Turn 1: Fight!
The
Lion growls and continues to approach your group. The
Lion Cub does not growl, since it doesn't yet realize it failed its Stealth roll.
Cast Mental Projection on the Lion Cub
You boggle the mind of this simple creature with the extraordinary concept of extra arms.
[You:2+5 < Them:8] By some fluke of mental fortitude, the
Lion Cub resists the brunt of your spell, but still finds itself unable to move. Suddenly, you look up to see the
Lion bound into the room and slash you with its claws!
[Them:9+? > You:7+1] The claws cut into your rubbery complexion and hurt like hell!
(-8 HP)Cast a magic attack at the lion with the Daggerwand of Corrosion and move away from it.
You wait for the
Lion to come into view, and launch the sizzling sludge at it.
[You:9+4 < Them:20+?] It nimbly dodges to the side and continues its pursuit. Before it can reach you, you back out and run north.
Move to inside the room, shoot the lion, and move back.
You pop inside to take a shot at the creature.
[You:19+2 > Them:12+?] The
Lion's hide is no match for your modern solution, and it roars with pain & fury. As you move back, however, the it catches up to you and retaliates with an attack of its own.
[Them:11+? < You:17+2] The claws swipe past the empty air where your head used to be.
Climb over the table and shoot at the Lion.
You take cover behind the table ((which costs an extra .5 to move onto)) and level a shot at the oncoming foe.
[You:17 < Them:19+?] The
Lion ducks at the last moment and the searing bolt flies past it's arched back.
Turn 2: Fight!
The
Lion snarls at Enal Quinn and starts to shift it's weight. The
Lion Cub stares in bewilderment at it's four, furry appendages.
I can't update the image now, but the Lion is where Marksdorf used to be, Marksdorf is 2 spots north, Eternities & random are in the same spots, and Glass is 2 spots west.
Legendary Marksdorf
randomgenericusername
Glass
The_Two_Eternities
The SheetsStatus
50/50 HP
Skills
Melee Weapons: 2
Magic: 4
Evade: 4
Stealth: 2
Will: 2
Spells & Artefacts
Sea Hag's Call (Siren & Crow): A gift and curse, strong enough to enchant the unwary or drive them a way, but nothing in between. When this spell is cast, choose whether to attract or repel. All NPCs within hearing range (doors block the spell) must make a Will roll vs your Magic roll. All who fail must move towards you this turn without attacking you (if you chose to attract), or must move away from you this turn and prioritize attacking you (if you chose to repel).
Daggerwand of Corrosion (Magical & Acid): This unassuming weapon has been enchanted with the power to tear through the thickest of defenses. All attacks with it ignore Damage Reduction and deal acid damage. In addition to a melee attack (2d4), it can cast a ranged attack (1d6) using a Magic roll.
Equipment
-Electric Headlamp *
-Leather Armor (light armor, DR 1) *
-Steel-Toed Boots *
-Daggerwand of Corrosion (light melee/magic 2d4/1d6 acid dmg) *
-Dagger (light melee, 5 sharp dmg) *
-Blaster Pistol (light shooting, 6 plasma dmg)
-Bandages (Can be used with Medicine to stop bleeding) *
Status
42/50 HP
Skills
Magic: 5
Evade: 1
Stealth: 1
Athletics: 1
Will: 1
Underwater Basket-Weaving: 1
Spells & Artefacts
Mental Projection (Paralysis & Fantasy): Makes a creature believe they are an octopus, preventing them from functionally moving their limbs. Your target must make a Will roll vs your Magic roll. If they succeed, the spell takes partial effect and they cannot move their legs this turn and the next, preventing them from walking, Evading, or turning to hit targets behind them. If they fail, they cannot move or act at all for this turn and the next. Creatures with eight or more limbs are immune.
Fractal Tentacles (Tentacle & Splitting): This spell - known only to octopi - splits their tentacles out over a solid surface, and is actually pretty useless underwater. You can only cast this spell if standing on the ground. Drop all wielded items, become immobile, and make all adjacent spots to you cost an additional point to move through for enemies. Any enemies entering a space adjacent to you take 4 sharp damage. This spell ends whenever you choose.
