Level Up: Game Over!
- Ircher
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Ircher He / Him / HisWhat A Grand Idea
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- Gamma Emerald
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Gamma Emerald AnySurvivor
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Ircher He / Him / HisWhat A Grand Idea
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Ircher He / Him / HisWhat A Grand Idea
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In post 840, Ircher wrote:The Cultist Leader falls to the ground, heavily wounded by Gamma Emerald's strike. "This is not the end!" shouts the Cultist Leader as the necklace he is wearing begins to glow, rejuvenating him. "Aha! Yes, let the dark magic revive me!" The necklace stops glowing as Cultist Qwzyrkjyv rises back up from the ground, reinvigorated.
Meanwhile, the cultists who have been formerly simply spectators begin to murmer among themselves.... And then it happens... The remaining cultists and segment the group of adventurers, dividing them into three groups:
Group A:
1. the worst
2. James Brafin
3. Skygazer
4. Gamma Emerald
5. Inferno390
6. Charles510
Group B:
1. Cerberus v666
2. McMenno
3. Errantparabola
4. TehBrawlGuy
5. 2 718281828459
Group C:
1. Irrelephant11
2. Felissan
3. Draynth
4. Invisibility
5. Agent Sparkles
Cultist Qwzyrkjyv tries to tell them to stop, but to no avail. "Long live Cultist Qwzyrkjyv!" they shout as they raise their swords and attack.
The Cultist Leader:(Group A)
1. (CT22) Cultist Qwzyrkjyv : Cultist : Level = 8 | HP = 16 | Morale = 25 | Attack = 2d6 | Defense = 1d8
Group B:
1. (6) Alpha : Cultist : HP = 15 | Morale = 10 | Attack = 1d6 | Defense = 1d6
2. (6) Beta : Cultist : HP = 15 | Morale = 10 | Attack = 1d6 | Defense = 1d6
3. (6) Charlie : Cultist Magician : HP = 8 | MP = 7 | Attack = 1d4 | Defense = 1d3
4. (6) Delta : Cultist Magician : HP = 8 | MP = 7 | Attack = 1d4 | Defense = 1d3
Group C:
1. (7) Echo : Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
2. (7) Foxtrot : Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
3. (7) Golf : Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
4. (7) Hotel : Cultist Magician : HP = 11 | MP = 8 | Attack = 1d4 | Defense = 1d3
Note: You may only attack enemies that correspond to your group. The Cultist Leader is still using the three players thingy, and monsters will only attack enemies in their own group. You can still heal and cure across groups.
Edit: Also, attacking only begins a round for a group that you are in; it does not affect other groups.- Ircher
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Ircher He / Him / HisWhat A Grand Idea
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Oh, and NotAJumbleOfNumbers (if he ever shows up) is part of groupCB.
Edit: Make that group B now that I see the levels of players in group B.- 2 718281828459
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2 718281828459 Goon
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I will, if I can, since I am taking a rest.A new R2D game is in signups! Running Alpha v1.3 Link here: viewtopic.php?f=10&t=80343
Get to know a handsome potato: viewtopic.php?f=61&t=76837
Making the world more educated, one uneducated person at a time.- Ircher
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Ircher He / Him / HisWhat A Grand Idea
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Unfortunately, you cannot. You are part of group A, but not the group that is currently fighting.
Edit: Also, I'm using relaxed timing rules here: 24 hours for everyone to act in a group after the first action (or if at least one player suggests ending the round early and no players disagree with such an action.)- Cerberus v666
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Cerberus v666 Let's Be Reasonable
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So...group B, focus on our magicians? A single double slash at each, figure out what damage is needed for lethal on them, and then proceed from there?
Double Slash Charlie!
Original Roll String: 1d81 8-Sided Dice: (7) = 7
Original Roll String: 1d8-21 8-Sided Dice: (4)-2 = 2GTK a me, currently live, this may be your only chance!
viewtopic.php?f=61&t=78521&p=10688009#p10688009- Gamma Emerald
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- Charles510
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Spoiler: Cultist Qwzyrkjyv Scry Results
**Cultist Qwzyrkjyv : Cultist : Level = 8 | HP = 16 | Morale = 25 | Attack = 2d6 | Defense = 1d8
- Passive Skill "Healing Grace" : If an attack causes this creature's health to drop to 1 HP or less (when they were above 1 HP beforehand), this creature will be left with 1 HP instead. If the creature takes damage at 1 HP, it dies.
- Passive Skill "Second Chance" : The first time this creature dies, the creature regains full HP instead.
- Passive Skill "Cut Time" : This monster can act twice each round. (Note: Cooldowns don't go down twice-as-fast.)
- Passive Skill "In Control" : Crowd control status afflictions last for 1 less round than usual. (Crowd control effects include status afflictions like slow, stun, and bound.)
- Passive Skill "Strong Constituion" : Damage over time effects (e.g.: poison) last for 1 less round than usual.
- Active Skill "Double Slash" : Attacks an enemy twice for {Attack Dice} and {Attack Dice} - 2 damage. (3 CD)
- Active Skill "Guard" : Blocks all damage from the next 2 attacks this enemy receives. (1 CD)
- Special Skill "Whirlwhind" (Unlimited Use): Deals 2d4 damage (before defenses) to anyone that attacks this monster on the round this skill is used.
