Level Up 2 - Join Anytime [15/1+] | Game on Hiatus

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Who do you think would make a good player leader? (Please do not vote for yourself.)

Poll ended at Mon Jul 29, 2019 4:04 pm

the worst
6
22%
Cerberus v666
3
11%
NotMySpamAccount
0
No votes
Amzela
0
No votes
McMenno
0
No votes
Chemist1422
0
No votes
James Brafin
9
33%
Inferno390
2
7%
inspiratieloos
1
4%
Not Known 15
2
7%
Jackal711
0
No votes
Gamma Emerald
3
11%
Formerfish
1
4%
PrivateI
0
No votes
 
Total votes : 27

Ircher
What A Grand Idea
 
User avatar
Joined: November 09, 2015
Location: EST/EDT
Pronoun: He

Post Post #0  (ISO)  » Wed May 29, 2019 5:22 pm

Welcome to Level Up 2: Dice-Rolling Fighting Game. For those of you who were around last summer, you may remember this thread. Well, this game is very similar to the last one, but I've made some changes that should help address some of the concerns from the last game. For both returning and new players, the game description and basic rules follow.

Objective: To reach as high of a level as you can without perishing. (But to do so requires working with other people. You cannot do it by yourself.)

Rules:
  1. You may join at any time by posting /in.
  2. To gain levels, you must gain experience. To gain experience, you must kill monsters.
  3. To kill monsters, you must use the dice tag in accordance with the next section. If there are multiple monsters, you must indicate which monster you are attacking unless I specify otherwise.
  4. As you gain levels, you may gain new ways to play.
  5. (New from last time:) In general, you may not change your action after posting it. This is moreso for my sake as certain abilities are order-dependent, and thus, changing your action may cause issues. That said, you may freely change your target(s) as that is generally not going to change anything. See next rule.
  6. (New from last time:) Each time you change your target, you will receive a -1 penalty on your roll.
  7. (New from last time:) Unless otherwise specified, players may perform only one action per player per round. There are very few exceptions to this rule; it is important to note that initiative-granting actions do not bypass this rule.
  8. (New from last time:) If you have not posted in the thread within the past four days, I may send you a PM to remind you that the game exists. You are not required to act every day; however, you are encouraged to be active to keep the game going. If you do not wish to receive these PM's, you may /out of the game, but be warned, /out'ing is final, and if you want to play again, you must re-/in at the last checkpoint level you achieved.
  9. This is not a game where players must strictly follow the rules. That is, I have the right to make exceptions to the rules, provided that these exceptions are within reason.
  10. Official Level Up Discord Link: https://discord.gg/gQkR2Nv
  11. Occassionally, I may challenge the players to guess something about the game. You are free to choose to participate or not; however, the first player to correctly answer the challenge may get a few bonus experience points. Players are only allowed one chance to answer the challenge. You are not allowed to consult outside resources for these challenges, although it's debatable how much that will help you.

Quick Links:

Defeating Monsters:
  • All players start at level one. New players now start at level two.
  • Your level determines your offensive power (attack dice), defensive power (defense dice), as well as your hitpoints. It may also dictate other things such as abilities and spells.
  • I determine the levels, attack dice, defense dice, hitpoints, and experience of monsters. I will do my best to keep the game reasonable, but I am no expert at balancing.
  • (New from last time:) I also choose enemies' targets in battle and all their actions. I will try to be fair in my choices, and I will avoid actively targeting the same person several times in a row. Note that all monsters will heavily prioritize players that are participating in a battle over those who are not participating.
  • (Modified from last time:) All dice are either 2-sided, 3-sided, 4-sided, 6-sided, or 8-sided.
  • At level one, players start with 10 HP and 1d6 attack dice. They possess no defense dice. At level two, players start with 15 HP and 1d6 attack dice with no defense dice. They can also use level one "Scry Monster" and "Speed Slash".
  • When a group of monsters is defeated, all players that participated in attacking split the total XP of the group.
  • Unless otherwise noted, if there are multiple monsters alive, players may freely choose which monster to attack. (Please be explicit.)
  • To attack, just roll the dice as appropriate. Do not forget that if there are multiple enemies, you generally need to specify the name of which ever one you are targeting.

Damage and Death:
  • To determine the amount of damage dealt to you or a monster, add up the values of the attack dice and the defense dice. If the total of the defense dice exceeds that of the attack dice, the target successfully defends against the attack. Otherwise, the target loses an amount of HP equal to the difference between the two.
  • (Modified from last time:) If a monster's hitpoints reaches zero or less, the monster dies. Experience is awarded at the end of the battle. Note that while rare, some monsters may be able to be revived by other monsters.
  • If a player's hitpoints that were above 1 HP before an attack drops to 1 HP or lower after an attack, they are left with 1 HP. This mechanic is known as Healing Grace.
  • Spells require a separate defense roll from normal attacks (if applicable).
  • Unless otherwise noted, if a player sustains damage at 1 HP, they die. If they reached a checkpoint level, they may re-/in at that level. Otherwise, they must re-/in as a level one character.
  • Unless otherwise specified, all players with 1 HP regain 1 HP, and all players that have died may revive at the last checkpoint level they reached once a battle has concluded.
  • You must wait at least 3 rounds (i.e.: the enemies get to attack three times) or until the end of the battle (whichever comes first) before reviving at the last checkpoint level you've reached.
  • (New from last time:) If five or more players are killed in a single battle, the battle immediately ends. (Note: It can also be one player dying five times in a single battle or some combination.) No one gains experience, and the battle restarts back at the beginning. All players who were still alive have their resources restored to their maximum values.

