radiance (Purifies the battlefield, giving +1 health to all living allied characters and curing their debuffs, and disabling all the opponents' passives for 2 turns. Also deals 1 damage to undead, ignoring their immunity to pain as well. CD: 7) {Cooldown: Ready on Roll 65}
Passive Abilities:
- Rain-Dancer (If in contact with water, prevent an attack that would deal 2 or more damage, then gain +6 dodge for the rest of the turn. Can only happen once per battle)
- Dodge Novice (+2 dodge) {Exp: 0/15}
Condition:
- Damaged scales (-1 armor) {Lasts until Roll 69}
---
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. CD: 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:
- Sealed (Passives have their effects removed) {Lasts until Roll 60}
---
NRDL
Name: 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(7/8):
- 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)
- Aquapunga flower (+3 health and cures sleep/broken bones to self and allied characters in a radius of 2)
--
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 1-10:
Waist:
Left Leg: Green Rune (??)
Feet: Swift sandals (+1 defense, +1 AGI, +5 dodge/-5 parry during first combat round, +1 dodge/-1 parry after) {Rare}
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: 1 (+1)
INT: 0
EXP: 23/100
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: 5/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 7/10}
Condition:
- Medium damage (-2 to all rolls)
- Light burns (-1 to all rolls)
- Pain (-1 to all rolls) {Lasts until Roll 61}
- Sealed (Passives have their effects removed) {Lasts until Roll 60}
Mercenary 2
You scream and shout and let it all out- or the verbal part of your rage, at least. You then help Vanina stand up, who shivers a little when she touches your gloved hand.
"Huh? You want t-to kill yourself? B-but you're already... dead?" she trails off, her expression dumbstruck by your words - Cordelia only stares at you with curiosity -. You note her legs have stopped shaking, so you let her stand on her own.
Nevertheless, you notice a small leather book lying in the dirt, and remember that you picked it up during the excursion inside the millipuf nest. You reckon it must've fallen while you were throwing a fit. Picking it up, you open it at the first page. Some of the ink is smudged with blood, so you can only make out:
E l 's o na
Kirley Hart
Before you can even flip to the next page, you're startled by the elf running towards you.
"Thank you so much strangers! That-that beast wanted to kill me!" he stops in front of you, looking on the verge of crying. His joy quickly fades, though, as he turns towards his smashed cart. "Unfortunately it's too late for most of my goods, so I don't have anything to repay you with..." he sighs, rubbing his cheek.
"I-it's alright..." Vanina smiles, trying to hide her fluster. "... Even though a healing potion would've been nice." she looks towards you, worry flashing over her eyes.
"The bottles would've been the first to go, miss..." the elf shakes his head.
"Oh, right. I'm Vanina, and this is Naryo- I mean, Nayous." the woman glances between you and him for a second. "Nayrous... I think that's what it was?"
"A-anyway, my name's Paiho. It's nice meeting both of you." he finally says, shaking Vanina's hand then extending his arm towards you.
---
Enemies:
---
Allies:
Vanina
Race: Human
Element: Fire
Inventory(4/8):
- Enchanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox)
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
- Alexandrite {Empty} (Can be infused with any type of magic in order to gain various bonuses. Can be embedded into any weapon or torso armor)
- 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)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon 1: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 15/30
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a successful hit. Range: 3)
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy, add. +2 accuracy if the target is flying. Range: 4. CD: 3) {Ready on Roll 59}
-- Crazy Firewall (??)
-- Flame blast (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not wounded this turn, but forced to go last)
Condition:
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: 15/100
Health: 3/4
--
Active Ability:
- Darkness
-- Shadow Rage (Damages an ally for 1-3 health and gives them a buff to attack for double their missing health for 3 turns. The target is also immune to pain debuffs for the duration. If the target is immune to pain, then instead they gain magic defense equal to their missing health. Range: 3. Cooldown: 5) [Exp: 3/5] {Ready on roll 61}
-- Plague Wave (??)
-- Shroud (??)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.) {1/2}
Passive Abilities:
- Winged (+1 dodge, -1 darkness attack while airborne)
- Hunter's Patience (For each turn that you use don't a damaging spell/attack, gain +1 attack for your next single target ability)
- Darkness Null (Placeholder) {Exp: 1/5}
Condition:
- Light burns (-1 to all rolls)
--
WunderKatze
Name: 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 (A book lined with a leather cover)
- 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)
--
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:
Arms:
Hands:
Finger 1: Wanaeyis Ring (+1 RES, +1 power, +1 magical defense, -1 dodge) {Rare}
Waist:
Legs:
Feet:
Weapon 1: Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 3)
Weapon 2:
--
Level 4
Stats:
STR: 3 (+3)
DEX: 0
RES: 3 (+2)
AGI: 0
INT: 0 (-3)
EXP: 4/67
Health: 2/6
--
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 +2 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.) {Cooldown: Ready on Roll 52} {Exp:0/10}
- 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) {Cooldown: Ready on Roll 58} {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)
- Heavy damage (-3 to all rolls)
- Shadow Rage (+8 attack, +4 magic defense) {Expires on roll 59}
- Estuans Morten (+1 STR/+2 RES, INT converted to STR, +2 impact defense, Spiritus Sepulturam removed) {Expires on Roll 60}
Mercenary 3
"It is not the carving itself that attracted me, but it's user." the being replies, giving you a piercing look. "And, although I am here to learn more about you, I suppose I will give you some 'tidbits' about it; In exchange I want you to answer my questions." he adds, then continues as if you agreed to his words. "This sigil is but one of eight, each representing an aspect of the universe and it's philosophy. Dako is darkness, unknown, deceit, fear and what is forbidden. It teaches it's followers to understand the primal instinct of fear, to perceive and avoid dangers. In itself it can mask or conceal nearly anything, even one's power from themselves." you realize that during his lengthy explanation the man hasn't taken a single breath. It makes sense, since you don't feel the need to breathe here either, but it's still strange.
"Now, then, why did you use the Dako on yourself?" he finally asks.
---
Enemies:
---
Allies:
Sparky (Unavailable)
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 (Unavailable)
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:
---
Rethi-Eli
Name: 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:
Mercenary 4
Skipped, see Roll 56
---
TricMagic
Name: Artemis
Race: Elemental (+2 to nature, +1 RES, -1 physical actions, -1 parry)
Gender: Female
Appearance: Silver Hair and Blue Eyes, 5'6; Bare feet, White cloak black/grey Skirt to knees.
Faction: Mercenary
Element: Nature
Inventory(2/8):
- Lunar Needles (Used to repair and create Element-aligned cloths, clothing and other equipment. Lunar phases affect success) [5]
- Gentle Quiver [50/100] (Wind stream: Arrows from this quiver will reach their target regardless of range)
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) [25]
-- Iron arrows (+2 power, -2 accuracy) [25]
--
Head:
Face:
Neck:
Torso: Lunar Cloak (+1 accuracy, +1 parry, +1 dodge, +2 water/light magic defense)
Back:
Arms:
Hands:
Fingers 1-10:
Waist:
Legs:
Feet:
Weapon 1: Lunar Bow (Range: 3. +3 accuracy, +1 pierce. Instead of using arrows, may instead shoot arrows comprised of Moonlight with +2 pierce that count as a magic light/nature attack)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 0/20
--
Active Ability:
- ??
-- Lunar Grace (A powerful enchantment that make the target's movements are as swift as the wind, as gentle as moonlight, and as fierce as the changing tide, granting them +1 STR/INT/DEX/RES/AGI for 3 turns. Bonus doubled during the night. Range: 3. CD: 2)
Passive Ability:
- Lunar Spirit (During the night, except if the lunar phase is New Moon, instead of dying you become ethereal. This makes you invulnerable to any kind of damage, with a few exceptions, but makes you unable to act. How long it takes for the effect to end depends on the moon's phase, and you are fully healed when it does)
Empire 1
Skipped, see Roll 51.
