Level Up 2: Dice-Rolling Fighting Game - Join anytime!

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Ircher
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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. 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.
  9. Official Level Up Site Chat Room (just copy-paste this into the lobby and then click on the link; alternatively, you can copy-paste the text in-between the room tags and join the room by pasting that into the "Enter Channel Name" field of Site Chat):
    Code: Select all
    [room]Level up: Dice-Rolling Fighting Game[/room]
  10. Official Level Up Discord Link: https://discord.gg/gQkR2Nv

Quick Links:

Defeating Monsters:
  • All players start at level one.
  • 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.
  • 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!

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.

--------------------------------------------------------------
Now go out there and slay some monsters for experience!
Last edited by Ircher on Tue Jun 11, 2019 8:54 pm, edited 11 times in total.
Semi-retired from Mafia as of September 2018.
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Post Post #1  (ISO)  » Wed May 29, 2019 5:22 pm

Current Players:
MP restored in: 2 battles.
the worstLevel 4 | XP = 11
HP = 6/15 | 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 Guard (0 CD).
Level 1 Double Slash (4 CD).
Level 1 Meditate (7 CD).
Level 1 Luck Mitigation.
Level 1 Adrenaline Rush.

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


Cerberus v666Level 4 | XP = 12 | 2 CD
HP = 8/15 | MP = 5/5 | Attack = 1d6 + 1d2 | Defense = 1d3
1 Stat Point: 1 SP = 1 MP
Spoiler: Skills
Level 2 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).
Level 1 Guard (0 CD).
Level 1 Double Slash (4 CD).
Level 1 Meditate (7 CD).
Level 1 Luck Mitigation.
Level 1 Adrenaline Rush.

Spoiler: Spells
Level 1 Symbiosis (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).
Number of Deaths = 0
Spoiler: Causes of Death


NotMySpamAccountLevel 3 | XP = 9 | 2 CD
HP = 12/15 | MP = 3/3 | Attack = 1d8 | Defense = 0d2
Spoiler: Skills
Level 1 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).
Level 1 Guard (0 CD).
Level 1 Luck Mitigation.

Spoiler: Spells
Level 1 Symbiosis (1 Mana).
Level 1 Fire (1 Mana).

Checkpoint at level 3 (5 XP).
Number of Deaths = 0
Spoiler: Causes of Death


AmzelaLevel 3 | XP = 8
HP = 7/15 | MP = 3/3 | Attack = 1d8 | Defense = 0d2
Spoiler: Skills
Level 1 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).
Level 1 Guard (0 CD).
Level 1 Luck Mitigation.

Spoiler: Spells
Level 1 Symbiosis (1 Mana).
Level 1 Fire (1 Mana).

Checkpoint at level 3 (5 XP).
Number of Deaths = 0
Spoiler: Causes of Death


McMennoLevel 3 | XP = 8
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 Guard (0 CD).
Level 1 Luck Mitigation.

Spoiler: Spells
Level 1 Symbiosis (1 Mana).
Level 1 Fire (1 Mana).

Checkpoint at level 3 (5 XP).
Number of Deaths = 0
Spoiler: Causes of Death


Chemist1422Level 4 | XP = 10 | 2 CD
HP = 12/15 | 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 Guard (0 CD).
Level 1 Double Slash (4 CD).
Level 1 Meditate (7 CD).
Level 1 Luck Mitigation.
Level 1 Adrenaline Rush.

Spoiler: Spells
Level 1 Symbiosis (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).
Number of Deaths = 0
Spoiler: Causes of Death


James BrafinLevel 4 | XP = 10 | 1 CD
HP = 17/18 | MP = 4/4 | Attack = 1d6 + 1d2 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP
Spoiler: Skills
Level 2 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).
Level 1 Guard (0 CD).
Level 1 Double Slash (4 CD).
Level 1 Meditate (7 CD).
Level 1 Luck Mitigation.
Level 1 Adrenaline Rush.

Spoiler: Spells
Level 1 Symbiosis (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).
Number of Deaths = 0
Spoiler: Causes of Death


Inferno390Level 3 | XP = 7
HP = 3/15 | MP = 3/3 | Attack = 1d8 | Defense = 0d2
Spoiler: Skills
Level 1 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).
Level 1 Guard (0 CD).
Level 1 Luck Mitigation.

Spoiler: Spells
Level 1 Symbiosis (1 Mana).
Level 1 Fire (1 Mana).

