Level Up: Game Over!

For completed/abandoned Mish Mash Games.
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Ircher
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Level Up: Game Over!

Post Post #0 (isolation #0) » Tue Jul 24, 2018 4:06 pm

Post by Ircher »

Objective:
To reach as high of a level as you can without perishing!

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. To kill monsters, you must use the dice tag in accordance with the next section.
3) As you gain levels, you may gain new ways to play.
4) This isn't a game where people rules-lawyer. I have the right to make exceptions to the rules, provided they are within reason.
5)
Official
Level Up Site Chat Room:

Code: Select all

[room]Level up: Dice-Rolling Fighting Game[/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.)
6)
Official
Level Up Discord: https://discord.gg/gQkR2Nv

Quick Links:

: Current player statuses.
: Current monster statuses.
: Level-up information.
: Spells and skills list.
: Glossary.
: Heroic Feats.

Defeating Monsters:

1) All players start at level one.
2) Your level determines how many attack dice you have, how many defense dice you have, and how many hitpoints you have.
3) 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'm no expert at balancing.
4) All dice are either 3-sided, 4-sided, 6-sided, or 8-sided.
5) At level one, players start with 10 HP and 1d6 attack dice. They possess no defense dice.
6) When a group of monsters is defeated, all players that participated in attacking split the total XP of the group.
7) If there are currently multiple monsters, players may choose which monster to attack. Likewise, I get to choose who the monsters attack (though they will prioritize targets that attack them first).
8. (To attack, just roll the dice as appropriate. If there are multiple enemies, you need to name specifically what you are targeting.)

Damage and Death:

1) 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.
2) If a monster's hitpoints reaches zero or less, the monster dies and experience is awarded.
3) If a player's hitpoints that was above 1 HP before the attack drops to 1 HP or lower after an attack, they are left with 1 HP.
4) If a player sustains damage at 1 HP, they die. If they reached a checkpoint level, they can re /in at that level. Otherwise, they must re-/in as a level one character.
5) Spells require a separate defense roll from normal attacks (if applicable).
6) At the end of a battle (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.
7) 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.

Teamwork Mechanic and Other Timing Issues:

1) 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.
2) For players, a minimum of three players must make actions before a round ends. A single player (unless otherwise specified) cannot make more than one action each round. After the third player makes an action, there is approximately a 30-minute delay from that time in which additional players can make actions. After that, I begin to resolve actions.
3) 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).
4) 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.
5) 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.
6) You may not specify actions in advance. Be sure to coordinate with your fellow players before attacking!
7) Initiative for players works by extending your 30 minutes to 24 hours temporarily. It basically grants the players a guarantee of one more action before the round ending. As soon as another player uses an action (that does not give initiative), the 30 minute timer starts again. (Obviously, initiative will have no effect if you are the first or second person to attack an enemy.)
8) Initiative for monsters negates the effects of initiative for players.
9) 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.

Special Rules:

Level 21) 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.

Level 31) 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 skills, but you can still cast magic (if you have the MP). 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 41) You now possess a passive skill! Passive skills have their effects occur automatically!

Level 51) You now possess stat points (SP)! Stat points can grant either 1 extra mana or 1 hitpoints, and you must use them as soon as you get them. You can reallocate them after each level (or if you die and respawn at a level with them.)
2)
If you didn't notice, spells and skills have levels. It will help me a lot if you specify the level of the spell/skill you are using. Please note however that you CANNOT use a lower-level spell or skill.
Last edited by Ircher on Tue Aug 21, 2018 11:20 am, edited 38 times in total.
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Post Post #1 (isolation #1) » Tue Jul 24, 2018 4:06 pm

Post by Ircher »

Current Players:

MP restored in: 5 battles.

Cerberus v666Level 5 | XP = 31 | Scared (3 Rounds) (3 CD)
HP = 8/20 | MP = 5/5 | Attack = 1d8 | Defense = 1d3 | 1 SP used for 1 MP.
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Spoiler: Inventory
Medal of Leadership (Special)

Checkpoint @ Level 3.


The worstLevel 5 | XP = 26 (3 CD)
HP = 20/20 | MP = 3/5 | Attack = 1d8 | Defense = 1d3 | 1 SP used for 1 MP.
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


NotAJumbleOfNumbersLevel 2 | XP = 3
HP = 11/15 | MP = 3/3 | Attack = 1d6 | Defense = 0d3
Spoiler: Spells
Level 1 "Fire" (1 MP)


Gamma EmeraldLevel 5 | XP = 20 (3 CD)
HP = 20/20 | MP = 3/5 | Attack = 1d8 | Defense = 1d3 | 1 SP used for 1 MP.
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


Irrelephant11Level 5 | XP = 28
HP = 20/20 | MP = 4/4 | Attack = 1d8 | Defense = 1d3 | 1 SP
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


McMennoLevel 5 | XP = 27
HP = 19/23 | MP = 4/4 | Attack = 1d8 | Defense = 1d3 | 1 SP used for 3 HP.
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


Inferno390Level 5 | XP = 25 | Stunned (1 Round) (2 CD)
HP = 23/23 | MP = 4/4 | Attack = 1d8 | Defense = 1d3 | 1 SP used for 3 HP.
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


Charles510Level 5 | XP = 26 | Stunned (1 Round) (2 CD)
HP = 20/20 | MP = 5/5 | Attack = 1d8 | Defense = 1d3 | 1 SP used for 1 MP.
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


FelissanLevel 5 | XP = 25
HP = 18/20 | MP = 4/4 | Attack = 1d8 | Defense = 1d3 | 1 SP
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


ErrantparabolaLevel 3 | XP = 5
HP = 15/15 | MP = 3/3 | Attack = 1d8 | Defense = 0d3
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 1 "Minor Heal" (2 MP)

Spoiler: Skills
Level 1 "Scry Monster" (A) (0 CD)

Checkpoint @ Level 3.


SkygazerLevel 5 | XP = 25
HP = 20/20 | MP = 3/5 | Attack = 1d8 | Defense = 1d3 | 1 SP used for 1 MP.
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


DraynthLevel 4 | XP = 10
HP = 15/15 | MP = 4/4 | Attack = 1d8 | Defense = 1d3
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 1 "Minor Heal" (2 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)

Spoiler: Skills
Level 1 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)

Checkpoint @ Level 3.


InvisibilityLevel 5 | XP = 21 | Scared (3 Rounds)
HP = 14/20 | MP = 5/5 | Attack = 1d8 | Defense = 1d3 | 1 SP used for 1 MP.
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


James BrafinLevel 5 | XP = 21
HP = 20/20 | MP = 5/5 | Attack = 1d8 | Defense = 1d3 | 1 SP used for 1 MP.
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


TehBrawlGuyLevel 1 | XP = 0
HP = 10/10 | Attack = 1d6 | Defense = 0d3


2 718281828459Level 4 | XP = 19 | Scared (3 Rounds)
HP = 15/15 | MP = 4/4 | Attack = 1d8 | Defense = 1d3
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 1 "Minor Heal" (2 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)

Spoiler: Skills
Level 1 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)

Checkpoint @ Level 3.


Agent SparklesLevel 4 | XP = 19
HP = 15/15 | MP = 4/4 | Attack = 1d8 | Defense = 1d3
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 1 "Minor Heal" (2 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)

Spoiler: Skills
Level 1 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)

Checkpoint @ Level 3.
Last edited by Ircher on Tue Aug 14, 2018 10:25 am, edited 86 times in total.
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Post Post #2 (isolation #2) » Tue Jul 24, 2018 4:06 pm

Post by Ircher »

The Cultist Leader:

1. (CT22) Cultist Qwzyrkjyv : Cultist : Level = 8 | HP = 14 | Morale = 25 | Attack = 2d6 | Defense = 1d8 (Stunned: 1 Round | Cursed (-1): 1 Round)

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 = 2 | MP = 3 | Attack = 1d4 | Defense = 1d3
4. (6) Delta : Cultist Magician : HP = 8 | MP = 3 | Attack = 1d4 | Defense = 1d3

Group C:

1. (7) Echo : Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
2. (PW) (7) Foxtrot : Cultist : HP = 15 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6 (1 CD)
3. (7) Golf : Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
4. (7) Hotel : Cultist Magician : HP = 11 | MP = 5 | Attack = 1d4 | Defense = 1d3
Last edited by Ircher on Tue Aug 14, 2018 10:25 am, edited 64 times in total.
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Post Post #3 (isolation #3) » Tue Jul 24, 2018 4:07 pm

Post by Ircher »

Level 1
(XP Needed: 0):
- Hitpoints = 10 | Attack = 1d6 | Defense = 0d3

Level 2
(XP Needed: 2):
-
Hitpoints = 15
| Attack = 1d6 | Defense = 0d3
- Gain magic spell "Fire" : Deals 1d3 damage and ignores the enemy's defenses. (1 Mana)
- Mana Points = 3 (Restored when a player levels up or after 5 battles, whichever comes first.)

Level 3
(XP Needed: 5):
- Hitpoints = 15 | Mana Points = 3 |
Attack = 1d8
| Defense = 0d3
- Gain active skill "Scry Monster" : Tells you the special skills, spells, and other abilities a monster possesses. (0 CD)
- Gain magic spell "Minor Heal" : Heals a target by 1d3 HP (up to their maximum hitpoints). (2 Mana)
- 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.)
- Checkpoint level (If you die, you respawn at level 3.)