---
Enemies:
---
Allies:
Fenrir
Carola
---
Crimson
Name: 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 2
"Your ring makes the process significantly easier." Amarethon notes, an unknown emotion in his tone. "Moving on, this... Hmpf, dragons, is that truly what they call themselves now? Have they truly lost their sense of pride?" he rambles. "Anyway." he makes a grand gesture towards the dragoness with a wing.
"The dragon's request is utterly ordinary, and of no concern to me. The location, on the other hand..." the god fixates you with his beady eyes. "You will most probably feel enticed to remain in that place; By all means, do not." he adds, seriousness lacing his voice. "I would find it surprising if these thieves will still be sane when you get there, frankly." he finishes, his form quivering and turning into smoke, dissipating in the air.
It takes a minute but you eventually realize time has resumed.
---
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:
--
_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:
Arms:
Hands:
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:
Legs:
Feet:
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 Beginner (+1 to air magic) {EXP: 0/10}
- Nature Null (Placeholder) {EXP: 2/5}
Conditions:
Order 1
"Guess we'll find out." Kratin whispers back, looking ready to parry the next arrow. If it comes.
"Who are you? Why did you... a-appear here?" the voice is male, and you can hear the faint noise of his bow being drawn. Dur'toj carefully walks towards him in the darkness.
"We don't mean any harm to you. Let us go and we'll go do our business and leave." he says, a note of calm in his words. "We'll just-"
"And what 'business' you've got here?" he asks and the lizardman still at this. He glances towards you and Kratin; The latter just shrugs.
---
Enemies:
---
Allies:
Dur'toj
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Ice
Inventory (3/8):
- Magicka charger (Much like the energyzer, it helps with channelling Magicka with your body, although for the purpose of keeping it in rather than releasing it to empower a spell. Restores 60 mana to those with a Mana Pool, for others it gives +2 attack and -2 cooldown to the next 2 spells) [4]
- Old Rod (Range: up to 6. +1 power, +1 magic attack, -1 accuracy)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison) [3]
--
Head:
Neck: Arcane focuser (+1 magic accuracy. ??)
Torso:
Back:
Arms: Blessed silver bracelets (+2 parry, +1 power, -1 pierce defense. 50% chance to reduce the damage of a successful attack towards you to 1) {Rare}
Hands: Leather gloves (+1 defense, +1 power)
Finger 1: Dexterity Ring (+1 DEX)
Waist:
Legs: Blue basilisk hide leggings (+1 armor, +1 parry/ice defense, -2 dodge)
Feet:
Weapon 1: Sharpened Lance (2H) (+3 stabbing, +1 attack, +1 pierce, +2 add. pierce if STR and DEX are above 3, -1 accuracy/dodge)
Weapon 2:
--
Level 5
Stats:
STR: 2
DEX: 2 (+1)
RES: 1
AGI: 0
INT: 1
Exp: 0/100
HP: 6/6
--
Active Abilities:
- Ice:
-- ??:
--- Bolts (??)
--- Shields (??)
--- Empower (??)
--- Saturate (??)
--- Combine (??)
-- ??:
--- Frostnumb (??)
--- Cold snap (??)
- Reptilian Regeneration (??)
Passive Abilities:
- Mana Pool (??)
- Affinity (??)
- Initiative (+1 major actions)
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(2/8):
- Aquapunga vial (+1-2 health, cures broken bones, pain is removed after 3 turns) {2}
- Skull steel shield (+2 defense, +2 parry, +1 impact defense, -1 pierce defense, reduces the duration of defense debuffs to 1) {Rare}
-
-
-
-
-
-
--
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: Ebony Scimitar (+2 slashing, +1 attack, +1 accuracy, +1 parry when wielded with a shield, +3 power if the target is at full health, -2 stabbing) {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}
- Dual-wielding (Melee) (+1 speed/parry, -1 power/dodge)
Condition:
---
Rautherdir
Name: 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, +2 stabbing, -1 attack if DEX is below 3, slashing attacks hit all character adjacent to the target)
Weapon 2: Spell Book (Base Range = Up to 6. +1 accuracy)
--
Level 2
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 0
INT: 0
EXP: 11/30
Health: 6/6
--
Active Abilities:
- Thunder
-- Electric Dash (Rush to a target character and inflict paralysis on them for one turn. Range: 5. CD: 4) {Exp: 1/5}
-- Overcharged Bolt (Strike one opponent with +4 attack and +3 power at the cost of 2 major actions. Costs 1 major action and has no cooldown during first round. Debuffs user with -3 magic attack/defense for 2 turns each time it's used after the first cast during a fight. Range: 3. CD: 1)
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:
Order 2
You start mumbling nonsense in a fit of panic but then instantly calm down.
"It's Archbishop Vener, Acolyte." the dragon growls then sighs. "The ritual wasn't meant to sacrifice you, but rather add the power that remained in the hatchling to you." his expression immediately contorts in rage after. "But your interference nearly REVERSED THE WHOLE RITUAL, WHICH WOULD'VE STOPPED IT ALTOGETHER WHILE KILLING YOU, IF LORN HADN'T STOPPED YOU!" he roars, then spews a wave of fire towards you.
It hits the spot to your left, fortunately, incinerating a torch stand. A few moments of deafening silence ensued, only interrupted by the archbishop's loud breathing and the fire.
"Perhaps we should leave." Tyler says eventually, only slightly shaken; Or perhaps he's hiding it well.
"No." Vener half-growls, then turns towards you. "I'll finish my explanation first: that white arm you've got is the energy you gained. Even though your dominant element is still darkness, it's no longer the only one; You're now a mix of both Darkness and Holy." he says, anger slowly leaving his features. "Your combination is called Contrast."
---
Enemies:
---
Allies:
---
randomgenericusername
Name: 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: Contrast
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:
Hand Left: White thingy (??)
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)
Roll 59
----
WunderKatze you had had 2 fire garnets and you tossed one to Vanina during the fight, so you've got 1 left in your inventory.
Mercenary 1
(Roll to motion: 28)
You back away, bumping into the wall with your spine, then try to deliver your agreement to Daxon with some hand gestures; Unfortunately, it appears that your upper limbs' joints have been damaged somewhat, making the finer movement required for such gestures almost impossible...
... So, you just settle with nodding. He flashes you a small smile in reply before turning towards the weird fish, who has been glancing between the both of you, confused.
(Roll perssssuade {INT}: 7 + 1 = 8 )
"I apologize on my friend's behalf for being so, er... careless." the man makes a slight bow. The other seems somewhat mollified by this, although he keeps his guard up.
"You call this undead your 'friend'? How can you vouch for someone who is so quick to rush in and kill, without a second thought?!" the amphibian's tone grows more heated as his words roll of that strange, long tongue of his. You can't help but stare, so it takes you a second to realize he's glaring at you.
"W-well, neither of us were expecting to find anything other than lamias or renevants here, plus..." Daxon inhales sharply, composing himself. "I saw enough to know that your servant has attacked first." he adds.
"That's because it was trying to steal! And look at it, now he's wearing my sandals as well! No shame!" the fish swims towards the man, stopping at the egde of the pool before pointing his staff at your feet. "Tell your 'friend' to give back my belongings, and I will consider forgiveness for his acts." he adds before the other can reply. They then both turn towards you.
---
Enemies:
??