Cybernetic Air Jets (Tentacle & Air): Installed in every tentacle is a fancy hose which can propel you through the air. For every tentacle not wielding an item, you may choose to fly 1 space instead of walking. If you do so, you are out of melee range until you choose to walk.
Ability
-Can wield up to 8 things, excluding Medicine/Lockpicking tools (since those are automatically wielded).
-Can attack 4 times when "dual attacking".
-Can't wear armor/clothes, including gloves & shoes, but excluding most headgear.
-Can't carry things that aren't equipped or wielded.
Equipment
-Electric Headlamp *
-Cybernetic Air Jets (no armor, DR 0) *
-Navy Blue Cape with Wave Pattern *
-Dagger (light melee, 5 sharp dmg) *1
-Dagger (light melee, 5 sharp dmg) *2
-Blaster Pistol (light shooting, 6 plasma dmg) *3
-Bandages (Can be used with Medicine to stop bleeding) *
Status
50/50 HP
Skills
Magic: 5
Will: 3
Evade: 2
Spells & Artefacts
Conoid of Incineration (Fire & Reducing): A perfectly proportioned cone of flame launches from your outstretched fingers to bring mathematical death to your foes. This spell counts as a burst effect, dealing 3d6 fire damage to one space adjacent to you, 2d6 fire damage to the line of three spaces farther from you, and 1d6 fire damage to the line of five spaces even farther from you.
The Old Ways (Sacred & Worry): Where the innovations of today fail us, the methods of the old gods may still prove useful. You can only cast this spell the turn after you have killed a creature. Target (living) creature must make a Will roll vs your Magic roll. If they fail, they become your unwavering ally for the rest of the level, or until you die. You may only have one such ally at a time.
The Enlightened Flame (Fire & Low Quality): The weapon of the truly sophisticated, it wipes the world clean of savageness. This weapon deals 3d4 fire damage when it hits. If a single attack exceeds 10 damage (excluding Damage Reduction) against unenriched medieval or primitive armor, the armor melts/burns away and deals an additional 2d6 fire damage to the target.
Ability
-Can shift into Divine Form once per level, making all spells he casts deal maximum damage and all its targets fail their Will roll.
-Always fails Stealth rolls.
Equipment
Electric Headlamp *
Leather Armor (light armor, DR 1) *
Steel-Toed Boots *
Shortsword (melee, 8 sharp dmg)
The Enlightened Flame (2-handed heavy shooting, 3d4 fire dmg) *
Divine Healing Powers (Can be used with Medicine to stop bleeding) *
Status
50/50 HP
Skills
Melee Weapons: 2
Ranged Weapons: 2
Magic: 5
Evade: 2
Stealth: 2
Pick Locks: 1
Athletics: 1
Spells & Artefacts
Offering to the Wise One (Worship & Owl): In exchange for material knowledge, the Wise One grants a boon to the faithful. You may not cast this spell in combat. The target book or scroll is destroyed, and you gain an owl-related ability for the rest of the level (flight, dark-vision, etc).
Heirloom Armor (Shell & Parents): For generations, this armor has gathered seashells during the undersea pilgrimages of your ancestors, and for generations still it will protect you as it had protected them. If the wearer is of Quinn family line, this armor gets +1 Damage Reduction. If the wearer is wielding the Seashell Effigy, they are immune to all psychic effects.
Equipment
Electric Headlamp *
Heirloom Armor (light armor, DR 1) *
Steel-Toed Boots *
Nunchucks (melee, 8 blunt dmg)
Dagger (light melee, 5 sharp dmg)
Semi-Auto GR2 Rifle (2-handed heavy shooting, 10 bullet dmg) *
Lockpicks (Can be used with Lockpicking to open key locks) *
Seashell Effigy
Status
25/35 HP
Skills
Evade
Athletics
Status
15/15 HP
Paralyzed
Skills
Evade
Stealth
Athletics