Level 4
(XP Needed: 10):
- Hitpoints = 15 |
Mana Points = 4
| Attack = 1d8 |
Defense = 1d3

- 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 "Speed Slash" : Slashes an enemy quickly for {Attack Dice} - 3 damage (minimum of 1 damage before defenses). After performing this action, you have initiative: the deadline for resolution is delayed by 24 hours OR when another player uses an action that does not have initiative and the five minute window passes (whichever comes first). (2 CD)
- Gain active skill "Double Slash" : Slashes an enemy twice for {Attack Dice} and {Attack Dice} - 2 damage (i.e.: perform 2 rolls). (4 CD)
- Gain magic spell "Cure" : Cures a target of one negative status affliction such as poison or stun. You may choose which affliction is cured. (1 Mana)
- Gain magic spell "Curse" : Curses a target giving their dice rolls a -1 modifier for 2 rounds. (2 Mana)

Level 5
(XP Needed: 20):
-
Hitpoints = 20
| Mana Points = 4 | Attack = 1d8 | Defense = 1d3
- Gain active skill "Berserk Lunge" : Lunges at an enemy for {Attack Dice} damage. If the target takes damage, they are stunned for 3 rounds. After using this skill, you are stunned for 1 round. (3 CD)
- Gain active skill "Guard" : Instead of attacking, you can guard and halve the damage of the next attack made against you. (0 CD)
- Gain magic spell "Tornado" : Damages two enemies (of your choice) by 1d6 damage (before defenses) and stuns them for one turn if damage is taken. (2 Mana)
- Upgrade active skill "Scry Monster" to level 2: Tells you the special skills, spells, and other abilities a monster possesses. You also gain initiative with this ability (see the description for Speed Slash). (0 CD)
- Upgrade magic spell "Minor Heal" to level 2: Heals a target by 1d3 HP (up to their maximum hitpoints). (1 Mana)
- Gain one stat point (SP). Stat points can be exchanged for one of two things: a) 3 HP or b) 1 MP. *You must apply them as soon as you get them, but you can reallocate them at every level.*
Last edited by Ircher on Wed Aug 01, 2018 11:10 am, edited 9 times in total.
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Post Post #5 (isolation #4) » Tue Jul 24, 2018 4:11 pm

Post by Ircher »

Spells:

*Fire - Sears an enemy and ignores enemy defenses.
**Level 1: 1d3 damage (1 Mana) (Level 2)

*Minor Heal - Heals a target a small amount of hitpoints (up to their maximum hitpoints).
**Level 1: 1d3 hitpoints (2 Mana) (Level 3)
**Level 2: 1d3 hitpoints (1 Mana) (Level 5)

*Cure - Cures a target of negative status afflictions; the player can choose which affliction to heal.
**Level 1: 1 affliction (1 Mana) (Level 4)

*Curse - Adds a negative modifier to an enemy's dice rolls for 2 rounds (including the casting round).
**Level 1: -1 modifier (2 Mana) (Level 4)

*Tornado - Damages multiple enemies (of one's choice), and each one that takes damage (after defenses) is stunned for one turn.
**Level 1: 2 enemies, 1d6 damage (2 Mana) (Level 5)

Active Skills:

*Scry Monster - Tells you the special skills, spells, and other abilities a monster possesses.
**Level 1 - None (0 CD) (Level 3)
**Level 2: Grants initiative. (0 CD) (Level 5)

*Speed Slash - Slashes an enemy quickly and grants initiative. Initiative allows action resolution to be delayed until another player performs an action (and 5 minutes pass) or 24 hours go by.
**Level 1: {Attack Dice} - 3 damage (2 CD) (Level 4)

*Double Slash - Slashes an enemy twice.
**Level 1: Second attack deals {Attack Dice} - 2 damage (4 CD) (Level 4)

*Berserk Lunge - Lunges at an enemy and stuns them. The user is stunned for one turn after using this skill.
**Level 1: Successful attacks stun for 3 rounds. Failed attacks do not stun. (3 CD) (Level 5)

*Guard - Reduces damage for some time.
**Level 1: Halves damage from 1 attack. (0 CD) (Level 5)

Passive Skills:

*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: 1 HP threshold (Level 4)
Last edited by Ircher on Wed Aug 01, 2018 11:10 am, edited 5 times in total.
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Post Post #7 (isolation #5) » Tue Jul 24, 2018 4:15 pm

Post by Ircher »

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. More information can be found in .
**Players : Delays the enemies' turn by either 24 hours or by thirty minutes after another player attacks, whichever comes first.
**Monsters : Negates any initiative advantage the players possess. Only monsters that currently have initiative will attack this round.

*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.
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Post Post #9 (isolation #6) » Tue Jul 24, 2018 4:18 pm

Post by Ircher »

Heroic Feats:


What are these?
These are titles and other cosmetic stuff that is awarded to you when you do certain heroic deeds.


Do these serve any purpose?
You do get some experience if you accomplish one of these feats, but for the most part, these feats are simply for bragging rights and for fun.


*
Medal of Courage
: Awarded to players that are always willing to act even when their life is in danger.
(Worth 3 XP.)

**Recipients: None!

*
Medal of Honor
: Awarded to players that value their teammates lives just as much as their own life.
(Worth 3 XP.)

**Recipients: None!

*
Medal of Leadership
: Awarded to players that actively lead battles, both in planning and execution.
(Worth 3 XP.)

**Recipients: None!
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Post Post #13 (isolation #7) » Tue Jul 24, 2018 4:22 pm

Post by Ircher »

Hmmm.... Nice roll......

The goblin raises it shield to defend against the upcoming flurry....
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

(Defense.)
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Post Post #14 (isolation #8) » Tue Jul 24, 2018 4:22 pm

Post by Ircher »

The goblin counterattacks....

Original Roll String: 1d4
1 4-Sided Dice: (3) = 3
(Against Cerb)
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Post Post #16 (isolation #9) » Tue Jul 24, 2018 4:23 pm

Post by Ircher »

Cerberus gots smashed by the Goblin's club. They haave 6 HP left.
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Post Post #20 (isolation #10) » Tue Jul 24, 2018 4:25 pm

Post by Ircher »

The worst rushes forward to hack at the goblin....

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1 3-Sided Dice: (2) = 2
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Post Post #23 (isolation #11) » Tue Jul 24, 2018 4:26 pm

Post by Ircher »

The goblin, feeling mischevious, decides to attack Cerb again....

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

Pedit: Shush Jumble, I let it be this time.
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Post Post #24 (isolation #12) » Tue Jul 24, 2018 4:27 pm

Post by Ircher »

Cerb takes another 1 HP of damage.
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Post Post #28 (isolation #13) » Tue Jul 24, 2018 4:28 pm

Post by Ircher »

All static rolls from now on (including Cerb's last one) must be rerolled.
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Post Post #31 (isolation #14) » Tue Jul 24, 2018 4:31 pm

Post by Ircher »

(Your two attacks combine for 5 total.)

The goblin attempts to defend against the incoming onslaught from both sides, but fails miserably and dies.

The worst and Cerberus v666 gain 1 XP.


Cerberus v666 is now level 2! HP has been restored.
---
Level 2 (XP Needed: 2):
- Hitpoints = 15 ; Attack = 1d6 ; Defense = 0d3
- Gains magic spell "Fire" : Deals 1d3 damage and ignores the enemy's defenses. (MP = 1)
- Mana Points = 3 (Restored when a player levels up or after 5 battles, whichever comes first.)
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Post Post #35 (isolation #15) » Tue Jul 24, 2018 4:36 pm

Post by Ircher »

3 goblins approached labeled Alpha, Beta, and Charlie.

Stats (for all of them) : HP = 3 ; Attack = 1d4 ; Defense = 1d3
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Post Post #40 (isolation #16) » Tue Jul 24, 2018 4:42 pm

Post by Ircher »

Lol, wow.... Guess I’m gonna have to make this harder...

Alpha sees the incoming flame and tries to dodge it but fails miserably and dies. Cerberus gains 1 XP and has 2 MP left.

The worst and NotAJumble team up and totally obliterate Charlie. They each gain 1 XP as well. The Worst is now level 2!

Beta is smart and attacks the weakest opponent, NotAJumble.
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Post Post #41 (isolation #17) » Tue Jul 24, 2018 4:43 pm

Post by Ircher »

NotAJumble is bashed by Beta’s club and takes a whopping 4 damage. 6 HP left.
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Post Post #43 (isolation #18) » Tue Jul 24, 2018 4:48 pm

Post by Ircher »

Beta raises it shield...
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1 3-Sided Dice: (1) = 1
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Post Post #44 (isolation #19) » Tue Jul 24, 2018 4:48 pm

Post by Ircher »

Beta takes 1 damage and counterattacks.

Original Roll String: 1d4
1 4-Sided Dice: (4) = 4
(jumble)
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Post Post #45 (isolation #20) » Tue Jul 24, 2018 4:50 pm

Post by Ircher »

Jumble is heavily bruised by Beta’s club and has 3 HP left.
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Post Post #48 (isolation #21) » Tue Jul 24, 2018 4:54 pm

Post by Ircher »

Simplicity. We may have something like 3d3 + 2d4 + 1d6 + 1d8 later, so yeah...
Jumble goes for the killing strike on Beta. Beta tries her best, but ultimately succumbs.

NotAJumble earns 2 XP and levels up to level 2.

That will unfortunately be it for tonight because it’s kinda getting late.
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Post Post #49 (isolation #22) » Tue Jul 24, 2018 4:54 pm

Post by Ircher »

In post 47, the worst wrote:Getting in on that

I attack beta

Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (6) = 6
Too late!
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Post Post #51 (isolation #23) » Tue Jul 24, 2018 5:01 pm

Post by Ircher »

Yep!