Teamwork Mechanic:
(Note that some rules here have been removed from last time, and also note the bolded rule(s). They are significantly different from last time.)
  • A round is defined as the combination of the players' turns and the enemies' turns. A round ends once every action for the round has been resolved.
  • (Modified from last time:) All battles will possess an action threshold value. Monsters will always attack after that many players submit actions. This action threshold value will be explicitly given at the start of every battle.
  • Actions are resolved in the following order: a) players with the Quick Strike status b) monsters with the Quick Strike status c) players in the order they posted (only valid actions) and d) monsters in an order that I choose (it's not necessarily random or predefined).
  • Players may team up against the same enemy when using normal attacks and skills. (Spells require a separate defense roll for each one if applicable.) When players team up against the same enemy, the enemy can only make a single defense roll (which is generally made at the time most in the enemy's favor); however, each player's attack is considered separate from one another. (This last part is important for enemies that have death mechanics similar to players.) Monsters follow similar rules when they attack the same player. That said, they do not suffer the penalty mentioned in the next rule.
  • If a third or subsequent player teams up against the same monster (remember, spells are exempt from this definition), they will receive a -X modifier to their roll where X is the number of players attacking that monster minus two. For instance, if the worst is the fourth person to attack a monster named Alpha, they will have a modifier of -2 on their attack.
  • (Modified from last time:) Initiative for players works by not counting towards the action threshold. That is, for each initiative action used, monsters must wait for an additional player to make an action before they get a turn.
  • You may not specify actions in advance.
  • Initiative for monsters negates the effects of initiative for players.
  • If, after 24 hours, no actions have occurred (and this is not due to the moderator being absent), the current round for players will end, and actions will be resolved, regardless of how many actions were left.
  • (New from last time:) If all players have acted, the monsters immediately get a turn so as to not delay the game unnecessarily.

Special Rules:
Level 21) You now possess an active skill! All active skills have a cooldown period. The cooldown time is listed in parenthesis after each active skill. While a skill is in cooldown, you cannot use any other active skill. The cooldown timer decreases by 1 every time your enemies do an attack. (*Note: Cooldowns are applied globally; you cannot use any skills during that time.*)

Level 31) You can now cast magic! To cast spells, you must have MP (Mana Points) available. The cost of each spell is listed in parenthesis after each spell. MP is fully restored when you level up or after 5 battles, whichever comes first.
2) You now possess a passive skill! Passive skills have their effects occur automatically!
3) You have reached your first checkpoint level. If you die or /out of the game, you may respawn at this level rather than level one.

Level 41) Skills and spells now possess levels! When using an active skill or a spell, please specify the level of the skill or spell. Note that you are allowed to use a lower-level version of a spell or an active skill if you prefer (though I may verify.)
2) You now possess stat points. Stat points may be reallocated whenever you level up or whenever you die (after you re-enter and provided you meet the required level to possess stat points). You may exchange one stat point for either three hitpoints or one mana.
3) Some active skills may have special internal cooldowns that applies only to that skill. Skills with an active internal cooldown cannot be used while it is active, and internal cooldowns cannot be removed unless explicitly specified otherwise. (Items that normally decrease cooldowns do not have any effect on internal cooldowns. The same applies for certain passive skills (e.g.: Adrenaline Rush).)

Level 51) You may now choose a specialization path: Berserker, Warrior, Magician, or Acolyte. Unlike stat points, your decision is final unless you perish and have to respawn at a level lower than level five. Specialization paths grant new spells and skills specific to that path. They may also grant other bonuses.

Level 61) Players now possess morale. Morale determines your resistance against Fear and other illusionary/mental effects. A player suffers from a mental status effect if their morale drops below zero. (By default, this is the "Scared" status, but others like "Charm" can occur as well.) At the end of each round, morale regenerates by 20% of your current hitpoints (rounded to nearest) until it reaches its maximum value. Players that do not utilize the morale mechanic (level 5 and below) are automatically afflicted by the appropriate status effect for three rounds.
2) The friendship system is unlocked globally for all players. Please see for more details.

Miscellaneous1) The party now maintains a global inventory. After some battles, the party may receive silver coins that they may spend at shops to obtain useful items that anyone can use. Unless otherwise noted, players may use an item and perform another item during the same round.

--------------------------------------------------------------
Now go out there and slay some monsters for experience!
Last edited by Ircher on Sun Aug 18, 2019 2:32 pm, edited 36 times in total.
Semi-retired from Mafia as of September 2018. Check out my Player Ratings page!
Level Up is finished; feel free to pre-/in for the next time I run it.

Ircher
What A Grand Idea
 
User avatar
Joined: November 09, 2015
Location: EST/EDT
Pronoun: He

Post Post #1  (ISO)  » Wed May 29, 2019 5:22 pm

Current Players:
MP restored in: 2 battle(s).

Party's Silver Coins: 10 Coins
Party Inventory1x Lesser Healing Potion: Heals 1d4 hitpoints of an ally.
1x Healing Potion: Heals 1d6 hitpoints of an ally.
1x Speed Potion: Grants the "Hasted" status for 1d3+1 rounds to an ally.
1x Cake: Restores 50% HP (rounded down) and 25% MP (rounded down) of the user.


the worstLevel 6 | XP = 31
HP = 17/20 | MP = 2/6 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point: 1 SP = 1 MP.
Specialization level 1: Path of the Acolyte.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
Minor Heal All (4 Mana).