Race: Tigo (+2 parry/power underwater, +1 power on land, +1 water magic, -1 dodge, -1 accuracy on land. Can breathe underwater)
Element: Water
Inventory (1/8):
- Golden pearl (Grants the Radiance ability while held. ??)
--
Head: Azure Diadema (+1 water magic attack, +1 accuracy, -1 melee attack)
Neck:
Torso: Yellow fish scales (+2 armor, +2 slashing defense, 25% to get -1 armor on successful enemy hit for 11 turns)
Back:
Arms: Coral enchanted bracers (+1 defense, add. +1 magic defense, +1 water abilities stats, -3 attack to all other magic) {Rare}
Hands:
Fingers 1-10:
Waist: Runed skirt (+1 magic attack/defense)
Legs:
Feet:
Weapon 1: Coral rod (Range: up to 6. +2 power, +1 water attack, -1 dodge, -1 fire attack)
Weapon 2:
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 2
Exp: 0/78
HP: 4/4
--
Active Abilities:
- Water:
-- Water Orb (Hurl a sphere of water at high velocity with +*3* power, +*2* accuracy. Range: 2. Can be used 2 times before a CD of 1) {Exp: 0/10}
-- Water Jet (??)
-- Kindness drop (??)
-- Rainstorm (??)
- Holy:
-- Radiance (Purifies the battlefield, giving +1 health to all living allied characters and curing their debuffs, and disabling all the opponents' passives for 2 turns. Also deals 1 damage to undead, ignoring their immunity to pain as well. CD: 7) {Cooldown: Ready on Roll 65}
Passive Abilities:
- Rain-Dancer (If in contact with water, prevent an attack that would deal 2 or more damage, then gain +6 dodge for the rest of the turn. Can only happen once per battle)
- Dodge Novice (+2 dodge) {Exp: 0/15}
Condition:
- Damaged scales (-1 armor) {Lasts until Roll 69}
---
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. CD: 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:
- Sealed (Passives have their effects removed) {Lasts until Roll 60}
---
NRDL
Name: 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(7/8):
- 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)
- Aquapunga flower (+3 health and cures sleep/broken bones to self and allied characters in a radius of 2)
--
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 1-10:
Waist:
Left Leg: Green Rune (??)
Feet: Swift sandals (+1 defense, +1 AGI, +5 dodge/-5 parry during first combat round, +1 dodge/-1 parry after) {Rare}
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: 1 (+1)
INT: 0
EXP: 23/100
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: 5/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 7/10}
Condition:
- Medium damage (-2 to all rolls)
- Light burns (-1 to all rolls)
- Pain (-1 to all rolls) {Lasts until Roll 61}
- Sealed (Passives have their effects removed) {Lasts until Roll 60}
Mercenary 2
"I, uh... I do-don't..." Paiho sweats visibly, seeming taken aback by your accent.
"I think he wants to know why did that... woman attack you." Vanilla says, although she looks unsure.
"Ah, yes, I-I see." he takes a moment to compose himself. "I honestly do not know why she has attacked me. All I was doing was travelling to Skotsa in Mt. Zulle to trade goods, Indinera honey is very widely appreciated, after all, when some vines sprout from Azygos-knows-where and push me into the dirt!" he explains, making a face. "I barely get up to see my horses running off, poor things, when that beast appears in front of me and starts rambling something about how I'm stealing from nature..." he shrugs. "She then makes those vines pick up my cart and smash it up and then you two..." the elf eyes Cordelia, who is staring at the sky. "... Well, three came." he finishes, sighing deeply.
---
Enemies:
---
Allies:
Vanina
Race: Human
Element: Fire
Inventory(4/8):
- Enchanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox)
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
- Alexandrite {Empty} (Can be infused with any type of magic in order to gain various bonuses. Can be embedded into any weapon or torso armor)
- 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)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon 1: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 15/30
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a successful hit. Range: 3)
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy, add. +2 accuracy if the target is flying. Range: 4. CD: 3) {Ready on Roll 59}
-- Crazy Firewall (??)
-- Flame blast (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not wounded this turn, but forced to go last)
Condition:
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: 15/100
Health: 3/4
--
Active Ability:
- Darkness
-- Shadow Rage (Damages an ally for 1-3 health and gives them a buff to attack for double their missing health for 3 turns. The target is also immune to pain debuffs for the duration. If the target is immune to pain, then instead they gain magic defense equal to their missing health. Range: 3. Cooldown: 5) [Exp: 3/5] {Ready on roll 61}
-- Plague Wave (??)
-- Shroud (??)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.) {1/2}
Passive Abilities:
- Winged (+1 dodge, -1 darkness attack while airborne)
- Hunter's Patience (For each turn that you use don't a damaging spell/attack, gain +1 attack for your next single target ability)
- Darkness Null (Placeholder) {Exp: 1/5}
Condition:
- Light burns (-1 to all rolls)
--
WunderKatze
Name: 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 (A book lined with a leather cover)
- 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)
--
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:
Arms:
Hands:
Finger 1: Wanaeyis Ring (+1 RES, +1 power, +1 magical defense, -1 dodge) {Rare}
Waist:
Legs:
Feet:
Weapon 1: Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 3)
Weapon 2:
--
Level 4
Stats:
STR: 3 (+3)
DEX: 0
RES: 3 (+2)
AGI: 0
INT: 0 (-3)
EXP: 4/67
Health: 2/6
--
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 +2 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.) {Cooldown: Ready on Roll 52} {Exp:0/10}
- 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) {Cooldown: Ready on Roll 58} {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)
- Heavy damage (-3 to all rolls)
- Shadow Rage (+8 attack, +4 magic defense) {Expires on roll 59}
- Estuans Morten (+1 STR/+2 RES, INT converted to STR, +2 impact defense, Spiritus Sepulturam removed) {Expires on Roll 60}
Mercenary 3
"Perhaps, if you had wished your memories away as well." Edward replies, mulling over your reply. "Nevertheless..." he makes a small gesture towards the stone. "It would seem that, at the moment, the answers I seek are out of reach." you detect a note of disappointment in his tone. "I will continue watching you, however, since I can foresee your choices may lead to the quenching of my curiosity, as insignificant a chance that may be." with a small chuckle, he fades away, and you're left staring at the silent flow of your memories.
The only thing you remember after is the silence. Your eyelids flutter open and you're blinded by the morning light, as you feel a warm bundle sitting on your chest.
---
Enemies:
---
Allies:
Sparky
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:
---
Rethi-Eli
Name: 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:
Mercenary 4
Skipped, see Roll 56
---
TricMagic
Name: Artemis
Race: Elemental (+2 to nature, +1 RES, -1 physical actions, -1 parry)
Gender: Female
Appearance: Silver Hair and Blue Eyes, 5'6; Bare feet, White cloak black/grey Skirt to knees.
Faction: Mercenary
Element: Nature
Inventory(2/8):
- Lunar Needles (Used to repair and create Element-aligned cloths, clothing and other equipment. Lunar phases affect success) [5]
- Gentle Quiver [50/100] (Wind stream: Arrows from this quiver will reach their target regardless of range)
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) [25]
-- Iron arrows (+2 power, -2 accuracy) [25]
--
Head:
Face:
Neck:
Torso: Lunar Cloak (+1 accuracy, +1 parry, +1 dodge, +2 water/light magic defense)
Back:
Arms:
Hands:
Fingers 1-10:
Waist:
Legs:
Feet:
Weapon 1: Lunar Bow (Range: 3. +3 accuracy, +1 pierce. Instead of using arrows, may instead shoot arrows comprised of Moonlight with +2 pierce that count as a magic light/nature attack)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 0/20
--
Active Ability:
- ??