In the woods you see a few shadows... You suspect they saw the carnage that happened recently....
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Post Post #53 (isolation #24) » Wed Jul 25, 2018 4:22 am

Post by Ircher »

A trio of goblins comes running at you. One of them seems to look much tougher than the rest.... Maybe he's the leader of the group. As the goblins approach, the leader yells out a battle cry. Somehow, you manage to figure out the leader's name: "Gunter".

Gunter : Level = 2 | HP = 8 | Attack = 1d4 | Defense = 1d3
2x Goblin Warrior (Alpha and Beta) : Level = 1 | HP = 5 | Attack = 1d3 | Defense = 1d3
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Post Post #55 (isolation #25) » Wed Jul 25, 2018 4:55 am

Post by Ircher »

Since the defense roll isn't really needed here.....

Cerb tries to circle around and stab Alpha, but Alpha deftly dodges and counterstrikes:
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Then, Gunter moves and swings at Cerb.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2


Beta joins in and swings at Cerb as well.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #56 (isolation #26) » Wed Jul 25, 2018 4:56 am

Post by Ircher »

The combined attacks of Alpha, Gunter, and Beta deal a total of 8 damage to Cerb. The impact of Gunter's club briefly stuns Cerberus for one turn.

Stunned players/enemies can only defend against incoming attacks| they cannot attack or use other actions.
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Post Post #59 (isolation #27) » Wed Jul 25, 2018 6:04 am

Post by Ircher »

(But right now it's a miniboss fight, so you may want to wait for help from others before attacking!)
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Post Post #60 (isolation #28) » Wed Jul 25, 2018 6:04 am

Post by Ircher »

And yeah, I remember mastin2/mastina's thread.... Let me see if I can find it...

Edit: Found it! An Evolving RPG.
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Post Post #63 (isolation #29) » Wed Jul 25, 2018 6:19 am

Post by Ircher »

The enemies don't counterattack until you attack. (There's also a 5-minute period where other players can get attacks off in that time as well. See the section on teaming up in the OP.)

Edit: Also, you aren't allowed to state actions in advance, so coordinate with your fellow players before attacking!
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Post Post #65 (isolation #30) » Wed Jul 25, 2018 6:22 am

Post by Ircher »

See .
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Post Post #69 (isolation #31) » Wed Jul 25, 2018 6:34 am

Post by Ircher »

(You're stunned unfortunately....)
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Post Post #71 (isolation #32) » Wed Jul 25, 2018 6:37 am

Post by Ircher »

A newcomer arrives on the scene and foolishes charges straight towards Alpha. Alpha gives off a maniacal goblin cackle as the newcomer's attack harmlessly collides with his shield.

Then Alpha counterstrikes with his club:
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Beta, not wanting to miss out on the fun, attacks Gamma as well:
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Gunter lets out another battle cry and attacks Gamma as well:
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #72 (isolation #33) » Wed Jul 25, 2018 6:38 am

Post by Ircher »

All combined, Gamma takes a total of 5 damage. He has 5 HP left. Cerb is no longer stunned.
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Post Post #75 (isolation #34) » Wed Jul 25, 2018 6:41 am

Post by Ircher »

Status as of this post:

Current Players:

Cerberus v666Level 2 | XP = 3
HP = 7 | MP = 2 | Attack = 1d6 | Defense = 0d3
Spoiler: Spells
Level 1 "Fire" (1 MP)

The WorstLevel 2 | XP = 2
HP = 15 | MP = 3 | Attack = 1d6 | Defense = 0d3
Spoiler: Spells
Level 1 "Fire" (1 MP)

NotAJumbleOfNumbersLevel 2 | XP = 3
HP = 15 | MP = 3 | Attack = 1d6 | Defense = 0d3
Spoiler: Spells
Level 1 "Fire" (1 MP)

Gamma EmeraldLevel 1 | XP = 0
HP = 5 | Attack = 1d6 | Defense = 0d3

Active Monsters:

1. Gunter : Level = 2 | HP = 8 | Attack = 1d4 | Defense = 1d3
2. Alpha (Goblin Warrior) : HP = 5 | Attack = 1d3 | Defense = 1d3
3. Beta (Goblin Warrior) : HP = 5 | Attack = 1d3 | Defense = 1d3
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Post Post #81 (isolation #35) » Wed Jul 25, 2018 7:11 am

Post by Ircher »

Catching Alpha totally off-guard, Irrelephant, Gamma, and Cerb totally obliterate Alpha. (Experience will now be awarded at the end of each battle instead of during.)

Gunter is angry and decides to attack the strongest of the three: Cerb.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4


Beta attacks Gamma.
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Pedit: I was waiting for Cerb to show up since he's been pretty active and all. Rule lawyering isn't really a huge thing in this game; the teamwork rules are there to promote a consistent standard. If it was say 15 minutes, it would be different.

Pedit2: In general, attacking a dead enemy means you wasted your action. Ideally, I'm around all the time, so that almost never happens.
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Post Post #82 (isolation #36) » Wed Jul 25, 2018 7:12 am

Post by Ircher »

Cerb is hit by Gunter's club, but is managed to dodge the majority of the attack. Beta barely manages to get a hit on Gamma. They both lose 1 HP.
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Post Post #88 (isolation #37) » Wed Jul 25, 2018 7:23 am

Post by Ircher »

That's a total of 11 damage.... Gunter, though he tries as he might, cannot survive the inevitable: he falls.

Beta runs aways after Gunter falls.
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Post Post #91 (isolation #38) » Wed Jul 25, 2018 7:31 am

Post by Ircher »

McMenno and Irrelephant receive 4 XP from Gunter. Cerb gets 3 XP. Gamma gets 2 XP for tanking.

McMenno and Gamma Emerald are now level 2! Congratulations!

Cerberus and Irrelephant are now level 3! This is a checkpoint level, congratulations!


Level 3 (XP Needed: 5):
- Hitpoints = 15 | Mana Points = 3 | Attack = 1d8 | Defense = 0d3
- Gains active skill "Scry Monster" : Tells you the special skills, spells, and other abilities a monster possesses. (0 CD)
- Gains magic spell "Minor Heal" : Heals a target by 1d3 HP (up to their maximum hitpoints). (2 Mana)
- 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 turns means the enemies must get a chance to attack twice before you can use the skill again.)
- Checkpoint level (If you die, you respawn at level 3.)
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Post Post #93 (isolation #39) » Wed Jul 25, 2018 8:02 am

Post by Ircher »

Just as the group thinks they will get some time to rest, Beta returns, and with reinforcements!

Alpha : Goblin : HP = 5 | Attack = 1d4 | Defense = 1d3
Beta : Goblin Warrior : HP = 5 | Attack = 1d3 | Defense = 1d3
Flinger One : Goblin Flinger : HP = 2 | Attack = 1d3 | Defense = 0d3
Flinger Two : Goblin Flinger : HP = 2 | Attack = 1d3 | Defense = 0d3
Charlie : Goblin Warrior : HP = 6 | Attack = 1d4 | Defense = 1d3

The goblin flingers fling their darts at Cerberus.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

Original Roll String: 1d4
1 4-Sided Dice: (2) = 2
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Post Post #94 (isolation #40) » Wed Jul 25, 2018 8:02 am

Post by Ircher »

Cerberus, unable to dodge the darts, takes 2 and 3 damage for 5 damage total. They have 10 HP left.
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Post Post #96 (isolation #41) » Wed Jul 25, 2018 8:04 am

Post by Ircher »

Yes.
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Post Post #100 (isolation #42) » Wed Jul 25, 2018 8:17 am

Post by Ircher »

Irrelephant rushes forward and chops Flinger One to pieces while Cerberus yells out encouragement from the sidelines.

Alpha and Beta immediately rush to Flinger One's defense and attack Irrelephant.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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


Meanwhile, Flinger Two closes the gap between him and Cerb and attacks Cerb.
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Charlie pulls out some kind of fluid and applies it to her weapon.
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Post Post #104 (isolation #43) » Wed Jul 25, 2018 8:36 am

Post by Ircher »

(Nearly forgot, Irrelephant gets 1 XP for killing the flinger.)

Alpha is unable to withstand the combined slashes of Cerb and McMenno. He suffers a quick death. Cerb and McMenno both get 1 XP.

Charlie raises his shield to guard against Irrelephant's attack.
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


Charlie also counterattacks Irrelephant:
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3


Beta and the other flinger both target McMenno:
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #105 (isolation #44) » Wed Jul 25, 2018 8:38 am

Post by Ircher »

Charlie takes 2 damage. Irrelephant takes 3 damage and is inflicted with a 1 turn poison that activates immediately and disappears:
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


McMenno takes 3 damage.
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Post Post #108 (isolation #45) » Wed Jul 25, 2018 8:42 am

Post by Ircher »

No, one action per turn. Attack, casting a spell, or using a skill all count as actions.
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Post Post #110 (isolation #46) » Wed Jul 25, 2018 9:04 am

Post by Ircher »

McMenno attacks Beta.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Irrelephant attacks Charlie.
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Beta counterattacks McMenno. (I made a mistake earlier by using 1d4 last time, but whatever; it hardly matters.)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Charlie counterattacks Irrelephant.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4
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Post Post #111 (isolation #47) » Wed Jul 25, 2018 9:05 am

Post by Ircher »

Beta takes 2 damage, Charlie takes no damage, McMenno takes 1 damage, and Irrelephant takes 1 damage.

Edit: Whoops, forgot the flinger's attack.... Oh well, you all lucked out!
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Post Post #113 (isolation #48) » Wed Jul 25, 2018 9:15 am

Post by Ircher »

Well, good luck! Cuz they are all attacking you in response....