Checkpoint at level 3 (5 XP).
Number of Deaths = 0
Spoiler: Causes of Death


inspiratieloosLevel 1 | XP = 0
HP = 10/10 | Attack = 1d6 | Defense = 0d2
Number of Deaths = 0
Spoiler: Causes of Death
Last edited by Ircher on Sun Jun 16, 2019 3:04 pm, edited 44 times in total.
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Post Post #2  (ISO)  » Wed May 29, 2019 5:22 pm

Current Monsters (Threshold 3)
(3) Alpha : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(3) Beta : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(3) Charlie : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(3) Delta : Slime : HP = 9/13 | Attack = 1d6 | Defense = 0d2
(3) Echo : Slime : HP = 13/13 | Attack = 1d6 | Defense = 0d2
(3) Foxtrot : Slime : HP = 13/13 | Attack = 1d6 | Defense = 0d2
Last edited by Ircher on Sun Jun 16, 2019 3:05 pm, edited 33 times in total.
Semi-retired from Mafia as of September 2018.
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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 "Guard" (0 CD): Instead of attacking, you can guard and halve the damage of the next attack made against you.
- Gain magic spell "Symbiosis" (1 Mana): Heals an ally by taking damage. You cannot give more HP than half what you currently possess, and you cannot die by using this spell. To determine the amount given, roll 2d3. You take that much damage, and an ally is healed for half that amount (rounded up).
- 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): Spend some time meditating to restore 1d2 hitpoints.
- 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 2 rounds.
- Gain magic spell "Bless" (2 Mana): Blesses a target giving their dice rolls a +1 modifier for 2 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).
Last edited by Ircher on Tue Jun 11, 2019 8:49 pm, edited 4 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 - Attack an enemy and gain initiative.
**Level 1 (PLV 2) (3 CD): {Attack Dice} - 2 damage.

*Guard - Decreases damage taken from the next few attacks.
**Level 1 (PLV 3) (0 CD): Half damage from 1 attack.

*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): 1d2 hitpoints and 0 mana points.

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.

*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.
**Level 1 (PLV 4): 1 HP or lower.

Spells:
*Symbiosis - Gives HP to an ally by taking damage. Half of the damage you take (rounded up) is given to the target in the form of HP. One cannot give so much HP that they die from using this spell, and this spell cannot kill you.
**Level 1 (PLV 3) (1 MP): 2d3 damage taken.

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

*Examine Creature - Tells you the special skills, spells, and other abilities a monster possesses. In addition, reveals the monster'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 2 rounds.

*Bless - Blesses a target and increases their effectiveness for some time.
**Level 1 (PLV 4) (2 MP): +1 modifier for 2 rounds.
Last edited by Ircher on Tue Jun 11, 2019 8:49 pm, edited 4 times in total.
Semi-retired from Mafia as of September 2018.
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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.

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

*Initiative : See below.
**Players : The action does not count towards the action threshold.
**Monsters : Cancels out initiative advantages the players possess. (Basically, pair each monster with initiative to a player with initiative. If there are more players than monsters with initiative, then that difference is the number of extra actions the players may perform.)

*Poison : Deals 1d3 damage at the start 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.

*Bound : Cannot perform any actions that requires freedom of movement (including spells).

*Double Time : See slow.

*Slow : Can perform only half the normal amount of actions.
Last edited by Ircher on Sat Jun 01, 2019 7:30 pm, edited 3 times in total.
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Post Post #6  (ISO)  » Wed May 29, 2019 5:23 pm

Reserved - ???
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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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the worst
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Post Post #8  (ISO)  » Wed May 29, 2019 9:21 pm

:eyes:
Go get to know xRECKONERx!
"posts in mirror are better than they appear" - Untrod Tripod

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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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Ircher
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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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the worst
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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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Ircher
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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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Ircher
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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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the worst
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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
Go get to know xRECKONERx!
"posts in mirror are better than they appear" - Untrod Tripod

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Post Post #21  (ISO)  » Wed May 29, 2019 10:21 pm

..... :<
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"posts in mirror are better than they appear" - Untrod Tripod

Ircher
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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.
Semi-retired from Mafia as of September 2018.
Level Up is back!
Accepting pre-/ins for a micro normal I'll be hosting.
Check out my Player Ratings page!

the worst
Snuggly Duckling
 
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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
Go get to know xRECKONERx!
"posts in mirror are better than they appear" - Untrod Tripod

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