Number of Deaths = 1
Spoiler: Causes of Death
1. (1@1): Level 1 Goblin


Cerberus v666Level 6 | XP = 31
HP = 18/20 | MP = 6/6 | Morale = 10/10
| Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point: 1 SP = 1 MP.
Specialization level 1: Path of the Magician.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
Silence (2 Mana).

Number of Deaths = 0
Spoiler: Causes of Death


NotMySpamAccountLevel 4 | XP = 11
HP = 15/15 | MP = 4/4 | Attack = 1d6 + 1d2 | Defense = 1d3
1 Stat Point.
Number of Deaths = 0
Spoiler: Causes of Death


AmzelaLevel 5 | XP = 23
HP = 23/23 | MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Warrior.
Spoiler: Extra Skills
Level 1 Cross Slash (4 CD).

Spoiler: Extra Spells
None!

Number of Deaths = 0
Spoiler: Causes of Death


McMennoLevel 3 | XP = 8
HP = 15/15 | MP = 3/3 | Attack = 1d8 | Defense = 0d2
Number of Deaths = 0
Spoiler: Causes of Death


Chemist1422Level 4 | XP = 16
HP = 18/18 | MP = 4/4 | Attack = 1d6 + 1d2 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP.
Number of Deaths = 0
Spoiler: Causes of Death


James BrafinLevel 6 | XP = 28
HP = 23/23 | MP = 6/6 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Berserker.
Spoiler: Extra Skills
Level 1 Fury Blade (4 CD).

Spoiler: Extra Spells
None!

Number of Deaths = 1
Spoiler: Causes of Death
1. (14@3): (Miniboss) Level 5 Gamma Slime.


Inferno390Level 6 | XP = 28
HP = 23/23 | MP = 5/5 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Berserker.
Spoiler: Extra Skills
Level 1 Fury Blade (4 CD).

Spoiler: Extra Spells
None!

Number of Deaths = 0
Spoiler: Causes of Death


inspiratieloosLevel 6 | XP = 29
HP = 20/20 | MP = 2/6 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point: 1 SP = 1 MP.
Specialization level 1.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
None!

Number of Deaths = 0
Spoiler: Causes of Death


Not Known 15Level 5 | XP = 24
HP = 21/23 | MP = 0/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Warrior.
Spoiler: Extra Skills
Level 1 Cross Slash (4 CD).

Spoiler: Extra Spells
None!

Number of Deaths = 1
Spoiler: Causes of Death
1. (0@1): Level 4 Red Slime


Jackal711Level 5 | XP = 27
HP = 16/20 | MP = 2/5 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 1 MP.
Specialization level 1: Path of the Acolyte.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
Minor Heal All (4 Mana).

Number of Deaths = 0
Spoiler: Causes of Death


Gamma EmeraldLevel 5 | XP = 24
HP = 15/20 | MP = 5/5 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 1 MP.
Specialization level 1: Path of the Magician.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
Silence (2 Mana).

Number of Deaths = 0
Spoiler: Causes of Death


FormerfishLevel 5 | XP = 17
HP = 23/23 | MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP.
Specialization level 1.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
None!

Number of Deaths = 0
Spoiler: Causes of Death


PrivateILevel 2 | XP = 2
HP = 15/15 | Attack = 1d6 | Defense = 0d2
Number of Deaths = 0
Spoiler: Causes of Death


trisLevel 3 | XP = 5
HP = 15/15 | MP = 3/3 | Attack = 1d8 | Defense = 0d2
Number of Deaths = 0
Spoiler: Causes of Death

---
David (NPC)Level 4 | XP = 15
HP = 9/18 | MP = 2/2 | Attack = 1d6 | Defense = 1d2
Spoiler: Skills
Level 1 Scry Monster (0 CD).
Level 1 Double Shot (4 CD). Equivalent to level 1 double slash.
Level 1 Poison Weapon (3 CD): Grants you the poisoned weapon status until your next attack. If an enemy takes damage from your next attack, they are poisoned for three rounds.

Spoiler: Spells
Level 1 Minor Heal (2 Mana).


---
Level 1 Player:
HP = 10/10 | Attack = 1d6 | Defense = 0d2

Level 2 Player:
HP = 15/15 | Attack = 1d6 | Defense = 0d2
Spoiler: Skills
Level 1 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).


Level 3 Player:
HP = 15/15 | MP = 3/3 | Attack = 1d8 | Defense = 0d2
Spoiler: Skills
Level 1 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).
Level 1 Defensive Slash (2 CD).
Level 1 Luck Mitigation.

Spoiler: Spells
Level 1 Redirection Shield (1 Mana).
Level 1 Fire (1 Mana).

Checkpoint at level 3 (5 XP).

Level 4 Player:
HP = 15/15 | MP = 4/4 | Attack = 1d6 + 1d2 | Defense = 1d3
1 Stat Point.
Spoiler: Skills
Level 2 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).
Level 1 Defensive Slash (2 CD).
Level 1 Double Slash (4 CD).
Level 1 Meditate (7 CD).
Level 1 Luck Mitigation.
Level 1 Adrenaline Rush.

Spoiler: Spells
Level 1 Redirection Shield (1 Mana).
Level 1 Fire (1 Mana).
Level 1 Examine Creature (1 Mana).
Level 1 Curse (2 Mana).
Level 1 Bless (2 Mana).

Checkpoint at level 3 (5 XP).