First the defense roll:
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Now the attack rolls (Beta, Flinger, Charlie in that order):
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

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

Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #114 (isolation #49) » Wed Jul 25, 2018 9:16 am

Post by Ircher »

Charlie laughs as Cerberus's misplaced attack misses completely. Then Charlie and the others gang up on Cerberus dealing 8 damage total!
Cerberus has 1 HP left!
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Post Post #116 (isolation #50) » Wed Jul 25, 2018 9:20 am

Post by Ircher »

is always updated.
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Post Post #118 (isolation #51) » Wed Jul 25, 2018 9:23 am

Post by Ircher »

(Tip from the mod: It's better to get rid of individual targets than to deal small amounts of damage to everyone.)
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Post Post #120 (isolation #52) » Wed Jul 25, 2018 9:38 am

Post by Ircher »

With one powerful slash, the flinger dies!

Beta and Charlie attack Gamma.
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

Original Roll String: 1d4
1 4-Sided Dice: (3) = 3
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Post Post #121 (isolation #53) » Wed Jul 25, 2018 9:40 am

Post by Ircher »

Gamma takes 3 damage (and gains 1 XP for killing the flinger.)
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Post Post #127 (isolation #54) » Wed Jul 25, 2018 10:07 am

Post by Ircher »

In post 122, Inferno390 wrote:/in and attacking Beta!

Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (3) = 3
For my benefit. (If you get a Pedit, just erase the numbers that pop up. It will reroll the die without the static.)
Last edited by Ircher on Wed Jul 25, 2018 10:08 am, edited 2 times in total.
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Post Post #133 (isolation #55) » Wed Jul 25, 2018 10:11 am

Post by Ircher »

You lose any extra XP you have if you die. Cerb has 7 XP right now, so he'd lose 2 XP plus any XP he accumulated for this battle so far.
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Post Post #134 (isolation #56) » Wed Jul 25, 2018 10:12 am

Post by Ircher »

In post 132, McMenno wrote:then I will get beta too
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (5) = 5

he'll be xtremely dead
That's a waste because The Worst's fire kills him regardless.
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Post Post #137 (isolation #57) » Wed Jul 25, 2018 10:14 am

Post by Ircher »

Beta dies. The Worst, Gamma, McMenno, and Inferno get 1 XP.

Charlie attacks The Worst.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

Pedit: Nope! We discussed this earlier.
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Post Post #142 (isolation #58) » Wed Jul 25, 2018 10:17 am

Post by Ircher »

Looks like we got a fullhouse!

You are gonna have to reroll though Charles.
Pedit: Nvm that part.
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Post Post #145 (isolation #59) » Wed Jul 25, 2018 10:23 am

Post by Ircher »

That's a combined 6. Charlie attempts to defend against the impending doom.
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1 3-Sided Dice: (3) = 3
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Post Post #146 (isolation #60) » Wed Jul 25, 2018 10:25 am

Post by Ircher »

Alas, Charlie struggles in vain!
Cerb, The Worst, Irrelephant, and McMenno gain 1 XP.
Charles510 gains 2 XP.


Now I have to do all the maintenance work......
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Post Post #148 (isolation #61) » Wed Jul 25, 2018 10:29 am

Post by Ircher »

The following level-ups occurred:
McMenno - Level 2 to level 3.
Gamma - Level 2 to level 3.
Charles - Level 1 to level 2.
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Post Post #151 (isolation #62) » Wed Jul 25, 2018 10:33 am

Post by Ircher »

Sorry, no can do.

But you do regain 1 HP because you were at 1 HP.
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Post Post #154 (isolation #63) » Wed Jul 25, 2018 10:35 am

Post by Ircher »

This is more for the lolz and so that a few of you can level up than anything.

A single goblin approaches.....

Goblin : HP = 8 | Attack = 1d6 | Defense = 1d4
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Post Post #156 (isolation #64) » Wed Jul 25, 2018 10:37 am

Post by Ircher »

The monsters have levels just like ya'll. I just hide them.
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Post Post #161 (isolation #65) » Wed Jul 25, 2018 11:02 am

Post by Ircher »

I'm pretty sure that's enough to kill the goblin.

The Worst gains 2 XP. McMenno and Charles gain 1 XP. The Worst levels up to level 3.
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Post Post #163 (isolation #66) » Wed Jul 25, 2018 11:10 am

Post by Ircher »

"This is ENOUGH! I, the mighty Goblecka, will deal with you myself," shouts the Goblin King as he and his 3 guards approach.

King Goblecka (Goblin) : Level = 5 | HP = 20 | Attack = 1d6 | Defense = 1d4
Gother : Goblin Flinger : HP = 3 | Attack = 1d3 | Defense = 1d3
Golene : Goblin : HP = 5 | Attack = 1d4 | Defense = 1d4
Goblalot : Goblin : HP = 5 | Attack = 1d4 | Defense = 1d4

Goblecka throws a dart at The Worst:
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

Gother throws a dart at Irrelephant11:
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4
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Post Post #168 (isolation #67) » Wed Jul 25, 2018 11:18 am

Post by Ircher »

In post 0, Ircher wrote:5) Using an action of any kind automatically provokes a counterattack after the five minute window expires. You have been warned!
This has been implicit, but I thought I would be a bit more explicit here.

Also, someone come to The Worst's rescue... I'm giving him like another 2-3 minutes before resolving.
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Post Post #170 (isolation #68) » Wed Jul 25, 2018 11:19 am

Post by Ircher »

I'll allow it this once because it may not have been clear that using an action causes the enemy to gain a turn.
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Post Post #180 (isolation #69) » Wed Jul 25, 2018 11:32 am

Post by Ircher »

In post 173, Charles510 wrote:Fireball Flinger!

Original Roll String: 1d3 (STATIC)
1 3-Sided Dice: (1) = 1
In post 174, Inferno390 wrote:Attacking Flinger!
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (5) = 5
Quoting for my benefit.
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Post Post #184 (isolation #70) » Wed Jul 25, 2018 11:47 am

Post by Ircher »

Charles, ready for bloodshed, fires a fireball (1 MP cost) at Gother, but alas, the flame was quite small.
*Gother has 2 HP left.*

Inferno comes to Charles's aid and slashes at the pesky little goblin for 5 damage, but whether it be luck or a strong constitution, Gother does not die.
*Gother has 1 HP left.*

The worst decides to try to scry King Goblecka. Here is what is learned:
Spoiler: King Goblecka
(Goblin) : Level = 5 | HP = 20 | Attack = 1d6 | Defense = 1d4
- Passive Skill "First Strike" : Able to strike before anyone without first strike.
- Passive Skill "Healing Grace" : If an attack causes Gobleckna to drop to 1 HP or less (when they were above 1 HP beforehand), Gobleckna is left with 1 HP instead. The next attack that applies damage kills.
- Passive Skill "Critical Hit" : If Goblecka rolls a 6 on their attack, the target is critically hit and briefly stunned for one turn. Stunned enemies can only defend against incoming attacks; they cannot attack or use other actions.
- Active Skill "Poison Weapon" (3 CD) : The next attack that Goblecka makes with their weapon (if it applies damage) will coat the target in poison for 2 turns. The poison deals 1d3 damage each turn.
- Active Skill "Speed Slash" (2 CD) : Slashes an enemy quickly for 1d6-3 damage. This action allows Goblecka to attack after 5 minutes even if a player has initiative.
- Special Skill "Fling" (1 Time) : Flings a dart that deals 1d4 damage (before defense).


Cerberus retreats as far as he can (which isn't far) and casts "Minor Heal" on himself (2 MP cost).
*Cerberus now has 4 HP.*

Meanwhile, a new combatant enters the scene and charges straight at Golene for 2. Golene raises her shield to block the attack...
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4


McMenno joins the new combatant and also attacks Golene for 3. (5 Total)
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Post Post #185 (isolation #71) » Wed Jul 25, 2018 11:47 am

Post by Ircher »

Reserved for resolving the rest after I eat.
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Post Post #196 (isolation #72) » Wed Jul 25, 2018 1:10 pm

Post by Ircher »

In post 185, Ircher wrote:Reserved for resolving the rest after I eat.
Lol, this was silly of me.....

Golene's shield collides with the two incoming blades, and she takes only 1 damage.
Golene then strikes back at McMenno with her club.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4


Goblecka charges at The Worst with his club.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4


Gother and Goblalot both attack NotAJumbleOfNumbers with their clubs.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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


Also, all other attacks done between my resolution and this post are void.
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Post Post #197 (isolation #73) » Wed Jul 25, 2018 1:11 pm

Post by Ircher »

McMenno takes 1 damage, the worst takes 2 damage, and NotAJumble takes 5 damage.
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Post Post #206 (isolation #74) » Wed Jul 25, 2018 2:42 pm

Post by Ircher »

Charles510, Inferno, and McMenno all charge at Gother who dies without puttimg up a fight.

"How dare you!" shouts the Goblin King. Like a flash of lightning, the Goblecka slashes at Inferno in his rage.
Original Roll String: 1d6-3
1 6-Sided Dice: (2)-3 = -1


Seeing as the king is taking care of Inferno, Golene decides to attack Charles:
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1


Goblalot attacks McMenno:
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2
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Post Post #207 (isolation #75) » Wed Jul 25, 2018 2:43 pm

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Alas, the Goblin King misses Inferno with his attack. Charles and McMenno both receive a sound beating taking 4 and 3 damage respectively.
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Post Post #215 (isolation #76) » Wed Jul 25, 2018 3:34 pm

Post by Ircher »

I'm on for like the next 30 minutes or so. After that, next update won't be until probably 5:00 or 6:00 PM EDT tomorrow.
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Post Post #222 (isolation #77) » Wed Jul 25, 2018 4:02 pm

Post by Ircher »

Charles510 circles arounds Goblecka's guardians and stabs at Goblecka from behind.
Meanwhile, the worst, capitalizing on the opportunity, also circles arounds and slashes at Goblecka from behind.