-- Lunar Grace (A powerful enchantment that make the target's movements are as swift as the wind, as gentle as moonlight, and as fierce as the changing tide, granting them +1 STR/INT/DEX/RES/AGI for 3 turns. Bonus doubled during the night. Range: 3. CD: 2)
Passive Ability:
- Lunar Spirit (During the night, except if the lunar phase is New Moon, instead of dying you become ethereal. This makes you invulnerable to any kind of damage, with a few exceptions, but makes you unable to act. How long it takes for the effect to end depends on the moon's phase, and you are fully healed when it does)
Empire 1
Skipped, see Roll 51.
---
Enemies:
---
Allies:
Fenrir
Carola
---
Crimson
Name: 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 2
The dragoness just stares at you for a second.
"Yeah, I guess he didn't." she concedes, although sounding distracted. Eventually she makes that shrugging gesture with her wings she did earlier. "Buuut, you want that potion to turn yourself back to your elf form, don't you?" she cranes her head towards Brussian, who just nods timidly. You can see Saraqael hiding in his shadow. "So, I'll take those herbs you've got and make the potion for you, while you go and help the doll with her task. How's that sound?" she asks, a smirk forming on her snout.
"Er... A-acceptable, I suppose...?" the werewolf answers.
"Good! Then I'll be taking this." the reptile snatches the sack with a foreleg. "Now, as for getting you there..." she makes a gestures you don't quite catch and produces a small crystal from somewhere. It's golden glimmer is very eye-catching.
The dragoness carefully holds it between her talons, the thing looking tiny and fragile in comparison to them, and then draws a straight line in the air with it. Much like when she casted earlier, the motion leaves a thread of light hanging, although this time it's bright yellow.
Anyway, she reaches out with her other foreleg and... seems to slip it inside the line. She then starts pulling and, slowly, the line widens at the middle until it resembles a gouge. An endless expanse of yellow stretches inside, and it feels as if it's pulling you in.
"Here you go." she stands down on all fours again then moves aside. Brussian only stares, transfixed. "Just go in and you'll be right at the mouth of the cave." she adds, puffing her chest with pride.
---
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:
--
_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:
Arms:
Hands:
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:
Legs:
Feet:
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 Beginner (+1 to air magic) {EXP: 0/10}
- Nature Null (Placeholder) {EXP: 2/5}
Conditions:
Order 1
(Roll for your silvertongue: 100)
"Ah, then you must be Hunters." the stranger sights in relief and you get the impression he's lowered his bow as well. Dur'toj nods towards Kratin, who rolls his orbs as he's sheathing his blades.
"Yes. I take it you're not aware of where our target may be?" the former asks, still keeping a hand near his lance.
"Depends on what you're looking for." there's some shuffling before the other walks towards your group. Upon closer inspection you can see that he's, indeed, an elf.
"We cannot go into much detail, but an obvious feature is it's dangerous affinity for fire." the lizardman replies, relaxing slightly.
"Oh." the elf scratches his head. "I've seen some burn marks in a clearing an hour ago, and on some trees around." he finally answers.
---
Enemies:
---
Allies:
Dur'toj
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Ice
Inventory (3/8):
- Magicka charger (Much like the energyzer, it helps with channelling Magicka with your body, although for the purpose of keeping it in rather than releasing it to empower a spell. Restores 60 mana to those with a Mana Pool, for others it gives +2 attack and -2 cooldown to the next 2 spells) [4]
- Old Rod (Range: up to 6. +1 power, +1 magic attack, -1 accuracy)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison) [3]
--
Head:
Neck: Arcane focuser (+1 magic accuracy. ??)
Torso:
Back:
Arms: Blessed silver bracelets (+2 parry, +1 power, -1 pierce defense. 50% chance to reduce the damage of a successful attack towards you to 1) {Rare}
Hands: Leather gloves (+1 defense, +1 power)
Finger 1: Dexterity Ring (+1 DEX)
Waist:
Legs: Blue basilisk hide leggings (+1 armor, +1 parry/ice defense, -2 dodge)
Feet:
Weapon 1: Sharpened Lance (2H) (+3 stabbing, +1 attack, +1 pierce, +2 add. pierce if STR and DEX are above 3, -1 accuracy/dodge)
Weapon 2:
--
Level 5
Stats:
STR: 2
DEX: 2 (+1)
RES: 1
AGI: 0
INT: 1
Exp: 0/100
HP: 6/6
--
Active Abilities:
- Ice:
-- ??:
--- Bolts (??)
--- Shields (??)
--- Empower (??)
--- Saturate (??)
--- Combine (??)
-- ??:
--- Frostnumb (??)
--- Cold snap (??)
- Reptilian Regeneration (??)
Passive Abilities:
- Mana Pool (??)
- Affinity (??)
- Initiative (+1 major actions)
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(2/8):
- Aquapunga vial (+1-2 health, cures broken bones, pain is removed after 3 turns) {2}
- Skull steel shield (+2 defense, +2 parry, +1 impact defense, -1 pierce defense, reduces the duration of defense debuffs to 1) {Rare}
-
-
-
-
-
-
--
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: Ebony Scimitar (+2 slashing, +1 attack, +1 accuracy, +1 parry when wielded with a shield, +3 power if the target is at full health, -2 stabbing) {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}
- Dual-wielding (Melee) (+1 speed/parry, -1 power/dodge)
Condition:
---
Rautherdir
Name: 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, +2 stabbing, -1 attack if DEX is below 3, slashing attacks hit all character adjacent to the target)
Weapon 2: Spell Book (Base Range = Up to 6. +1 accuracy)
--
Level 2
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 0
INT: 0
EXP: 11/30
Health: 6/6
--
Active Abilities:
- Thunder
-- Electric Dash (Rush to a target character and inflict paralysis on them for one turn. Range: 5. CD: 4) {Exp: 1/5}
-- Overcharged Bolt (Strike one opponent with +4 attack and +3 power at the cost of 2 major actions. Costs 1 major action and has no cooldown during first round. Debuffs user with -3 magic attack/defense for 2 turns each time it's used after the first cast during a fight. Range: 3. CD: 1)
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:
Order 2
You examine the altered arm, poking it experimentally. From you can see, it's not really made out of light, like you'd expect a Holy elemental to be, but instead a solid substance that somehow sticks to your relatively low-density shadow body.
In all honesty, it just feels wrong to think of it as a hand, as a part of you.
"I told you that the leftover power from the egg would be given to you." Vener explains, a dangerous note still present in his tone. "Your form is more malleable, so the transfer would be received more easily, and it should have been-" his voice grows in volume at the end, but he cuts himself off. "Anyway, as a side effect your element has been changed, but as long as you don't channel the Holy element your body will stay as it is." the archbishop explains after a few seconds.
"Even if you do that, it'll only cause that white smudge to grow with your mastery, but..." his tone becomes deadly serious. "Don't let it reach half of your form." you sense a glint of fear at the end.
---
Enemies:
---
Allies:
---
randomgenericusername
Name: 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: Contrast
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:
Hand Left: White thingy (??)
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)
Roll 60
----
Mercenary 1
You take off the sandals under the fish's pointed stare and carefully place them at the edge of the pool. He glances at you one more time before swimming up to the sandals.
He hoists himself off the pool and onto the yellowed brick, spraying some water on your legs. The amphibian then grabs one sandal and starts putting his left foot, which has a long membrane in-between the fingers, in it before tying it, following the same process with the other.
Despite the difference between your and his feet shapes, the sandals seem to fit even better on him.
"Hm, yes, I see they're not damaged... At least you are not careless with the belongings you steal, undead." the fish remarks, taking a few experimental steps on the ground.
"Why were you not wearing them if they're truly yours?" Daxon asks, curiosity clear on his features.