Level 5 Player:
HP = 20/20 | MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point.
Specialization level 1.
Spoiler: Skills
Level 2 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).
Level 2 Defensive Slash (3 CD).
Level 1 Double Slash (4 CD).
Level 1 Meditate (7 CD).
Level 1 Provoke (3 CD).
Level 1 Focus (3 CD).
Level 1 Gather Energy (2 CD).
Level 2 Luck Mitigation.
Level 1 Adrenaline Rush.

Spoiler: Spells
Level 2 Redirection Shield (2 Mana).
Level 1 Fire (1 Mana).
Level 1 Examine Creature (1 Mana).
Level 1 Curse (2 Mana).
Level 1 Bless (2 Mana).
Level 1 Minor Heal (2 Mana).
Level 1 Cure (1 Mana).
Level 1 Tornado (2 Mana).

Checkpoint at level 3 (5 XP).

Level 6 Player:
HP = 20/20 | MP = 5/5 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point.
Specialization level 1.
Spoiler: Skills
Level 2 Scry Monster (0 CD).
Level 2 Speed Slash (2 CD).
Level 2 Defensive Slash (3 CD).
Level 1 Double Slash (4 CD).
Level 1 Meditate (7 CD).
Level 1 Provoke (3 CD).
Level 1 Focus (3 CD).
Level 1 Gather Energy (2 CD).
Level 1 Throw Weapon (3 CD).
Level 2 Luck Mitigation.
Level 1 Adrenaline Rush.
Level 1 Power Aura.

Spoiler: Spells
Level 2 Redirection Shield (2 Mana).
Level 2 Fire (1 Mana).
Level 1 Examine Creature (1 Mana).
Level 2 Curse (2 Mana).
Level 1 Bless (2 Mana).
Level 1 Minor Heal (2 Mana).
Level 1 Cure (1 Mana).
Level 1 Tornado (2 Mana).
Level 1 Enrage (2 Mana).
Level 1 Inspire (1 Mana).
Level 1 Fear (1 Mana).

Checkpoint at level 6 (28 XP).
Last edited by Ircher on Sun Aug 18, 2019 2:33 pm, edited 117 times in total.
Semi-retired from Mafia as of September 2018. Check out my Player Ratings page!
Level Up is finished; feel free to pre-/in for the next time I run it.

Ircher
What A Grand Idea
 
User avatar
Joined: November 09, 2015
Location: EST/EDT
Pronoun: He

Post Post #2  (ISO)  » Wed May 29, 2019 5:22 pm

Current Monster Statuses (Threshold 2/1)
(4) Alpha : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Beta : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Charlie : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Delta : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Echo : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Foxtrot : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(6) Golf : Slime : HP = DEAD | Morale = 3/3 | Attack = 1d8 | Defense = 0d2
(6) Hotel : Slime : HP = DEAD | Morale = 3/3 | Attack = 1d8 | Defense = 0d2
(6) India : Tiny Slime : HP = DEAD | Morale = 3/3 | Attack1 = 1d4 | Attack2 = 1d3 | Defense = 0d2
(6) Juliet : Giant Slime : HP = DEAD | Morale = 4/4 | Attack = 1d8 | Defense = 0d2 | 1 CD
Last edited by Ircher on Sun Aug 18, 2019 2:33 pm, edited 103 times in total.
Semi-retired from Mafia as of September 2018. Check out my Player Ratings page!
Level Up is finished; feel free to pre-/in for the next time I run it.

Ircher
What A Grand Idea
 
User avatar
Joined: November 09, 2015
Location: EST/EDT
Pronoun: He

Post Post #3  (ISO)  » Wed May 29, 2019 5:22 pm

Level 1 (XP Needed: 0)
- Hitpoints = 10 | Attack = 1d6 | Defense = 0d2

Level 2 (XP Needed: 2)
- Hitpoints = 15 | Attack = 1d6 | Defense = 0d2
- Gain active skill "Scry Monster" (0 CD): Tells you the special skills, spells, and other abilties a monster possesses.
- Gain active skill "Speed Slash" (3 CD): Slashes an enemy quickly for {Attack Dice} - 2 damage. This skill grants initiative meaning it does not count towards the action threshold.
- Active skills have cooldowns (CD). While a skill is in cooldown, you cannot use any other skills. Cooldown decreases by one each time the enemy gets a chance to attack. (Eg: CD of 2 rounds means the enemies must get a chance to attack twice before you can use the skill again.)

Level 3 (XP Needed: 5)
- Hitpoints = 15 | Attack = 1d8 | Defense = 0d2
- Mana Points = 3 (Restored when a player levels up or after 5 battles, whichever comes first.)
- Gain passive skill "Luck Mitigation": If you roll the minimum you can roll on an attack roll on three of your past four attack rolls, you may reroll the last roll once. (If you roll the minimum again.... Too bad!) After this skill activates, none of the previous minimums count. (However, if you managed to roll the minimum again on your reroll, that one counts.) The player is the primary one responsible for keeping track of this. The moderator will only verify that this skill is being used properly.
- Gain active skill "Defensive Slash" (2 CD): Slashes at an enemy for {Attack Dice} - 4 damage. You will take half damage for one round.
- Gain magic spell "Redirection Shield" (1 Mana): Protects an ally by taking some of the damage they would otherwise take for them and by giving your ally a protective shield. You will take half of all damage (before defenses) they receive rounded up. Your ally will take half of all damage they receive (before defenses) rounded down. In addition, enemies that attack players who have this spell active (target, not caster) receive 1d2 damage (ignores defenses). This effect lasts for one round.
- Gain magic spell "Fire" (1 Mana): Sears an enemy for 1d3 damage and ignores their defenses.
- Checkpoint level (If you die, you respawn at level 3.)