Together, they form a combined attack with a total of 12. King Goblecka barely raises his shield in time to counter the impending blades...
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2


A few moments later, Golene and Goblalot are back near the king and decide to take on one of the attackers each. Golene targets The Worst while Goblalot targets Charles510. (Dice in that order.)
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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


The round ends with King Goblecka counterattacking Charles510 who initiated the attack.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #223 (isolation #78) » Wed Jul 25, 2018 4:03 pm

Post by Ircher »

The Goblin King takes 11 damage! Ouch!

The worst takes 1 damage total, and Charles510 takes 6 damage total (also ouch!).

Edit: That's all for tonight folks! I appreciate the amount of support this game is getting. Next update will probably be in (expired on 2018-07-25 17:30:00) or so.

While I am gone, the teamwork time limit is extended indefinitely. So get your attacks in when you have the time!
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Post Post #228 (isolation #79) » Wed Jul 25, 2018 4:36 pm

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In post 223, Ircher wrote:That's all for tonight folks! I appreciate the amount of support this game is getting. Next update will probably be in (expired on 2018-07-25 17:30:00) or so.

While I am gone, the teamwork time limit is extended indefinitely. So get your attacks in when you have the time!
Quoting this so this doesn’t get missed.
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Post Post #260 (isolation #80) » Thu Jul 26, 2018 10:40 am

Post by Ircher »

(Note: King Goblecka has 9 HP + 1d4 defense.)

After some discussion, the group decides to launch an all-out attack against the Goblin King. The first to initiate the attack is Charles510 who goes in for a quick stab. (3 so far.)

Cerberus v666 is next and also goes for a quick stab. (5 so far.)

After Cerberus comes the worst who slashes at Goblecka from behind. (9 so far.)

Out of nowhere, another person arrives on the scene, and they too lunge at the Goblin King. (10 so far.)

Felissan swings at the Goblin King as well and is just barely about to make an impact among all the chaos. (12 so far.)
Despite all the blows he is taking, King Goblecka still manages to hold his ground.
*King Goblecka is guaranteed to be at 1 HP as of this point.*

Charging out from among the bushes is yet another new person. As they charge towards the Goblin King, they are intercepted by Goblalot who has decided to finally do his job. Goblalot is unable to take a defense roll due to literally throwing himself in between the Goblin King and Skygazer.
*Goblalot has lost 1 HP so far. He has 4 HP left.*

Thinking that King Goblecka is finally dead, McMenno leaps into the air and slashes at Golene as he descends. (5 so far.)

A new soldier emerges from the shadows. They also try to stab at the Goblin King, but alas, Goblalot is too fast and takes the blow instead (at the cost of taking the full impact of the blow). Just as one may think Goblalot is going to let his spirit go, he rises up from the impact of Draynth's blade.
*Goblalot is now at 1 HP.*

Inferno390, taking advantage of the situation, goes for the Goblin King as well. Alas, Goblalot is too fast for him and once again intervenes. After that, Goblalot falls to the ground and dies. It is truly a noble death to die protecting one's king.
*Goblalot has died.*

Gamma Emerald charges at the Goblin King, but Golene, seeing her brother (did I tell you Goblalot and Golene were siblings?) die, jumps in-between Gamma and the Goblin King. Golene immediately takes 3 damage due to being unable to muster a defense against Gamma's blade.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

(Very important defense roll for Golene. This is for the earlier 5 that McMenno did.)
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Post Post #261 (isolation #81) » Thu Jul 26, 2018 10:42 am

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Alas, the wounds that Golene already suffered from McMenno's blade were too great. Her interception of Gamma's blade is the last action she takes.

With all of King Goblecka's guardians dead, Irrelephant11 goes in for the kill, and in one decisive swoop, the Goblin King is dead.
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Post Post #265 (isolation #82) » Thu Jul 26, 2018 11:04 am

Post by Ircher »

(2) Charles510 gains 4 XP. Charles510 levels up from level 2 to level 3.
(1) Inferno390 gains 5 XP. Inferno390 levels up from level 1 to level 3.
(3) the worst gains 3 XP. the worst stays at level 3.
(3) Cerberus v666 gains 3 XP. Cerberus v666 levels up from level 3 to level 4.
(1) Felissan gains 5 XP. Felissan levels up from level 1 to level 3.
(3) McMenno gains 3 XP. McMenno levels up from level 3 to level 4.
(1) Errantparabola gains 5 XP. Errantparabola levels up from level 1 to level 3.
(1) Skygazer gains 5 XP. Skygazer levels up from level 1 to level 3.
(1) Draynth gains 5 XP. Draynth levels up from level 1 to level 3.
(3) Gamma Emerald gains 3 XP. Gamma Emerald stays at level 3.
(3) Irrelephant11 gains 3 XP. Irrelephant11 levels up from level 3 to level 4.

Level 4
(XP Needed: 10):
- Hitpoints = 15 |
Mana Points = 4
| Attack = 1d8 |
Defense = 1d3

- 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 "Speed Slash" : Slashes an enemy quickly for {Attack Dice} - 3 damage (minimum of 1 damage before defenses). After performing this action, you have initiative: the deadline for resolution is delayed by 24 hours OR when another player uses an action that does not have initiative and the five minute window passes (whichever comes first). (2 CD)
- Gain active skill "Double Slash" : Slashes an enemy twice for {Attack Dice} and {Attack Dice} - 2 damage (i.e.: perform 2 rolls). (4 CD)
- Gain magic spell "Cure" : Cures a target of one negative status affliction such as poison or stun. You may choose which affliction is cured. (1 Mana)
- Gain magic spell "Curse" : Curses a target giving their dice roll a -1 modifier. (2 Mana)

Also, since we've reached the end that story arc, everyone has been fully healed and fully restored (i.e.: MP) regardless of whether or not they leveled up.
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Post Post #269 (isolation #83) » Thu Jul 26, 2018 11:26 am

Post by Ircher »

Having slain the Goblin King, the party of adventurers return to the local town in search of new adventures. As they stay at an inn, they overhear a conversation about a bizzare cult. After inquiring about the cult, the group manages to arrive at the cult's perimeter. There, they are assaulted by six cultists.
1. (3) Alpha : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
2. (3) Beta : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
3. (3) Charlie : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
4. (3) Delta : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
5. (3) Echo : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
6. (3) Foxtrot : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
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Post Post #275 (isolation #84) » Thu Jul 26, 2018 11:44 am

Post by Ircher »

Your opposition as of this post:

1. (3) Alpha : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
2. (3) Beta : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
3. (3) Charlie : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
4. (3) Delta : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
5. (3) Echo : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
6. (3) Foxtrot : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
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Post Post #278 (isolation #85) » Thu Jul 26, 2018 11:50 am

Post by Ircher »

Basically, speed slash extends the time other players have to make actions. It extends that by a maximum of 24 hours; howevver, it will generally be less because other players will act in that time.

So, if you were to use speed slash at 6:50 PM EDT, the enemies would (generally) not be able to immediately attack back even if no one else uses an action when the normal 5 minutes expires. This allows someone (let's say the worst) to attack at a somewhat later time, let's say 7:00 PM EDT. Now, unless the worst's attack also grants initiative, the enemies won't counterattack until around 7:05 PM EDT (5 minutes after the worst's action which was more than 5 minutes after your action.)
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Post Post #283 (isolation #86) » Thu Jul 26, 2018 11:52 am

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That would be correct (assuming none of the enemies have initiative, but you still do get some benefit out of it in that case.)
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Post Post #287 (isolation #87) » Thu Jul 26, 2018 12:11 pm

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McMenno slashes at Beta. Beta moves his sword to intercept the blow...
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

Beta then slashes back at McMenno.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1


Cerberus v666 runs towards Foxtrot and slashes not once, but twice. Foxtrot tries to parry the blow...
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

After defending against Cerb's onslaught, Foxtrot is quick to slash back at Cerb.
Original Roll String: 1d6-2
1 6-Sided Dice: (2)-2 = 0

(Cerb's defense roll.)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


The other four cultists pour a liquid onto their weapons.
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Post Post #288 (isolation #88) » Thu Jul 26, 2018 12:13 pm

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Cerberus manages to barely dodge Foxtrot's counterattack, while McMenno gets hit hard by Beta's slash (and takes 5 damage.)
Beta takes 2 damage from McMenno's attack, and Foxtrot takes 4 damage from Cerberus's attack.
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Post Post #291 (isolation #89) » Thu Jul 26, 2018 12:17 pm

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Oh, whoops!
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #292 (isolation #90) » Thu Jul 26, 2018 12:17 pm

Post by Ircher »

Okay, you took 4 damage, not 5.
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Post Post #301 (isolation #91) » Thu Jul 26, 2018 1:18 pm

Post by Ircher »

Note that you have cooldown from using Double Slash @Cerberus. You can't use another skill until your cooldown reaches zero.
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Post Post #303 (isolation #92) » Thu Jul 26, 2018 1:22 pm

Post by Ircher »

In post 302, Cerberus v666 wrote:
In post 301, Ircher wrote:Note that you have cooldown from using Double Slash @Cerberus. You can't use another skill until your cooldown reaches zero.
Ah, I thought cool downs were for *each* skill, not overall. :(
(That would mean a lot more work for me! Besides, this method encourages a bit more thinking ahead.)
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Post Post #312 (isolation #93) » Thu Jul 26, 2018 3:14 pm

Post by Ircher »

McMenno leaps forward and delivers a strong stab at Beta. Beta attempts to parry the blow with his sword:
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Meanwhile, Skygazer, Inferno, and Charles all team-up and deliver a flurry of sword blows at Alpha. Unable to withstand the combined efforts of the three, Alpha falls to the ground dead.