"I always take them off before I go in the pool - I can't swim very well otherwise, you see." he replies, now pulling on some straps. "But they are such a boon when I'm walking on this harsh stone! It's no wonder you earth-walkers wear boots so often and-." he raises his head, looking satisfied, but then shock followed by realization flashes over his eyes. "Ah, I so nearly forgot the introductions, what with all the mess! My name is..." he proceeds to utter a bunch of consonants and weirdly accented vowels "... and it's a pleasure to meet you, human."
"Er, yes, I'm Daxon and I share your feelings..." the man trails off for a second. "Would you mind if I called you Ilk? We, uh, humans don't call others by their full name unless we're closely related." he finishes, fidgeting with the collar of his tunic.
"Hm, I suppose that will do." Ilk looks at him thoughtfully then turns towards you. "And you? Do you have a name, or shall I continue calling you undead?"
---
Enemies:
Ilk
Race: Tigo (+2 parry/power underwater, +1 power on land, +1 water magic, -1 dodge, -1 accuracy on land. Can breathe underwater)
Element: Water
Inventory (1/8):
- Golden pearl (Grants the Radiance ability while held. ??)
--
Head: Azure Diadema (+1 water magic attack, +1 accuracy, -1 melee attack)
Neck:
Torso: Yellow fish scales (+2 armor, +2 slashing defense, 25% to get -1 armor on successful enemy hit for 11 turns)
Back:
Arms: Coral enchanted bracers (+1 defense, add. +1 magic defense, +1 water abilities stats, -3 attack to all other magic) {Rare}
Hands:
Fingers 1-10:
Waist: Runed skirt (+1 magic attack/defense)
Legs:
Feet: Swift sandals (+1 defense, +1 AGI, +5 dodge/-5 parry during first combat round, +1 dodge/-1 parry after) {Rare}
Weapon 1: Coral rod (Range: up to 6. +2 power, +1 water attack, -1 dodge, -1 fire attack)
Weapon 2:
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 2
Exp: 0/78
HP: 4/4
--
Active Abilities:
- Water:
-- Water Orb (Hurl a sphere of water at high velocity with +*3* power, +*2* accuracy. Range: 2. Can be used 2 times before a CD of 1) {Exp: 0/10}
-- Water Jet (??)
-- Kindness drop (??)
-- Rainstorm (??)
- Holy:
-- Radiance (Purifies the battlefield, giving +1 health to all living allied characters and curing their debuffs, and disabling all the opponents' passives for 2 turns. Also deals 1 damage to undead, ignoring their immunity to pain as well. CD: 7) {Cooldown: Ready on Roll 65}
Passive Abilities:
- Rain-Dancer (If in contact with water, prevent an attack that would deal 2 or more damage, then gain +6 dodge for the rest of the turn. Can only happen once per battle)
- Dodge Novice (+2 dodge) {Exp: 0/15}
Condition:
- Damaged scales (-1 armor) {Lasts until Roll 69}
---
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. CD: 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:
---
NRDL
Name: 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(7/8):
- 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)
- Aquapunga flower (+3 health and cures sleep/broken bones to self and allied characters in a radius of 3)
--
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 1-10:
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: 1 (+1)
INT: 0
EXP: 23/100
Health: 3/6
--
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 times before a 3 turn cooldown) {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: 5/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 7/10}
Condition:
- Medium damage (-2 to all rolls)
- Light burns (-1 to all rolls)
- Pain (-1 to all rolls) {Lasts until Roll 61}
Mercenary 2
As you finish your words, the black steel covering your body begins glowing before mist starts enveloping your form. It dissipates quickly, however your badly damaged skeletal form is laid bare.
"Right! I'll escort Paiho back to that elf village while you and Cordelia look for the horses." Vanina replies, elbowing the elf, who has been staring at you with a mix disbelief and confusion. "And, here's the last potion I have. You probably need it much more than me." she adds, producing a bottle filled with a dark-blue liquid from her bag and handing it to you. You note the concern in her eyes as sand gathers at your feet.
"I-I... uh, I see? I do have a few favours I can rely on back there, I suppose..." he still seems somewhat flustered. "A-although, what about you, Nayrous? The forest still quite dangerous, even here at the border..." he seems to want to add something else, but just sighs. "I do appreciate your help, but are you certain about this?" he looks at you with a sunken expression.
---
Enemies:
---
Allies:
Vanina
Race: Human
Element: Fire
Inventory(4/8):
- Enchanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox)
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
- Alexandrite {Empty} (Can be infused with any type of magic in order to gain various bonuses. Can be embedded into any weapon or torso armor)
- 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)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon 1: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 15/30
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a successful hit. Range: 3)
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy, add. +2 accuracy if the target is flying. Range: 4. CD: 3) {Ready on Roll 59}
-- Crazy Firewall (??)
-- Flame blast (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not wounded this turn, but forced to go last)
Condition:
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: 15/100
Health: 3/4
--
Active Ability:
- Darkness
-- Shadow Rage (Damages an ally for 1-3 health and gives them a buff to attack for double their missing health for 3 turns. The target is also immune to pain debuffs for the duration. If the target is immune to pain, then instead they gain magic defense equal to their missing health. Range: 3. Cooldown: 5) [Exp: 3/5] {Ready on roll 61}
-- Plague Wave (??)
-- Shroud (??)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.) {1/2}
Passive Abilities:
- Winged (+1 dodge, -1 darkness attack while airborne)
- Hunter's Patience (For each turn that you use don't a damaging spell/attack, gain +1 attack for your next single target ability)
- Darkness Null (Placeholder) {Exp: 1/5}
Condition:
- Light burns (-1 to all rolls)
--
WunderKatze
Name: 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 (A book lined with a leather cover)
- 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)
--
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:
Arms:
Hands:
Finger 1: Wanaeyis Ring (+1 RES, +1 power, +1 magical defense, -1 dodge) {Rare}
Waist:
Legs:
Feet:
Weapon 1: Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 3)
Weapon 2:
--
Level 4
Stats:
STR: -1 (-1)
DEX: 0
RES: 2 (+1)
AGI: 0
INT: 3
EXP: 4/67
Health: 2/6
--
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 +2 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.) {Cooldown: Ready on Roll 62} {Exp:0/10}
- 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)
- Heavy damage (-3 to all rolls)
Mercenary 3
You blink a few times to get used to the sunlight before raising your head to look over you torso. There, nestled on your belly, you see Sparky curled up in a small ball of orange fluff, his head hidden in one of his tiny wings.
You also note Nez'gol in the background, still sleeping on the leaf bed.
---
Enemies:
---
Allies:
Sparky
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:
---
Rethi-Eli
Name: 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:
Mercenary 4
Skipped, see Roll 56
---
TricMagic
Name: Artemis
Race: Elemental (+2 to nature, +1 RES, -1 physical actions, -1 parry)
Gender: Female
Appearance: Silver Hair and Blue Eyes, 5'6; Bare feet, White cloak black/grey Skirt to knees.
Faction: Mercenary
Element: Nature
Inventory(2/8):
- Lunar Needles (Used to repair and create Element-aligned cloths, clothing and other equipment. Lunar phases affect success) [5]
- Gentle Quiver [50/100] (Wind stream: Arrows from this quiver will reach their target regardless of range)
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) [25]
-- Iron arrows (+2 power, -2 accuracy) [25]
--
Head:
Face:
Neck:
Torso: Lunar Cloak (+1 accuracy, +1 parry, +1 dodge, +2 water/light magic defense)
Back:
Arms:
Hands:
Fingers 1-10:
Waist:
Legs:
Feet:
Weapon 1: Lunar Bow (Range: 3. +3 accuracy, +1 pierce. Instead of using arrows, may instead shoot arrows comprised of Moonlight with +2 pierce that count as a magic light/nature attack)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 0/20
--
Active Ability:
- ??