Level 4 (XP Needed: 10)
- Hitpoints = 15 | Attack = 1d6 + 1d2 | Defense = 1d3
- Mana Points = 4 | 1 Stat Point
- Gain passive skill "Adrenaline Rush": If you have 1 HP or less remaining (and you are still alive), your normal attacks deal double damage, your direct-damage spells cost zero MP to cast, and your active skills have zero cooldown.
- Gain active skill "Double Slash" (4 CD): Slashes an enemy twice for {Attack Dice} and {Attack Dice} - 2 damage.
- Gain active skill "Meditate" (7 CD / 3 ICD): Spend some time meditating to restore 1d2 hitpoints. This skill has an internal cooldown of three rounds. During those three rounds, you may not use the skill again, even if your global cooldown has expired.
- Gain magic spell "Examine Creature" (1 Mana): Equivalent to using the level 1 active skill "Scry Monster". In addition, the creature's inventory will be revealed.
- Gain magic spell "Curse" (2 Mana): Curses a target giving their dice rolls a -1 modifier for three rounds.
- Gain magic spell "Bless" (2 Mana): Blesses a target giving their dice rolls a +1 modifier for three rounds.
- Upgrade active skill "Scry Monster" to level 2 (0 CD): Tells you the special skills, spells, and other abilties a monster possesses. You also gain initiative with this skill.
- Skills and spells now have levels! Be sure to indicate what level a spell or skill is when you use it. You may freely use the lower level version of spells and skills if you prefer. (I may ask you to confirm such an action though.)
- You now possess stat points! Stat points may be exchanged for 3 HP or 1 MP each, and you may reallocate them every level (or when you die and respawn, presuming your respawn level has them).

Level 5 (XP Needed: 17)
- Hitpoints = 20 | Attack = 2d4 | Defense = 1d3
- Mana Points = 4 | 1 Stat Point
- Gain active skill "Provoke" (3 CD): Increases the likelihood you are targeted for one round.
- Gain active skill "Focus" (3 CD): Instead of attacking, you can increase your focus on the battle. Taking damage causes this skill's effect to end early. Your next action has a *2 modifier on its dice roll(s).
- Gain active skill "Gather Energy" (2 CD): Instead of attacking, you can gather energy. On the next two rounds, any spell you cast gains a +1 modifier on dice rolls.
- Gain magic spell "Minor Heal" (2 Mana): Heals an ally by 1d3 hitpoints.
- Gain magic spell "Cure" (1 Mana): Cures a target of a single negative status afflictions. You may choose which one to cure.
- Gain magic spell "Tornado" (2 Mana): Choose two targets. Each target takes 1d6 damage (roll separately for each), and if the target takes damage, the target is additionally stunned for one round.
- Upgrade passive skill "Luck Mitigation" to level 2: If you roll the minimum you can roll on an attack roll on three of your past four attack rolls, you may reroll the last roll up to two times. (You may only reroll a reroll if it is the minimum again.) After this skill activates, none of the previous minimums count. (However, if you managed to roll the minimum again on your reroll, that one counts.) The player is the primary one responsible for keeping track of this. The moderator will only verify that this skill is being used properly.
- Upgrade active skill "Defensive Slash" to level 2 (3 CD): Slashes at an enemy for {Attack Dice} - 4 damage. You will take half damage for two rounds.
- Upgrade magic spell "Redirection Shield" to level 2 (2 Mana): Protects an ally by taking some of the damage they would otherwise take for them and by giving your ally a protective shield. You will take half of all damage (before defenses) they receive rounded up. Your ally will take half of all damage they receive (before defenses) rounded down. In addition, enemies that attack players who have this spell active (target, not caster) receive 1d3 damage (ignores defenses). This effect lasts for two rounds.
- Choose one path to take. Once you choose a path, you cannot change it unless you die and respawn at a level lower than level 5.

Level 5.A: Path of the Berserker
- Gain active skill "Fury Blade" (4 CD): Attacks an enemy for {Attack Dice} - 3 damage and grants a bonus action to the user. (A bonus action basically means you can act again. You will not be able to use active skills though because the cooldown from this skill immediately becomes effective.)

Level 5.B: Path of the Warrior
- Gain active skill "Cross Slash" (4 CD): Attacks two different enemies for {Attack Dice} - 2 damage. If an enemy takes damage from this attack, that enemy takes an additional one damage.

Level 5.C: Path of the Magician
- Gain magic spell "Silence" (2 Mana): Silences an enemy for two rounds, preventing the enemy from using spells.

Level 5.D: Path of the Acoylyte
- Gain magic spell "Minor Heal All" (4 Mana): Heals all allies by 1d2 hitpoints. (You should only roll once for this spell.)