Charlie and Delta both attack Skygazer (in that order):
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

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


As their weapons were poisoned, and Skygazer has no way of defending, Skygazer also takes poison damage (but the poison is only applied once--the poison lasts for 2 rounds including this one):
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Meanwhile, Echo circles around the attackers and stabs Cerberus in the back.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

(Defense roll for Cerb:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #313 (isolation #94) » Thu Jul 26, 2018 3:19 pm

Post by Ircher »

Beta is able to successfully block part of McMenno's attack and takes 3 damage. Beta then counterstrikes:
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

(McMenno's defense roll:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


The two attacks from Charlie and Delta take their toll on Skygazer who takes 7 damage from their weapons and 2 damage from poison for 9 total! That's gotta hurt!

Meanwhile, Echo's attack on Cerberus is barely successful, and Cerberus ends up being poisoned for two rounds (including this round).
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

(Poison damage; no defense roll)

Foxtrot (for whom I nearly forgot to have act) slashes at Inferno.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #314 (isolation #95) » Thu Jul 26, 2018 3:20 pm

Post by Ircher »

McMenno takes a total of 4 damage from Beta's counterstrike while Cerberus takes a total of 3 damage this round (1 from attack; 2 from poison).

Inferno also takes 2 damage.
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Post Post #318 (isolation #96) » Thu Jul 26, 2018 4:34 pm

Post by Ircher »

In post 315, Cerberus v666 wrote:Can we get a heal from a level 3 on skygazer(he's at 1 I think) and I'll cure him?(I can do that while on CD, right?)
Skygazer’s at 6 HP rn (unless I messed up, but that’s unlikely.)

Yes, you may cast spells while on cooldown.
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Post Post #324 (isolation #97) » Fri Jul 27, 2018 4:21 am

Post by Ircher »

Not how it works @Irrelephant.

You do 1d8 on one roll and I believe 1d8-2 on the second roll.
Edit: Like Cerb did:
In post 285, Cerberus v666 wrote:DOUBLE SLASH FOXTROT

1D8 748074594

1D8-2 665095643
Edit: Technically, rolling 2d8-2 right now would work the same, but I like to consider the two as independent of one another. Furthermore, if you end up with a negative for the second attack, it doesn’t hurt your first attack.
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Post Post #329 (isolation #98) » Fri Jul 27, 2018 6:46 am

Post by Ircher »

Sorry for resolving this kinda late...

Irrelephant11 leads the next attack with two quick slashes at Charlie. (7 Total) Charlie raises his sword to defend against the attack.
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


Meanwhile, McMenno makes a clumsy stab towards Beta who raises his sword to block the attack.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Cerberus's hands begin to glow red as he performs the movements necessary to cast the "Fire" magical spell. After awhile, he releases the energy stored in his hands right at Foxtrot. Foxtrot dies immediately from the powerful flames.
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Post Post #330 (isolation #99) » Fri Jul 27, 2018 6:48 am

Post by Ircher »

Alas, Charlie isn't quick enough, and succumbs a quick death from Irrelephant.

Beta manages to easily parry McMenno's blow and counterstrikes with his own attack.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

(McMenno's defense roll:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


Delta and Echo decide to attack McMenno as well.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #331 (isolation #100) » Fri Jul 27, 2018 6:51 am

Post by Ircher »

McMenno manages to block the first attack, but is unable to fend off the other attacks and takes 7 damage.
McMenno is at 1 HP.


The following players take poison damage (for which one cannot defend against):
Cerberus:
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

Skygazer:
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #335 (isolation #101) » Fri Jul 27, 2018 7:04 am

Post by Ircher »

No, they do not.

Edit: Also, remember that I resolve actions in the order they are posted. So if you want McMenno to do double-damage, they have to post first doing such.

Edit2: Also, to be clear about Adrenaline Rush, double damage only applies if you do a normal attack (as in, not a spell or a skill). If you use a skill, you get the benefit of receiving no CD from using it, and if you use a direct damage spell (which currently only includes "Fire"), you use zero mana.
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Post Post #349 (isolation #102) » Fri Jul 27, 2018 7:47 am

Post by Ircher »

In post 345, Cerberus v666 wrote:up to ircher if double damage means roll 2 dice or double the damage one die deals though. :)
For future reference, to do double damage, roll it like this:

Code: Select all

[dice]1d8*2[/dice]


(In this case, you aren't making separate attacks, but rather a single strong attack. Plus, 2d8 changes the distribution of damage.)
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Post Post #350 (isolation #103) » Fri Jul 27, 2018 7:49 am

Post by Ircher »

In post 342, McMenno wrote:alright so attack echo
Original Roll String: 1d8*2 (STATIC)
1 8-Sided Dice: (1)*2 = 2
In post 346, Cerberus v666 wrote:heals Mcmenno

Original Roll String: 1d3 (STATIC)
1 3-Sided Dice: (3) = 3
In post 347, Charles510 wrote:attack echo
Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (7) = 7
Quoting for my benefit.
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Post Post #352 (isolation #104) » Fri Jul 27, 2018 8:04 am

Post by Ircher »

McMenno, with a sudden surge of energy, rushes forward to stab Echo. (2 so far.)

Cerberus chants an intricate ritual and then points his fingers in McMenno's direction. A burst of light flies towards McMenno and restores some of health. (McMenno is at 4 HP.) Cerberus has 1 MP left.

Charles510 joins McMenno in his attack for an extra 7. (9 so far.) Together, they are able to overpower Echo's defenses and kill him.

Felissan shoots a bright flame in Beta's direction. Beta falls as soon as the spell reaches him.

Faster than a lightning bolt, Delta slashes at Charles510:
Original Roll String: 1d6-2
1 6-Sided Dice: (6)-2 = 4
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Post Post #353 (isolation #105) » Fri Jul 27, 2018 8:04 am

Post by Ircher »

Charles510 is hit by Delta's blade for 2 damage.
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Post Post #366 (isolation #106) » Fri Jul 27, 2018 9:08 am

Post by Ircher »

Charles slashes at Delta from the front, while McMenno slashes from the back. (3+7 = 10 so far.) Next, Felissan carefully positions himself in a prime position to stab Delta from the side. (16 so far.) Cerberus then swings his blade, but has his effectiveness reduced by all the other people trying to attack Delta. (20 so far.) Then, Inferno attacks Delta with a swift stab at Delta's heart. (23 so far.) Last, but not least, Irrelephant goes in and slashes at Delta with his blade. (28 so far.)

Totally surrounded and outnumbered, the poor Delta falls to the ground without putting up a fight.
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Post Post #367 (isolation #107) » Fri Jul 27, 2018 9:13 am

Post by Ircher »

Total XP @ Level 3 : 14 XP
Seven participants: 2 XP @ Level 3 each.

(4) McMenno - 1 XP. McMenno stays at level 4.
(4) Cerberus v666 - 1 XP. Cerberus v666 stays at level 4.
(3) Skygazer - 2 XP. Skygazer stays at level 3.
(3) Inferno390 - 2 XP. Inferno390 stays at level 3.
(3) Charles510 - 2 XP. Charles510 stays at level 3.
(4) Irrelephant11 - 1 XP. Irrelephant11 stays at level 4.
(3) Felissan - 2 XP. Felissan stays at level 3.
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Post Post #368 (isolation #108) » Fri Jul 27, 2018 9:16 am

Post by Ircher »

6)
From now on, when a third or subsequent player teams up against the same monster, they have -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.
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Post Post #369 (isolation #109) » Fri Jul 27, 2018 9:20 am

Post by Ircher »

More cultists appear.

1. (4) Alpha : Cultist : HP = 9 | Attack = 1d6 | Defense = 1d4
2. (4) Beta : Cultist Acoylyte : HP = 6 | MP = 3 | Attack = 1d3 | Defense = None
3. (3) (I) Charlie : Cultist Sharpshooter : HP = 4 | Attack = 1d4 | Defense = 1d3
4. (3) Delta : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
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Post Post #377 (isolation #110) » Fri Jul 27, 2018 9:35 am

Post by Ircher »

In post 372, Irrelephant11 wrote:Attack Beta

Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (3) = 3
In post 373, Felissan wrote:Also attacking Beta
Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (3) = 3
In post 374, Charles510 wrote:Attack Beta
Original Roll String: 1d8-1 (STATIC)
1 8-Sided Dice: (2)-1 = 1
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Post Post #379 (isolation #111) » Fri Jul 27, 2018 9:44 am

Post by Ircher »

Irrelephant11 sends an uppercut slash towards Beta. (3 so far.) Felissan attacks next with a slash from behind that nearly misses. (6 so far.) Then Charles510 tries to attack as well, but due to the commotion caused by the other attackers, Charles is only able to do minimal damage. (7 so far.) McMenno finishes it all up by striking from the side with an almost perfectly executed blow. (8-2=6; 13 so far.) In no time, the Acolyte known as Beta has died, hacked into a million tiny pieces.

Cerberus launches an attack on Alpha for five. Alpha lifts his sword to parry the blow.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4


Alpha then pours a liquid on his weapon.

Charlie fires an arrow at Cerberus.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

(Cerb's defense roll:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Delta slashes quickly at McMenno.
Original Roll String: 1d6-2
1 6-Sided Dice: (4)-2 = 2

(McMenno's defense roll:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #380 (isolation #112) » Fri Jul 27, 2018 9:48 am

Post by Ircher »

Unfortunately for Alpha, they are slow to lift their blade and suffer 4 damage.

Charlie manages to fire an arrow at an exposed portion of Cerberus's body. Despite doing his best to block it, Cerb still ends up taking 3 damage.

