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Ircher
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Post Post #850  (ISO)  » Sun Aug 12, 2018 2:33 pm

Yes.
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Post Post #851  (ISO)  » Sun Aug 12, 2018 2:45 pm

is the clock reset for those 3 rounds?
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Post Post #852  (ISO)  » Sun Aug 12, 2018 3:14 pm

No. We’re on round 5, yes? (I forgot....)
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Post Post #853  (ISO)  » Sun Aug 12, 2018 6:08 pm

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.
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Post Post #854  (ISO)  » Sun Aug 12, 2018 6:14 pm

Oh, and NotAJumbleOfNumbers (if he ever shows up) is part of group C B.

Edit: Make that group B now that I see the levels of players in group B.
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Post Post #855  (ISO)  » Sun Aug 12, 2018 6:51 pm

What is a "Cultist Magician"?

Someone should do the "scry" thing on these guys, but I am not sure who(m?) should do it.
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Post Post #856  (ISO)  » Sun Aug 12, 2018 7:00 pm

I will, if I can, since I am taking a rest.
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Post Post #857  (ISO)  » Sun Aug 12, 2018 7:02 pm

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.)
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Post Post #858  (ISO)  » Mon Aug 13, 2018 1:10 am

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: 1d8
1 8-Sided Dice: (4) = 4

Original Roll String: 1d8-2
1 8-Sided Dice: (6)-2 = 4
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Post Post #859  (ISO)  » Mon Aug 13, 2018 10:41 am

Okay so I'm on cooldown, so should I use magic or a basic attack?
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Post Post #860  (ISO)  » Mon Aug 13, 2018 10:45 am

omg this is the most

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Post Post #861  (ISO)  » Mon Aug 13, 2018 12:27 pm

i scry echo
also what is morale was that revealed yet
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Post Post #862  (ISO)  » Mon Aug 13, 2018 12:28 pm

No. Morale is there because it’s a mechanic that unlocks with the next level (6).
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Post Post #863  (ISO)  » Mon Aug 13, 2018 12:32 pm

ok
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Post Post #864  (ISO)  » Mon Aug 13, 2018 1:27 pm

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.

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Post Post #865  (ISO)  » Mon Aug 13, 2018 1:48 pm

Berserk Lunge on Qwzyrkjyv
Original Roll String: 1d8
1 8-Sided Dice: (6) = 6

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Post Post #866  (ISO)  » Mon Aug 13, 2018 1:52 pm

@Inferno390 please try to stun with a Berserk Lunge
@Gamma Emerald please curse

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Post Post #867  (ISO)  » Mon Aug 13, 2018 3:21 pm

Bersawk Attak!
Original Roll String: 1d8
1 8-Sided Dice: (3) = 3
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Post Post #868  (ISO)  » Mon Aug 13, 2018 3:21 pm

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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Ircher
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Post Post #869  (ISO)  » Mon Aug 13, 2018 8:51 pm

I should note I’m V/LA from August 15-21, so unless someone wants to backup moderate, this game is probably not getting updated during that time.
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Post Post #870  (ISO)  » Mon Aug 13, 2018 9:07 pm

Scry Delta
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Post Post #871  (ISO)  » Tue Aug 14, 2018 10:40 am

Curse Cultist Qwzyrkjyv
Get to know an Emerald! Stop by sometime, would you kindly? ♪
It is I, Himiko Yumeno, from the Dirt Gun Run Puss! Nah it's just Delthea! Hi there! (Avatar credit goes to Illumina25 on reddit!)
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Post Post #872  (ISO)  » Tue Aug 14, 2018 3:49 pm

Group B has initiative; resolving everyone else’s actions now.

Edit: Nevermind about initiative--I thought level 4 had level 2 scry but they don't.
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Post Post #873  (ISO)  » Tue Aug 14, 2018 4:12 pm

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: 1d3
1 3-Sided Dice: (2) = 2


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
(6) Cultist Magician : HP = 8 | MP = 7 | Attack = 1d4 | Defense = 1d3
- Magic Spell "Fire" : Deals 1d4 damage and ignores target's defenses. (1 Mana)
- Magic Spell "Lightning" : Deals 1d4 + 1d3 damage to the target. If the target had more than 1 HP to begin with and ends with 1 HP or less, they are left with 1 HP and any additional damage is split off to another target. If the target had 1 HP or less to begin with, they take 1 damage and the rest of the damage is split off to another target. Damage can be chained to as many targets as possible. (3 Mana)
- Magic Spell "Poison" : Poisons an enemy for 2 turns. They take 1d3 damage each turn. (3 Mana)
- Magic Spell "Fear" : Fills an enemy with fear for 1d6 morale damage. (4 Mana)

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: 1d6
1 6-Sided Dice: (1) = 1

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Beta attacks 2 718281828459:
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

----
Out from the conflict arises a new leader. This fearless leader named Invisibility takes the time to scry Echo.
Spoiler: Echo Scrying Info
(7) Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
- Passive Skill "Critical Hit" : Rolling a 7 on a normal attack stuns the enemy for one turn. Stunned enemies can only defend; they cannot actively use actions.
- Active Skill "Poison Weapon" (2 CD) : Next attack (if it applies damage) that the cultist makes with its weapon will coat the target in poison for 2 rounds. The poison deals 1d3 damage each round.
- Active Skill "Speed Slash" (1 CD) : Slashes an enemy quickly for 1d6-2 damage. Grants initiative.
- Active Skill "Double Slash" (2 CD) : Attacks an e0nemy twice for {Attack Dice} and {Attack Dice}-2 damage.


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: 1d4
1 4-Sided Dice: (3) = 3

Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

(2nd Attack:)
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

Original Roll String: 1d3-2
1 3-Sided Dice: (1)-2 = -1

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


Foxtrot pours a liquid over her weapon.

Golf gives Invisibility a break and attacks Felissan instead:
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


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: 1d8-1
1 8-Sided Dice: (3)-1 = 2
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Post Post #874  (ISO)  » Tue Aug 14, 2018 4:20 pm

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: 1d6
1 6-Sided Dice: (4) = 4


Original Roll String: 1d8
1 8-Sided Dice: (6) = 6
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