Level 6 (XP Needed: 28)
- Hitpoints = 20 | Attack = 1d6 + 1d4 | Defense = 1d4
- Mana Points = 5 | Morale = 10 | 1 Stat Point
- Gain passive skill "Power Aura": Enemies that are more than four levels below you gain a -1 modifier on defense rolls.
- Gain active skill "Throw Weapon" (3 CD): Throws your weapon at an enemy for {Attack Dice} + 2 damage. If you roll lower than the {Expected Roll} (at this level, the expected roll is 8.0 total including the +2 modifiers; curses lower the required roll and blessings raise it), then you fumble the throw and take half of the rolled damage instead.
- Gain magic spell "Enrage" (2 Mana): Enrages a target causing them to receive a -2 modifier on defense rolls but grants a +2 modifier on non-magical attack rolls. This effect lasts for two rounds.
- Gain magic spell "Inspire" (1 Mana): Increases the morale of an ally by 2d4 points.
- Gain magic spell "Fear" (1 Mana): Decreases the morale of an enemy by 2d4 points.
- Upgrade active skill "Speed Slash" to level 2 (2 CD): Slashes an enemy quickly for {Attack Dice} - 2 damage. This skill grants initiative meaning it does not count towards the action threshold.
- Upgrade magic spell "Fire" to level 2 (1 Mana): Sears an enemy for 1d4 damage and ignores their defenses.
- Upgrade magic spell "Curse" to level 2 (2 Mana): Curses a target giving their dice rolls a -2 modifier for three rounds.
- Update (retroactively--as in, this new description applies for lower level players without morale as well) the description of the passive skill "Adrenaline Rush": If you have 1 HP or less remaining (and you are still alive), your normal attacks deal double damage, your direct-damage spells cost zero MP to cast, and your active skills have zero cooldown. Furthermore, you are immune to any and all attacks on your morale, and if you currently possess any morale-related statuses (like "Scared"), you immediately recover from them.
- Morale determines your resilience against fear and other illusionary effects. If a creature's morale drops below 0, they receive the Scared status (or another appropriate status depending on the skill/spell) until their morale is at or above 0 again. Scared players are unable to act and unable to defend. Scared monsters are unable to act and have a 25% chance of fleeing the battle each round. (Note: You do not get XP from enemies that flee.) Morale increases by 20% of your current hitpoints each round (rounded to nearest) (until it reaches its maximum value.) Creatures that do not possess morale suffer the "Scared" status (or another appropriate status depending on the skill/spell) for three rounds if they take morale damage. Certain skills and spells will inflict morale damage.
- Unlock globally (i.e.: for everyone) the Friendship System. A full description will be posted elsewhere as it is far too long to copy into this space.
- Checkpoint level (If you die, you respawn at level 6.)
Last edited by Ircher on Tue Aug 06, 2019 11:08 am, edited 9 times in total.
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Post Post #4  (ISO)  » Wed May 29, 2019 5:23 pm

Active Skills:
*Scry Monster - Tells you the special skills, spells, and other abilities a monster possesses.^
**Level 1 (PLV 2) (0 CD): None.
**Level 2 (PLV 4) (0 CD): Also gain initiative.

*Speed Slash - Attacks an enemy and gain initiative.
**Level 1 (PLV 2) (3 CD): {Attack Dice} - 2 damage.
**Level 2 (PLV 6) (2 CD): {Attack Dice} - 2 damage.

*Defensive Slash - Decreases damage taken for a certain number of rounds at a cost of reduced damage.
**Level 1 (PLV 3) (2 CD): {Attack Dice} - 4 and half damage for 1 round.
**Level 2 (PLV 5) (3 CD): {Attack Dice} - 4 and half damage for 2 rounds.

*Double Slash - Slashes an enemy twice in one action.
**Level 1 (PLV 4) (4 CD): {Attack Dice} and {Attack Dice} - 2 damage.

*Meditate - Spends time meditating to regain hitpoints and mana points.^
**Level 1 (PLV 4) (7 CD / 3 ICD): 1d2 hitpoints and 0 mana points.

*Provoke - Increases the likelihood enemies target you for one round.^
**Level 1 (PLV 5) (3 CD): None.

*Focus - Focuses on the battle in order to increase power. This skill ends early if damage is taken.^
**Level 1 (PLV 5) (3 CD): *2 modifier for 1 action.

*Gather Energy - Gathers energy this turn in order to increase the power of spells in the future.
**Level 1 (PLV 5) (2 CD): +1 modifier on spells for 2 rounds.

*Fury Blade - Increases the user's speed and attacks an enemy.
**Level 1 (PLV 5.A) (4 CD): {Attack Dice} - 3 damage and one bonus action.

*Cross Slash - Attacks two different enemies in one action. If an attack succeeds against an enemy, that enemy takes additional point of damage.
**Level 1 (PLV 5.B) (4 CD): {Attack Dice} - 2 damage.

*Throw Weapon - Throws your weapon at an enemy for increased damage at the risk of injuring yourself by half the rolled damage if you fail.
**Level 1 (PLV 6) (3 CD): {Attack Dice} + 2 damage with a threshold of {Expected Roll}.

^ - These skills can be used while bound.

Passive Skills:
*Luck Mitigation - When rolling the minimum value on an attack roll multiple times in the recent past you may reroll the attack role that triggered this skill a certain number of times (or until you get a more favorable result.)
**Level 1 (PLV 3): 3 out of 4 to trigger; 1 reroll.
**Level 2 (PLV 5): 3 out of 4 to trigger; 2 rerolls.

*Adrenaline Rush - When health is critically low, normal attacks deal double damage, direct damage spells cost zero mana to cast, and skills do not have cooldowns. In addition, you are immune to any and all attacks on your morale, and if you currently possess any morale-related statuses, you immediately recover from them.
**Level 1 (PLV 4): 1 HP or lower.

*Power Aura - Grants a negative modifier on defense rolls to enemies significantly weaker than you.
**Level 1 (PLV 6): >4 levels weaker and -1 modifier.