Delta misses McMenno completely with her attack.
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Post Post #389 (isolation #113) » Fri Jul 27, 2018 10:04 am

Post by Ircher »

In post 368, Ircher wrote:6)
From now on, when a third or subsequent player teams up against the same monster, they have -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.
(A reminder of this change; it would be useful if you include the modifier yourself, especially if the roll doesn't already have a modifier.)
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Post Post #394 (isolation #114) » Fri Jul 27, 2018 10:10 am

Post by Ircher »

Charles510 and Skygazer both try to stab Alpha from behind. Charles executes it perfectly while Skygazer nearly misses. (8 so far.) Irrelephant11 then joins in on the fun and conducts the killing blow. (14 so far.) Alpha falls to the ground dead.

Meanwhile, McMenno slashes at Charlie from the side while Cerberus v666 pursues a frontal assault and slashes twice at Charlie. (12 so far.) It is more than enough to kill Charlie.

Inferno390 makes a pitiful stab towards Delta.

Delta slashes at Skygazer.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #401 (isolation #115) » Fri Jul 27, 2018 1:05 pm

Post by Ircher »

In post 399, Charles510 wrote:Cast Fire on Delta

Original Roll String: 1d3 (STATIC)
1 3-Sided Dice: (2) = 2
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Post Post #402 (isolation #116) » Fri Jul 27, 2018 1:10 pm

Post by Ircher »

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

Defense roll for Delta.
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Post Post #403 (isolation #117) » Fri Jul 27, 2018 1:10 pm

Post by Ircher »

That's 4 damage for Delta.

Delta pours a liquid on their weapon.
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Post Post #405 (isolation #118) » Fri Jul 27, 2018 1:21 pm

Post by Ircher »

Delta is scorched by Charles' flames but is still standing.

Delta attacks Charles510.
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1 6-Sided Dice: (2) = 2
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Post Post #406 (isolation #119) » Fri Jul 27, 2018 1:21 pm

Post by Ircher »

Charles is also poisoned for two rounds (or until the end of this battle).
Poison damage:
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #415 (isolation #120) » Fri Jul 27, 2018 1:38 pm

Post by Ircher »

Before Cerberus can even reach Delta, Delta evaporates into dust from Charles510's flame. The worst heals Cerberus by 3.
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Post Post #416 (isolation #121) » Fri Jul 27, 2018 1:49 pm

Post by Ircher »

Total XP @ Level 4 : 11 XP
8 Participants : 1 each @ Level 4

(4) Irrelephant11 - 1 XP. Irrelephant11 stays at level 4.
(3) Felissan - 1 XP. Felissan stays at level 3.
(3) Charles510 - 1 XP. Charles510 levels up from level 3 to level 4!
(4) Cerberus v666 - 1 XP. Cerberus v666 stays at level 4.
(4) McMenno - 1 XP. McMenno stays at level 4.
(3) Skygazer - 1 XP. Skygazer stays at level 3.
(3) Inferno390 - 1 XP. Inferno390 stays at level 3.
(3) the worst - 1 XP. The worst levels up from level 3 to level 4!
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Post Post #417 (isolation #122) » Fri Jul 27, 2018 1:50 pm

Post by Ircher »

After awhile, you finally manage to make your way past the perimeter and into the bizzare cult's headquarters. Not long after, you are confronted by a group of highly skilled cultists. They make a motion at you, but you don't understand it, so you try to fake understanding. Alas, the cultists can tell that you do not belong, and they immediately prepare themselves for battle. Admist their bizarre chants and battle cries, you are able to make out their name.

1. Cultist Wzyrn : Cultist Magician : Level = 6 | HP = 7 | MP = 14 | Attack = 1d3 | Defense = 1d3
2. Cultist Xana : Cultist Bladesmaster: Level = 6 | HP = 18 | Attack = 2d4 | Defense = 1d4
3. (I) (QS) Cultist Yrron : Cultist Sharpshooter : Level = 6 | HP = 14 | Attack = 1d4 | Defense = 1d4
4. Cultist Zdrylk : Cultist Acoylyte : Level = 6 | HP = 11 | MP = 13 | Attack = 1d6 | Defense = 1d3

The first to react to your presence is the sharpshooter Yrron. He immediately fires an arrow at the worst.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

(the worst's defense roll:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #418 (isolation #123) » Fri Jul 27, 2018 1:50 pm

Post by Ircher »

Alas, Yrron misses the worst completely.
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Post Post #428 (isolation #124) » Fri Jul 27, 2018 3:33 pm

Post by Ircher »

It works well on phones, and they want to use it to coordinate attacks. You don’t have to use it, but I think the others would highly appreciate it if you did.
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Post Post #442 (isolation #125) » Sat Jul 28, 2018 2:41 am

Post by Ircher »

Yrron, enraged that his earlier arrow missed, starts off the round by firing two arrows at the worst.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

(The worst's defense roll:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Skygazer attempts to concentrate on Zydrylk's actions... She learns the following information:
Spoiler: Cultist Zydrylk
**Cultist Zdrylk : Cultist Acoylyte : Level = 6 | HP = 11 | MP = 13 | Attack = 1d6 | Defense = 1d3
- Passive Skill "Healing Grace" : Attacks that bring health below 1 HP (when above 1 HP beforehand) leaves the monster at 1 HP. The monster dies if it takes damage at 1 HP.
- Passive Skill "Divine Intervention" : If three or more opponents attempt an action (i.e.: attack, skill, or spell) against Zdrylk, divine forces will intervene and prevent any of those opponents from acting that round.
- Passive Skill "Last Hurrah" : The enemy that kills Zdrylk takes 1d8 damage (before defenses).
- Magic Spell "Minor Heal" : Heals a target by 1d4 hitpoints. (2 Mana)
- Magic Spell "Cure" : Cures a target of one negative status affliction. (1 Mana)
- Magic Spell "Curse" : Gives the target a -1 modifier to their next die roll. (2 Mana)
- Magic Spell "Bless" : Gives the target a +1 modifier to their next die roll. (2 Mana)


The worst, while at the same time trying to dodge Yrron's arrows, takes the time to look at Wzyrn. The worst learns the following information:
Spoiler: Cultist Wzyrn
**Cultist Wzyrn : Cultist Magician : Level = 6 | HP = 7 | MP = 14 | Attack = 1d3 | Defense = 1d3
- Passive Skill "Distraction Diversion" : Opponents that try to team up (i.e.: use skills and/or normal attacks; spells are excluded) on Wzyrn are redirected to other opponents. (i.e.: This skill only allows one person to attack Wzyrn at a time. The rest are redirected.)
- Active Skill "Gather Energy" : Spells cast on the next round have a +1 modifier on their dice rolls. (2 CD)
- Magic Spell "Fire" : Deals 1d4 damage and ignores target's defenses. (1 Mana)
- Magic Spell "Tornado" : Deals 1d4 damage to two enemies. If an enemy takes damage from this spell, they are stunned for one turn. (3 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. (2 Mana)
- Magic Spell "Poison" : Poisons an enemy for 2 turns. They take 1d3 damage each turn. (3 Mana)
- Magic Spell "Symbiosis" : Caster takes up to 2d4 damage. Half of damage taken (rounded down) is given to an ally as HP. (0 Mana)


Felissan scries Yrron:
Spoiler: Cultist Yrron
**Cultist Yrron : Cultist Sharpshooter : Level = 6 | HP = 14 | Attack = 1d4 | Defense = 1d4
- Passive Skill "First Strike" : At the beginning of the battle, all characters with first strike get one extra action before everyone else.
- Passive Skill "Fast on Feet" : Always possesses initiative. (Negates initiative that players have.)
- Passive Skill "Quick Strike" : Characters with quick strike are able to act before characters without quick strike.
- Active Skill "Binding Shot" (3 CD) : Fires an arrow that binds a target in place for 1d6 damage. If the arrow deals any damage, the target is bound for 2 rounds: any actions that require large movements (which includes all spells) are disallowed. Bound targets can still defend against attacks, and they can still perform actions that require very little movement (such as the "Scry Monster" player skill.)
- Active Skill "Double Shot" (2 CD) : Fires two arrows at a target for 1d6 damage each. (Perform two rolls; do not use 2d6.)
- Active Skill "Piercing Shot" (5 CD) : Fires an arrow for 1d6 damage. It ignores the target's defenses.
- Special Skill "Shoot Arrows" (Always usable) : Fires an arrow for 1d6 damage.


Invisibility slashes at Wzyrn who begins to do defensive chant.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Cerberus v666 tries to speed slash Wzyrn, but even with his incredible speed, he finds himself attacking Xana instead. (5 so far...)
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1


Draynth takes the time to scry Xana:
Spoiler: Cultist Xana
**Cultist Xana : Cultist Bladesmaster: Level = 6 | HP = 18 | Attack = 2d4 | Defense = 1d4
- Passive Skill "Critical Hit" : Rolling an 8 total on a normal attack stuns the enemy for one turn. Stunned enemies can only defend; they cannot actively use actions.
- Passive Skill "Overpower" : Rolling a 7 or an 8 total (during a normal attack) results in the attack piercing through defenses. (In other words, the defense roll is ignored in these circumstances.)
- Passive Skill "Perfect Block" : Rolling a 4 on the defense roll completely negates all damage taken this round.
- 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 "Berserk Lunge" (3 CD) : Leaps toward an opponent and lunge at them for {Attack Dice} damage. If the attack deals damage, the opponent is stunned for 3 rounds. After using this skill, Xana is stunned for one round (regardless of if it succeeds).
- Active Skill "Whirlwhind" (5 CD) : Any enemy that attacks Xana on the round that this skill is used receives 2d3 damage (before defenses).
- Active Skill "Guard" (0 CD) : Halves damage from one attack (or spell). (Note: An attack here is defined as "per person".)