-- Lunar Grace (A powerful enchantment that make the target's movements are as swift as the wind, as gentle as moonlight, and as fierce as the changing tide, granting them +1 STR/INT/DEX/RES/AGI for 3 turns. Bonus doubled during the night. Range: 3. CD: 2)
Passive Ability:
- Lunar Spirit (During the night, except if the lunar phase is New Moon, instead of dying you become ethereal. This makes you invulnerable to any kind of damage, with a few exceptions, but makes you unable to act. How long it takes for the effect to end depends on the moon's phase, and you are fully healed when it does)
Empire 1
Skipped, see Roll 51.
---
Enemies:
---
Allies:
Fenrir
Carola
---
Crimson
Name: 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 2
"The former." she replies instantly. "Make sure no one's alive." she adds.
As Saraqael runs over to you, with a reluctant Brussian trailing behind, you wonder about your state of mind and how your, albeit brief, stay in this world has affected it. Maybe your interactions with it's inhabitants have given birth to some understanding of 'compassion', as they call it.
Nevertheless, with your two companions lined behind you, you step into the portal. The last thing you remember before it sucks you in is the dragoness' green stare in your back.
A sense of pure disorder follows, like you're being thrown around by snarling hurricanes, before you finally end up sprawled on some dusty stone.
You try to stand up, but Saraqael's yelp is the only warning before you feel a sudden weight on your back, forcing you back down. You hear a louder one followed by a heavy thump a little ways off.
---
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:
--
_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:
Arms:
Hands:
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:
Legs:
Feet:
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. Radius: 2. Cyfraith will also be affected by the gale if she isn't holding onto something. CD: 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. CD: 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: 2. CD: 3)
-- Calm 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. CD: 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 Beginner (+1 to air magic) {EXP: 0/10}
- Nature Null (Placeholder) {EXP: 2/5}
Conditions:
Order 1
"Alright. The clearing I mentioned right the way where I came from, actually. You'll find the burnt trees along the way." the elf points with his thumb behind his back.
"I see, thank you..." Dur'toj already starts walking in the specified direction.
"It's Rhunon." he replies, turning to face him.
"Right." the lizardman glances at you and Kratin. "Let us go." he says simply before continuing into the darkness of the trees.
---
Enemies:
---
Allies:
Dur'toj
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Ice
Inventory (3/8):
- Magicka charger (Much like the energyzer, it helps with channelling Magicka with your body, although for the purpose of keeping it in rather than releasing it to empower a spell. Restores 60 mana to those with a Mana Pool, for others it gives +2 attack and -2 cooldown to the next 2 spells) [4]
- Old Rod (Range: up to 6. +1 power, +1 magic attack, -1 accuracy)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison) [3]
--
Head:
Neck: Arcane focuser (+1 magic accuracy. ??)
Torso:
Back:
Arms: Blessed silver bracelets (+2 parry, +1 power, -1 pierce defense. 50% chance to reduce the damage of a successful attack towards you to 1) {Rare}
Hands: Leather gloves (+1 defense, +1 power)
Finger 1: Dexterity Ring (+1 DEX)
Waist:
Legs: Blue basilisk hide leggings (+1 armor, +1 parry/ice defense, -2 dodge)
Feet:
Weapon 1: Sharpened Lance (2H) (+3 stabbing, +1 attack, +1 pierce, +2 add. pierce if STR and DEX are above 3, -1 accuracy/dodge)
Weapon 2:
--
Level 5
Stats:
STR: 2
DEX: 2 (+1)
RES: 1
AGI: 0
INT: 1
Exp: 0/100
HP: 6/6
--
Active Abilities:
- Ice:
-- ??:
--- Bolts (??)
--- Shields (??)
--- Empower (??)
--- Saturate (??)
--- Combine (??)
-- ??:
--- Frostnumb (??)
--- Cold snap (??)
- Reptilian Regeneration (??)
Passive Abilities:
- Mana Pool (??)
- Affinity (??)
- Initiative (+1 major actions)
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(2/8):
- Aquapunga vial (+1-2 health, cures broken bones, pain is removed after 3 turns) {2}
- Skull steel shield (+2 defense, +2 parry, +1 impact defense, -1 pierce defense, reduces the duration of defense debuffs to 1) {Rare}
-
-
-
-
-
-
--
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: Ebony Scimitar (+2 slashing, +1 attack, +1 accuracy, +1 parry when wielded with a shield, +3 power if the target is at full health, -2 stabbing) {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. CD: 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}
- Dual-wielding (Melee) (+1 speed/parry, -1 power/dodge)
Condition:
---
Rautherdir
Name: 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, +2 stabbing, -1 attack if DEX is below 3, slashing attacks hit all character adjacent to the target)
Weapon 2: Spell Book (Base Range = Up to 6. +1 accuracy)
--
Level 2
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 0
INT: 0
EXP: 11/30
Health: 6/6
--
Active Abilities:
- Thunder
-- Electric Dash (Rush to a target character and inflict paralysis on them for one turn. Range: 5. CD: 4) {Exp: 1/5}
-- Overcharged Bolt (Strike one opponent with +4 attack and +3 power at the cost of 2 major actions. Costs 1 major action and has no cooldown during first round. Debuffs user with -3 magic attack/defense for 2 turns each time it's used after the first cast during a fight. Range: 3. CD: 1)
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:
Order 2
"It's less rigid than flesh, and that's what matters here." Vener replies, seeming to have calmed down. "Anyway, the more... equal your sides are the more unstable you become which, yes, can get you killed." he explains. "Also, I don't have any more time for chatting. Go to the library if you have other questions." you hear Tyler shifting slightly. "Dismissed, acolyte." the dragon adds.
With that, your vision becomes a blur and you feel a sense of weightlessness, after which you're suddenly staring at the wall Tyler led you to earlier.
Since the archbishop didn't give you a mission, it would seem that you have some free time on your hands.
---
Enemies:
---
Allies:
---
randomgenericusername
Name: 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: Contrast
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:
Hand Left: White thingy (??)
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)
Roll 61
----
Mercenary 1
"A nix? Where?!" Ilk suddenly raises his staff, glancing around the room. You're not very good with fish expressions, but he looks nervous.
"A... what? I don't understand..." Daxon falls silent, and they both exchange confused stares. "My partner's name is Nix." he repeats, eventually. The other's eyes widen at this, and then he turns towards you.
"Hrm, what a suspect name." he says, giving your a crimson glare. An awkward silence follows, so you try to break it by making some inquiries towards the fish; Naturally, you use your non-verbal methods rather than simply asking with your magical mouth.
(Roll for clatter-clatter: 98/100)
Surprisingly, Ilk seems to understand every question you just implied perfectly.
"Oh, I do not mean to brag, but I'm a golden Tigo, since, as you can see, my scales are a golden yellow." he says, making some motions in a show-off manner. Although, on closer inspection, you notice only his back, sides and head are fully scaled, as there's a patch of thick pale yellow hide covering his neck, chest and lower side of the tail. "We are also the most magically apt subspecies of tigos." he adds, shaking his staff for emphasis.
"Also, do not dare put me in league with the likes of you, raider!" and just like that, the amphibian's angry again. "I am here because I helped design this pyramid! Well, mostly lay the underground foundation, yet-"
"You're one of the architects?!" Daxon's eyes light up at this. "But that is incredible! You must be at least a millennium old!" he exclaims.
"Oh, eh... Yes, the Grand Vizir of that time has blessed our group, using the Aaghamaniym. It protects against ageing, you see." the fish replies, now looking pleased.