Spells:
*Redirection Shield - Protects an ally by splitting the damage taken between yourself and your ally and by giving your ally a magical shield. You will take half of the damage (before defenses) (rounded up), and they will take half the damage (before defenses) (rounded down). Enemies that attack players with this spell active take damage that bypasses defenses.
**Level 1 (PLV 3) (1 MP): 1 round and 1d2 damage.
**Level 2 (PLV 5) (2 MP): 2 rounds and 1d3 damage.

*Fire - Sears an enemy and ignores enemy defenses.
**Level 1 (PLV 3) (1 MP): 1d3 damage.
**Level 2 (PLV 6) (1 MP): 1d4 damage.

*Examine Creature - Tells you the special skills, spells, and other abilities a monster possesses. In addition, reveals the creature's inventory.
**Level 1 (PLV 4) (1 MP): None.

*Curse - Curses a target and lowers their effectiveness for some time.
**Level 1 (PLV 4) (2 MP): -1 modifier for 3 rounds.
**Level 2 (PLV 6) (2 MP): -2 modifier for 3 rounds.

*Bless - Blesses a target and increases their effectiveness for some time.
**Level 1 (PLV 4) (2 MP): +1 modifier for 3 rounds.

*Minor Heal - Heals a target a little bit.
**Level 1 (PLV 5) (2 MP): 1d3 hitpoints.

*Cure - Cures a target of negative status afflictions; the player can choose which affliction to heal.
**Level 1 (PLV 5) (1 MP): 1 affliction.

*Tornado - Damages multiple targets. If a target takes damage (after defenses), the target is additionally stunned for a single round.
**Level 1 (PLV 5) (2 MP): 2 targets and 1d6 damage.

*Silence - Silences an enemy preventing that enemy from casting spells.
**Level 1 (PLV 5.C) (2 MP): 2 rounds.

*Minor Heal All - Heals all allies a little bit. (You should only perform a single roll.)
**Level 1 (PLV 5.D) (4 MP): 1d2 hitpoints.

*Enrage - Enrages an ally increasing their non-magical attack power but lowering their defensive power.
**Level 1 (PLV 6) (2 MP): +2 non-magical attack rolls, -2 defense rolls, 2 rounds.

*Inspire - Increases the morale of an ally.
**Level 1 (PLV 6) (1 MP): 2d4 morale.

*Fear - Decreases the morale of an enemy.
**Level 1 (PLV 6) (1 MP): 2d4 morale.
Last edited by Ircher on Tue Aug 06, 2019 11:08 am, edited 11 times in total.
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Post Post #5  (ISO)  » Wed May 29, 2019 5:23 pm

Glossary:
*Action : Means either a) performing a normal attack b) using a skill c) casting a spell or d) explicitly doing nothing.

*Normal Attack : Refers to the default attack all players possess which has a strength given by their attack dice.

*Attack : Generally refers only to normal attacks and skills; spells are generally exempt from this term. (Ideally, I remember to clarify in all instances where I use this term, but sometimes, I forget to.)

*Cooldown : Refers to the time where one cannot use another active skill. This goes down by one at the end of each round.

*Before Defenses : Means that the character defending against the action can roll their defense dice to reduce the amount of damage they take from an action.

*After Defenses : See also: Ignores Defense.

*Ignores Defense : Means that the character defending against the action cannot use their defense dice to reduce the amount of damage they take from an action.

*Initiative : See below.
**Players : The action does not count towards the action threshold. Note that the one action per per player per round rule still applies here. You cannot act twice in a single round unless otherwise noted.
**Monsters : Cancels out initiative advantages possessed by the players. (Basically, pair each monster with initiative to a player with initiative. If there are more players than monsters with initiatives (i.e.: leftover players after all pairings have been done), then that difference is the number of extra actions the players may perform.

*Slow : Can perform only half the normal amount of actions.

*Haste : Can perform twice the normal amount of actions.

*Bound : Cannot perform any actions that requires freedom of movement (including spells). Currently, only Scry Monster can be used while bound.

*Stunned : Cannot take any actions, but can defend from incoming actions.

*Scared : Cannot take any actions and cannot defend from incoming attacks.

*Poison : Deals 1d3 damage at the end of each round. Ignores defense.

*Acid : Deals 1d4 damage at the end of each round. Ignores defense.

*Double Damage : Means that a *2 multiplier is tacked on to the end of the roll.

*Two Attacks : Means that you roll separately for each attack. For players (and certain enemies), performing two attacks can allow you to kill the character in one action rather than two (provided their hitpoints are low enough, and the attack deals enough damage.)

*Quick Strike : Moves before other characters when resolving a round.
Last edited by Ircher on Sun Jun 30, 2019 3:39 pm, edited 4 times in total.
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Post Post #6  (ISO)  » Wed May 29, 2019 5:23 pm

Friendship System (Courtesy of James Brafin for the initial design pitch.)
Basic Description:
Friendship Points (FP) are acquired by aiding allies during battles. Whenever you aid an ally, your relationship with them gains 1 FP. When you reach certain FP thresholds, your relationship with that player will level up, and you'll be able to use special friendship skills and spells. Only skills or spells that affect an ally (such as Bless/Curse) grant Friendship Points; if in doubt, please ask me. Skills and spells that affect multiple allies (such as Minor Heal All) only grant a single Friendship Point to a single ally of your choice. Friendship skills and spells do not grant Friendship Points. Players are solely responsible for keeping track of Friendship Points (as having me do it all is way too much hassle for it to be worth it). (It is very unlikely I'll be checking heavily, so much of this relies on me trusting the players.)