- Special Effect "Challenger" : At the beginning of the fight, the players must select three players. Only those three players can act for the first three rounds of the fight. After the third round concludes, a new set of three players can be chosen (or the old set can be kept). (If a new set is chosen, any active CDs or debuffs on the players that swap out are instantly cured.) This creature will only attack the current set of challengers. Additionally, this creature's full information (i.e.: the equivalent of what is learned by "Scry Monster") is shown at the beginning of the fight.- Charles510
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Inferno390 Mafia Scum
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Bersawk Attak!
Original Roll String: 1d81 8-Sided Dice: (4) = 4"Do I have permission to....refute some of the bs that Inferno just spewed out?"--TywinL
“Does anyone know if Inferno is prone to going of on huge tangents of twisted logic regarding basically alignment neutral posting? Asking for a friend ...”—MagnaofIllusion
Inferno390 GTKAS
Mafiascum Moderator Society- Inferno390
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Crap"Do I have permission to....refute some of the bs that Inferno just spewed out?"--TywinL
“Does anyone know if Inferno is prone to going of on huge tangents of twisted logic regarding basically alignment neutral posting? Asking for a friend ...”—MagnaofIllusion
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Once again, Cerberus v666 takes the lead and charges in with a double strike on Charlie, the magician. (8 so far on Charlie.) Charlie's robes begin to glow as they attempt to upset Cerberus's attack...
Original Roll String: 1d31 3-Sided Dice: (1) = 1
Charlie then retaliates by chanting a spell. His hands glow a ghastly purple, and he points towards Cerberus.
*Cerberus v666 has been inflicted with the "Scared" status for 3 rounds. This means that he can neither defend nor act during those three rounds. This status will start at the beginning of next round; they can defend still during this round.*
2 718281828459 takes the time to scry Delta:
Spoiler: Delta Scrying Info
Delta, noticing 2 718281828459's antics, also takes the time to fill 2 718281828459 with utter fear.
*2 718281828459 is scared for 3 rounds.*
Alpha attacks Cerberus:
Original Roll String: 1d61 6-Sided Dice: (4) = 4
(Defense:)
Original Roll String: 1d31 3-Sided Dice: (2) = 2
Beta attacks 2 718281828459:
Original Roll String: 1d61 6-Sided Dice: (4) = 4
(Defense:)
Original Roll String: 1d31 3-Sided Dice: (1) = 1
----
Out from the conflict arises a new leader. This fearless leader named Invisibility takes the time to scry Echo.
Spoiler: Echo Scrying Info
Alas, no one rallies under Invisibility's banner causing all the enemies to draw their attention towards Invisibility...
Echo strikes twice at Invisibility:
Original Roll String: 1d41 4-Sided Dice: (4) = 4
Original Roll String: 1d31 3-Sided Dice: (3) = 3
(2nd Attack:)
Original Roll String: 1d41 4-Sided Dice: (3) = 3
Original Roll String: 1d3-21 3-Sided Dice: (2)-2 = 0
(Defense:)
Original Roll String: 1d31 3-Sided Dice: (1) = 1
Foxtrot pours a liquid over her weapon.
Golf gives Invisibility a break and attacks Felissan instead:
Original Roll String: 1d41 4-Sided Dice: (2) = 2
Original Roll String: 1d31 3-Sided Dice: (1) = 1
(Defense:)
Original Roll String: 1d31 3-Sided Dice: (2) = 2
Hotel's hands glow a dark purple, and he points towards Invisibility.
*Invisibility has been scared for 3 rounds.*
----
Not a bit phased by the cultists' new resolve, Charles510 lunges towards the cultist leader. (6 so far.) Inferno390 does the same. (9 so far.) Meanwhile, Gamma Emerald begins a ritual causing his hands to glow a deep, dark black. He points towards the cultist leader, and blackness surrounds the leader. (-1 curse for 2 rounds.) Qwzyrkjyv raises his sword in a desparate attempt to fend off Charles510 and Inferno390....
Original Roll String: 1d8-11 8-Sided Dice: (7)-1 = 6- Ircher
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Ircher He / Him / HisWhat A Grand Idea
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Cerberus's attack is thrown slightly off by Charlie's defensive wards, but he still manages to land a powerful 6 damage in.
Alpha slashes at Cerberus v666, but his aim is so poor, he misses Cerberus completely.
Beta also slashes at 2 718281828459, but she uses improper technique allowing for 2 718281828459 to fend off the attack.
-----
Alas, Invisibility does not fair as well against Echo's onslaught. Echo manages to achieve 5 on the first attack and 3 on the second attack for 8 total. Invisibility is only able to slightly offset Echo so that only 6 damage is taken.
Golf launches a powerful slash at Felissan, but it is matched by a similar degree of skill, and Golf is only barely able to land 2 points of damage.
-----
The Cultist Leader is stunned by the combined power of Charles510 and Inferno390's onslaught. Indeed, luck would have it that Qwzyrkjyv fumbles when trying to fend off the attacks. Just as one may think that a substantial blow has been dealt to Qwzyrkjyv, his robes begins to glow a dark black, and one sees dark energy coarse through his robes...
Original Roll String: 1d61 6-Sided Dice: (5) = 5
Original Roll String: 1d81 8-Sided Dice: (1) = 1 - Ircher
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