"The legendary rapier that can grant immortality! But tell me, then, how had Vizir Kieiran died if truly had this blade?" the man asks, voice filled with enthusiasm.
"His majesty was assassinated of course, although his heir..." their discussion goes on for a while, and you you have no idea what they're talking about for the most part. Eventually they switch topics to something more 'current'.
"Well then, we two are exploring this place to find ancient texts, artefacts and the like." the fish is about to object but Daxon presses on. "I know it sounds like stealing, but what use do they have gathering dust here?" he asks. Ilk looks thoughtful for a minute.
"Hm, I suppose there is a point to that... So be it then, I shall aid you, but!" this time he looks at you. "If I deem something too dangerous, you won't take it. Also, you may not take any gold from the main vault." he finishes, folding his hands. Your partner glances towards you.
---
Enemies:
Ilk
Race: Tigo (+2 parry/power underwater, +1 power on land, +1 water magic, -1 dodge, -1 accuracy on land. Can breathe underwater)
Element: Water
Inventory (1/8):
- Golden pearl (Grants the Radiance ability while held. ??)
--
Head: Azure Diadema (+1 water magic attack, +1 accuracy, -1 melee attack)
Neck:
Torso: Yellow fish scales (+2 armor, +2 slashing defense, 25% to get -1 armor on successful enemy hit for 11 turns)
Back:
Arms: Coral enchanted bracers (+1 defense, add. +1 magic defense, +1 water abilities stats, -3 attack to all other magic) {Rare}
Hands:
Fingers 1-10:
Waist: Runed skirt (+1 magic attack/defense)
Legs:
Feet: Swift sandals (+1 defense, +1 AGI, +5 dodge/-5 parry during first combat round, +1 dodge/-1 parry after) {Rare}
Weapon 1: Coral rod (Range: up to 6. +2 power, +1 water attack, -1 dodge, -1 fire attack)
Weapon 2:
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 2
Exp: 0/78
HP: 4/4
--
Active Abilities:
- Water:
-- Water Orb (Hurl a sphere of water at high velocity with +*3* power, +*2* accuracy. Range: 2. Can be used 2 times before a CD of 1) {Exp: 0/10}
-- Water Jet (??)
-- Kindness drop (??)
-- Rainstorm (??)
- Holy:
-- Radiance (Purifies the battlefield, giving +1 health to all living allied characters and curing their debuffs, and disabling all the opponents' passives for 2 turns. Also deals 1 damage to undead, ignoring their immunity to pain as well. CD: 7) {Cooldown: Ready on Roll 65}
Passive Abilities:
- Rain-Dancer (If in contact with water, prevent an attack that would deal 2 or more damage, then gain +6 dodge for the rest of the turn. Can only happen once per battle)
- Dodge Novice (+2 dodge) {Exp: 0/15}
Condition:
- Damaged scales (-1 armor) {Lasts until Roll 69}
---
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. CD: 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:
---
NRDL
Name: 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(7/8):
- 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)
- Aquapunga flower (+3 health and cures sleep/broken bones to self and allied characters in a radius of 3)
--
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 1-10:
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: 1 (+1)
INT: 0
EXP: 23/100
Health: 3/6
--
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 times before a 3 turn cooldown) {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: 5/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 7/10}
Condition:
- Medium damage (-2 to all rolls)
- Light burns (-1 to all rolls)
- Pain (-1 to all rolls) {Lasts until Roll 61}
Mercenary 2
"N-no, it's fine. You're already escorting me for free, anyway." Vanina gives you a smile before waving. The merchant, who's still an elf (ooops), nods and they both go back the way you came.
Now that they're gone, you pour the potion over the disintegrated parts of your body and complement it with Saaris' Touch. In just a few moments, the concoction and the black magic fully restore your, albeit frail, form, although you notice some grey lines left where the worst of the damage was.
With that over with, you try your hand at tracking the horses...
(Roll for success [INT]: 7 + 3 = 10)
You follow the hoofprints on the main road from the destroyed cart, leading you to some disturbed bushes growing on the edge.
You find the prints again behind the shrubs, and you pass into the forest. Even though the grass and weeds makes the prints harder to distinguish, you still find some broken twigs and even uprooted plants, keeping you on the trail.
Eventually, you find a brown horse with white spots over their belly and head, grazing peacefully. It must be one of the merchant's beasts, judging from the bits of harness still attached to the body.
---
Enemies:
---
Allies:
Vanina (Unavailable)
Race: Human
Element: Fire
Inventory(4/8):
- Enchanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox)
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
- Alexandrite {Empty} (Can be infused with any type of magic in order to gain various bonuses. Can be embedded into any weapon or torso armor)
- 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)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon 1: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 15/30
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a successful hit. Range: 3)
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy, add. +2 accuracy if the target is flying. Range: 4. CD: 3) {Ready on Roll 59}
-- Crazy Firewall (??)
-- Flame blast (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not wounded this turn, but forced to go last)
Condition:
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: 15/100
Health: 3/4
--
Active Ability:
- Darkness
-- Shadow Rage (Damages an ally for 1-3 health and gives them a buff to attack for double their missing health for 3 turns. The target is also immune to pain debuffs for the duration. If the target is immune to pain, then instead they gain magic defense equal to their missing health. Range: 3. Cooldown: 5) [Exp: 3/5] {Ready on roll 61}
-- Plague Wave (??)
-- Shroud (??)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.) {1/2}
Passive Abilities:
- Winged (+1 dodge, -1 darkness attack while airborne)
- Hunter's Patience (For each turn that you use don't a damaging spell/attack, gain +1 attack for your next single target ability)
- Darkness Null (Placeholder) {Exp: 1/5}
Condition:
- Light burns (-1 to all rolls)
--
WunderKatze
Name: 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 (A book lined with a leather cover)
- 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)
--
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:
Arms:
Hands:
Finger 1: Wanaeyis Ring (+1 RES, +1 power, +1 magical defense, -1 dodge) {Rare}
Waist:
Legs:
Feet:
Weapon 1: Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 3)
Weapon 2:
--
Level 4
Stats:
STR: -1 (-1)
DEX: 0
RES: 2 (+1)
AGI: 0
INT: 3
EXP: 4/67
Health: 2/6
--
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 +2 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.) {Cooldown: Ready on Roll 62} {Exp:0/10}
- 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:
Mercenary 3
You gently shift yourself up, careful not to disturb the sleeping chick. It takes a minute, but eventually you're on your feet, a hand cupped over the little bird, holding him to your chest. You can feel his rhythmic heartbeat with your palm.
Anyway, you then take careful steps towards Nez'gol and prod him with a leg. His pupils immediately part to reveal his alert eyes, and with a jerking motion he gets on his knees and glances around. He then stands up and turns at you, confused.
"What's going..." he doesn't finish the words as it looks like something clicks in his mind when he sees Sparky nestled at your chest. The lizardman gives you a questioning look.
---
Enemies:
---
Allies:
Sparky
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:
---
Rethi-Eli
Name: 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:
Mercenary 4
Skipped, see Roll 56
---
TricMagic
Name: Artemis
Race: Elemental (+2 to nature, +1 RES, -1 physical actions, -1 parry)
Gender: Female
Appearance: Silver Hair and Blue Eyes, 5'6; Bare feet, White cloak black/grey Skirt to knees.