Each time you use an action that grants a Friendship Point, you should strive to include in your post your current Friendship Points totals. (Ideally, you'll wrap it into spoiler tags.)

All friendship skills/spells, unless otherwise noted, count as one action towards the action threshold. Players may only use one friendship skill/spell each per round, and there may be a limit on the total number of friendship actions the party may use per round, dependent on the battle. You may not use a friendship action on/with a player that has already used a friendship action on/with you. Similar to normal active skills, all stated friendship skill cooldowns are global among the friendship skills.

Friendship Levels:
Level 1 (FP Needed: 0)
- Gain Friendship Skill "Aid" (3 FCD): Grants a +1 modifier to your friend's roll. This skill grants initiative.

Level 2 (FP Needed: 5)
- Gain Friendship Skill "Share" (2 FCD): Shares a normally non-transferable item with a friend.

Level 3 (FP Needed: 10)
- Gain Friendship Spell "Symbiosis" (Cast: 1 Mana | Uses: 1 + {Mana Transferred} Mana): Heals and restores your friend by transferring health and mana on a 1:1 ratio. You may choose how much health and mana to transfer. You cannot bring yourself below 1 HP using this spell.

Level 4 (FP Needed: 20)
- Gain Friendship Skill "Team Attack" (4 FCD): Attack an enemy together with your friend. (You should roll both for yourself and your friend.) Like "Double Slash", while this skill consists of two attacks, this skill only counts as one towards the penalty. Your friend cannot act separately after you use this skill. It still only counts as one action to the action threshold.
Last edited by Ircher on Tue Aug 06, 2019 11:09 am, edited 2 times in total.
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Post Post #7  (ISO)  » Wed May 29, 2019 5:25 pm

One last note: purple is my moderating color, but I probably won't be using it too much. I'll mainly be using it for edits.
Anyway, you may now post (and hopefully I've reserved enough posts for myself).
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Post Post #8  (ISO)  » Wed May 29, 2019 9:21 pm

:eyes:
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Post Post #9  (ISO)  » Wed May 29, 2019 9:36 pm

the worst is minding his own business while walking on the road when he is suddenly ambushed by a monster! He readies him and unsheathes his sword.

Battle #1 (Threshold: 1)
(1) Goblin : HP = 3 | Attack = 1d3 | Defense = 1d2
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Post Post #10  (ISO)  » Wed May 29, 2019 9:45 pm

die goblon die >:c
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #11  (ISO)  » Wed May 29, 2019 9:45 pm

uh oh
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Post Post #12  (ISO)  » Wed May 29, 2019 9:47 pm

The goblin cackles and easily sidesteps the worst's misplaced stab. It then raises its club and attempts to smack the worst with it.

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

Pedit: Uh-oh indeed!
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Post Post #13  (ISO)  » Wed May 29, 2019 9:47 pm

the worst is smacked deftly with the club and takes 2 damage. 8 HP left.
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Post Post #14  (ISO)  » Wed May 29, 2019 9:48 pm

I love the adjective "deftly" when talking about using a club <3 :lol:

ok let's peck its eyeballs out
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #15  (ISO)  » Wed May 29, 2019 9:52 pm

In post 14, the worst wrote:I love the adjective "deftly" when talking about using a club <3 :lol:

ok let's peck its eyeballs out
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (6) = 6

Shhh!!!!

the worst takes a step back and then lunges at the goblin's eye. It succeeds and the goblin is vanquished.

the worst gained 1 xp. the worst stays at level 1.
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Post Post #16  (ISO)  » Wed May 29, 2019 9:54 pm

the worst continues on his way only to be confronted by another goblin. "Die, human, die!" yells the goblin as it charges into battle.
Battle #2 (Threshold 1)
(1) Goblin : HP = 3/3 | Attack = 1d3 | Defense = 1d2
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Post Post #17  (ISO)  » Wed May 29, 2019 10:02 pm

Human? Ick. How rude. More eyeballs for the duck god.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #18  (ISO)  » Wed May 29, 2019 10:04 pm

Once again, the worst clumsily lunges at the goblin only to miss completely (and nearly injure himself).

Meanwhile, the goblin gets ready to beat the worst into submission....

Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #19  (ISO)  » Wed May 29, 2019 10:05 pm

the worst, still confused from his failed attack, is unaware that the goblin's club is directly above his head. He is brutually smashed by the goblin's club. 5 HP left.
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Post Post #20  (ISO)  » Wed May 29, 2019 10:21 pm

"brutally" is a far cry from "deftly". I will call this NPC "Cretin Goblin". And then I will peck its eyeballs out.

Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #21  (ISO)  » Wed May 29, 2019 10:21 pm

..... :<
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Post Post #22  (ISO)  » Wed May 29, 2019 10:22 pm

the worst stumbles again and misses.

The goblin raises its club...
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #23  (ISO)  » Wed May 29, 2019 10:24 pm

the worst, a little more alert this time, steps back at the last moment and avoids absorbing the full force of the club. 3 HP left.
Man those rolls! I even made these goblins easier than the ones I had at the beginning of the other one.
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Post Post #24  (ISO)  » Wed May 29, 2019 10:25 pm

If I can't even defeat Cretin Goblin how can I smash superpower cultists later, right?

ONE LAST DESPERATE PECK

Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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