Faction: Mercenary
Element: Nature
Inventory(2/8):
- Lunar Needles (Used to repair and create Element-aligned cloths, clothing and other equipment. Lunar phases affect success) [5]
- Gentle Quiver [50/100] (Wind stream: Arrows from this quiver will reach their target regardless of range)
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) [25]
-- Iron arrows (+2 power, -2 accuracy) [25]
--
Head:
Face:
Neck:
Torso: Lunar Cloak (+1 accuracy, +1 parry, +1 dodge, +2 water/light magic defense)
Back:
Arms:
Hands:
Fingers 1-10:
Waist:
Legs:
Feet:
Weapon 1: Lunar Bow (Range: 3. +3 accuracy, +1 pierce. Instead of using arrows, may instead shoot arrows comprised of Moonlight with +2 pierce that count as a magic light/nature attack)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 0/20
--
Active Ability:
- ??
-- Lunar Grace (A powerful enchantment that make the target's movements are as swift as the wind, as gentle as moonlight, and as fierce as the changing tide, granting them +1 STR/INT/DEX/RES/AGI for 3 turns. Bonus doubled during the night. Range: 3. CD: 2)
Passive Ability:
- Lunar Spirit (During the night, except if the lunar phase is New Moon, instead of dying you become ethereal. This makes you invulnerable to any kind of damage, with a few exceptions, but makes you unable to act. How long it takes for the effect to end depends on the moon's phase, and you are fully healed when it does)
Empire 1
Skipped, see Roll 51.
---
Enemies:
---
Allies:
Fenrir
Carola
---
Crimson
Name: 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 2
You flail in panic for a second before remembering who you are. You propel yourself and the 'assailant' with a gust, and you hear Saraqael's yelp again as the wind carries you to a patch of naked rock.
You turn around with a graceful motion while drawing your knives and wires, holding one between your wooden teeth, ready to retaliate, yet... Before you only stand the small wolf sprawled near where you first landed, and Brussian, who, like you, looks ready for a fight.
"I don't hear any bandits... What just happened?" the red canine says after a moment, turning towards you. His ears perked up.
---
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:
--
_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:
Arms:
Hands:
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:
Legs:
Feet:
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. Radius: 2. Cyfraith will also be affected by the gale if she isn't holding onto something. CD: 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. CD: 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: 2. CD: 3)
-- Calm 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. CD: 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 Beginner (+1 to air magic) {EXP: 0/10}
- Nature Null (Placeholder) {EXP: 2/5}
Conditions:
Order 1
"... See you around, I guess." Rhunon says as you and Kratin trail behind Dur'toj. The skeleton stops to wave him goodbye then walks beside you.
You can see the edge of the sun shining over from the horizon now, lighting up the sky with a rosy tinge. The trees are blocking most the light, but it's better than the near-complete darkness from earlier.
"So... got anything ya want to share 'bout this fella we're searching for?" your companion eventually asks, his red orbs fixated on the lizardman's back.
"He is a minor demon, but unnaturally powerful, and as far as we know, he mostly uses magic offensively." he replies, then he turns his head and returns the glare. "So try not rushing ahead, unless you want to see where you end up in the afterlife." he adds.
"It's about that spectre fella again, ain't it?! How can ye still be mad when I-"
"It was a fluke." Dur'toj's icy tone silences him. Kratin grumbles something but neither presses the subject.
The next ten minutes pass without any meaningful conversations, and you end up stumbling upon a tree... Well, a charred stump would be more accurate. A look around reveals that the shrubbery in this area has been mostly burnt away, yet oddly enough there's no smell of smoke in the air. Your superior kneels beside the stump, brushing away some ash with a finger.
"Such a complete burn... and the fire barely spread before dying out." he mutters, standing up. "Spread out and search for a trail. We need to find him before someone else does." he says towards you and Kratin.
---
Enemies:
---
Allies:
Dur'toj
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Ice
Inventory (3/8):
- Magicka charger (Much like the energyzer, it helps with channelling Magicka with your body, although for the purpose of keeping it in rather than releasing it to empower a spell. Restores 60 mana to those with a Mana Pool, for others it gives +2 attack and -2 cooldown to the next 2 spells) [4]
- Old Rod (Range: up to 6. +1 power, +1 magic attack, -1 accuracy)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison) [3]
--
Head:
Neck: Arcane focuser (+1 magic accuracy. ??)
Torso:
Back:
Arms: Blessed silver bracelets (+2 parry, +1 power, -1 pierce defense. 50% chance to reduce the damage of a successful attack towards you to 1) {Rare}
Hands: Leather gloves (+1 defense, +1 power)
Finger 1: Dexterity Ring (+1 DEX)
Waist:
Legs: Blue basilisk hide leggings (+1 armor, +1 parry/ice defense, -2 dodge)
Feet:
Weapon 1: Sharpened Lance (2H) (+3 stabbing, +1 attack, +1 pierce, +2 add. pierce if STR and DEX are above 3, -1 accuracy/dodge)
Weapon 2:
--
Level 5
Stats:
STR: 2
DEX: 2 (+1)
RES: 1
AGI: 0
INT: 1
Exp: 0/100
HP: 6/6
--
Active Abilities:
- Ice:
-- ??:
--- Bolts (??)
--- Shields (??)
--- Empower (??)
--- Saturate (??)
--- Combine (??)
-- ??:
--- Frostnumb (??)
--- Cold snap (??)
- Reptilian Regeneration (??)
Passive Abilities:
- Mana Pool (??)
- Affinity (??)
- Initiative (+1 major actions)
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(2/8):
- Aquapunga vial (+1-2 health, cures broken bones, pain is removed after 3 turns) {2}
- Skull steel shield (+2 defense, +2 parry, +1 impact defense, -1 pierce defense, reduces the duration of defense debuffs to 1) {Rare}
-
-
-
-
-
-
--
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: Ebony Scimitar (+2 slashing, +1 attack, +1 accuracy, +1 parry when wielded with a shield, +3 power if the target is at full health, -2 stabbing) {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. CD: 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}
- Dual-wielding (Melee) (+1 speed/parry, -1 power/dodge)
Condition:
---
Rautherdir
Name: 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, +2 stabbing, -1 attack if DEX is below 3, slashing attacks hit all character adjacent to the target)
Weapon 2: Spell Book (Base Range = Up to 6. +1 accuracy)
--
Level 2
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 0
INT: 0
EXP: 11/30
Health: 6/6
--
Active Abilities:
- Thunder
-- Electric Dash (Rush to a target character and inflict paralysis on them for one turn. Range: 5. CD: 4) {Exp: 1/5}
-- Overcharged Bolt (Strike one opponent with +4 attack and +3 power at the cost of 2 major actions. Costs 1 major action and has no cooldown during first round. Debuffs user with -3 magic attack/defense for 2 turns each time it's used after the first cast during a fight. Range: 3. CD: 1)
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:
Order 2
You make your way back through the same corridor Tyler led your through. The warding rune makes it's presence once again known by stinging you as you walk over it.
Anyway, instead of going up the wide stairs, you take a left and go through a solid dark wood door. Behind it is a long row of stairs, going down this time, although much darker as the torches lining the wall are much more spaced between and some are even unlit.
That may bother other races, but not you. You silently go down until you arrive at the library, a surprisingly spacious room lined up with rows of bookshelves, all crammed with books and even ancient scrolls in various states of preservation. The old feel of the place is so intense that you imagine yourself inhaling the stale, musty air that pervades the area.
You go in inside to begin your search, but instinctively stop in front of a cloaked figure. It... no, she is standing at a desk looking over some yellowed-out pages, and, while the piece of furniture is stacked with documents and various manuals, your eyes trail towards a thick book with a golden pentagram drawn on the green cover.
"Manus. I found the text you asked for yesterday. The master librarian said you may only study it here." she suddenly speaks up, pointing a white finger towards the green book, while still reading over the papers. Her tone is indifferent, but very familiar.
---
Enemies:
---
Allies:
---
randomgenericusername
Name: 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: Contrast
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:
Hand Left: White thingy (??)
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)