McMenno takes the time to slash at Zdrylk (for 8).
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #443 (isolation #126) » Sat Jul 28, 2018 2:55 am

Post by Ircher »

While the worst is able to get away from the first arrow, he still ends up taking 1 damage from the second arrow.

Alas, Wzyrn's defenses are not enough to prevent Invisibility from dealing 1 damage to them.

Xana takes 2 damage from Cerberus's quick-slash.

Zdrylk takes massive damage from McMenno's blow: 5 in total!
--------
Zdrylk begins an intricate ritual which ends with several beams of light shooting towards Xana filling her with a sense of peace admist the chaos.

Wzyrn also begins a magic spell. Yellow sparks began to appear at Wzyrn's fingertips. Wzyrn sends them flying in Skygazer's direction. The electric sparks then jump towards McMenno and Cerberus.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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

(If needed: McMenno's defense roll)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

(If needed: Cerberus's defense roll)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Xana leaps towards Felissan and lands a powerful blow. She feels a little dizzy after using the action.
Original Roll String: 2d4+1
2 4-Sided Dice: (4, 4)+1 = 9


Felissan is also stunned for 3 rounds.
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Post Post #444 (isolation #127) » Sat Jul 28, 2018 2:57 am

Post by Ircher »

Skygazer takes 1 damage from Wzyrn's magic.
Skygazer has 1 HP left.


McMenno takes 2 damage from the remainder of Wzyrn's magic.

Felissan takes 6 damage from Xana's blade.
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Post Post #450 (isolation #128) » Sat Jul 28, 2018 6:13 am

Post by Ircher »

In post 446, Gamma Emerald wrote:Attack Wzyrn
Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (6) = 6
Edit: Gonna count the above as separate from the rest. I wasn't paying attention to the site, true, but it's like a 20 minute difference.
In post 447, Inferno390 wrote:Heal Sky
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (4) = 4
In post 448, James Brafin wrote:Attack Wyzrn
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (6) = 6
In post 449, McMenno wrote:attack Z
Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (8) = 8
Quoting for my benefit.
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Post Post #451 (isolation #129) » Sat Jul 28, 2018 6:24 am

Post by Ircher »

Before Gamma Emerald can slash at Wzyrn, an arrow comes flying towards him. (Yrron's action.)
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2


Wzyrn then begins trying to defend herself against Gamma's attack.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Wzyrn's hands glow purple with an ominous aura. A puff of purple cloud appears around Gamma Emerald as Wzyrn points at him. Gamma is poisoned for two rounds.

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


Xana is stunned and cannot do anything this round.

Zdrylk curses Gamma Emerald.
---------------------------------------------------------------------------------------------
Yrron fires two arrows quickly at Gamma Emerald.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5


Inferno heals Skygazer.
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


James Brafin slashes at Wzyrn.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


McMenno attacks Zdrylk.
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #452 (isolation #130) » Sat Jul 28, 2018 6:32 am

Post by Ircher »

Gamma takes two points of damage from Yrron's first arrow, 1 point of poison damage, and 8 points of damage from Yrron's second and third arrows. That's 11 damage in total.

Wzyrn takes 4 damage from Gamma's attack and 5 damage from James's attack. Wzyrn falls to the ground dead.

I don't know why I rerolled for Inferno, but I guess it's fine since 1d3 should've been rerolled anyway, so we'll say Sky gained 1 HP.

Zdrylk takes 5 damage from McMenno's blade. *Zdrylk has 1 HP left.*

Zdrylk hands glow bright with light, and he finds himself rejuvenated.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2


Xana attacks Gamma Emerald.
Original Roll String: 2d4
2 4-Sided Dice: (1, 4) = 5


Gamma Emerald also takes damage from poison.
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #453 (isolation #131) » Sat Jul 28, 2018 6:34 am

Post by Ircher »

Zdrylk regains 3 HP.

Gamma Emerald takes 3 damage from Xana's blade.
*Gamma Emerald is at 1 HP.*

Gamma Emerald then takes 1 damage from poison and dies.
*Gamma Emerald is dead. You may re-/in at the end of the current battle or in 3 rounds, whichever comes first.*
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Post Post #459 (isolation #132) » Sat Jul 28, 2018 7:49 am

Post by Ircher »

I can’t really resolve this right now. Actions that occur more than 5 minutes apart constitute a new round.
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Post Post #463 (isolation #133) » Sat Jul 28, 2018 2:41 pm

Post by Ircher »

In post 461, Gamma Emerald wrote:
In post 459, Ircher wrote:I can’t really resolve this right now. Actions that occur more than 5 minutes apart constitute a new round.
Why are you being anal about this now?
I'm not really. The 5 minutes thing is still approximate, but we're talking like 10 minutes difference at the most. Under the current rules, allowing things that happen 15 or 30 minutes apart really is a huge stretch of the way I set it out.

As far as killing you goes, okay, that was a bit cruel, but tbf, some other people were upset with the way you just attacked without consulting anyone.
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Post Post #464 (isolation #134) » Sat Jul 28, 2018 2:49 pm

Post by Ircher »

Yrron fires an arrow at McMenno.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

(McMenno's defense roll:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


James Brafin slashes at Zdrylk. (4 so far.)
(Defense roll; very important!)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

Cerberus also slashes at Zdrylk. (Extra 4.)

McMenno attacks Yrron. (8 so far.)
Inferno also attacks Yrron. (15 so far.)
(Defense roll:)
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3


Xana assumes a defensive position.
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Post Post #465 (isolation #135) » Sat Jul 28, 2018 2:52 pm

Post by Ircher »

With one mighty swing, Cerberus dispatches Zdrylk. As soon as the blade touches Zdrylk's skin however, a million sparks appear and electrocute Cerberus.
Original Roll String: 1d8
1 8-Sided Dice: (6) = 6


McMenno takes 1 damage from Yrron's arrow.
*McMenno is at 1 HP.*

Yrron takes 13 damage from the combined attacks of McMenno and Inferno. Alas, it is not enough to kill Yrron.
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Post Post #466 (isolation #136) » Sat Jul 28, 2018 2:52 pm

Post by Ircher »

And I forgot Cerb's defense roll....
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1 3-Sided Dice: (3) = 3
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Post Post #467 (isolation #137) » Sat Jul 28, 2018 2:53 pm

Post by Ircher »

Cerberus takes 7 damage from Zdrylk's dying attack.
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Post Post #468 (isolation #138) » Sat Jul 28, 2018 4:04 pm

Post by Ircher »

Okay, the following temporary change is being made:
The window players get after initiating an action is being extended from 5 minutes to 15 minutes.
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Post Post #470 (isolation #139) » Sun Jul 29, 2018 8:13 am

Post by Ircher »

In post 469, Gamma Emerald wrote:
In post 463, Ircher wrote:some other people were upset with the way you just attacked without consulting anyone.
WHO?
It’s probably better for me to not say who.
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Post Post #472 (isolation #140) » Sun Jul 29, 2018 8:38 am

Post by Ircher »

*NEW* Teamwork Mechanic and Other Timing Issues:

1) 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.
2) For players, a minimum of three players must make actions before a round ends. A single player (unless otherwise specified) cannot make more than one action each round. After the third player makes an action, there is approximately a 15-minute delay from that time in which additional players can make actions. After that, I begin to resolve actions.

3) 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).
4) 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.
5) 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.
6) You may not specify actions in advance. Be sure to coordinate with your fellow players before attacking!
7) Initiative for players works by extending your 15 minutes to 24 hours temporarily. It basically grants the players a guarantee of one more action before the round ending. As soon as another player uses an action (that does not give initiative), the 15 minute timer starts again. (Obviously, initiative will have no effect if you are the first or second person to attack an enemy.)
8) Initiative for monsters negates the effects of initiative for players.
9) 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.
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Post Post #475 (isolation #141) » Mon Jul 30, 2018 6:57 am

Post by Ircher »

In post 473, Cerberus v666 wrote:HI all.

So this next attack we need to have someone use "fire" on Yrron. He's at 1 HP, and that should guarantee his death. He's gonna get at least one attack off before he dies though, so the person who cast's fire should preferably be high enough health to have a good chance of living. I have no problem doing it if not though. :P

Everything else is us either healing low health people or attack Xana, who has 16 hp and an abilty to stun us and who take 0 damage no matter how many attacks we use on him 25% of the time and who can hurt everryone who uses an attack on them. :)
In post 474, Invisibility wrote:here are all the scries
ScriesSkygazer attempts to concentrate on Zydrylk's actions... She learns the following information:
Spoiler: Cultist Zydrylk
**Cultist Zdrylk : Cultist Acoylyte : Level = 6 | HP = 11 | MP = 13 | Attack = 1d6 | Defense = 1d3
- Passive Skill "Healing Grace" : Attacks that bring health below 1 HP (when above 1 HP beforehand) leaves the monster at 1 HP. The monster dies if it takes damage at 1 HP.
- Passive Skill "Divine Intervention" : If three or more opponents attempt an action (i.e.: attack, skill, or spell) against Zdrylk, divine forces will intervene and prevent any of those opponents from acting that round.
- Passive Skill "Last Hurrah" : The enemy that kills Zdrylk takes 1d8 damage (before defenses).
- Magic Spell "Minor Heal" : Heals a target by 1d4 hitpoints. (2 Mana)
- Magic Spell "Cure" : Cures a target of one negative status affliction. (1 Mana)
- Magic Spell "Curse" : Gives the target a -1 modifier to their next die roll. (2 Mana)
- Magic Spell "Bless" : Gives the target a +1 modifier to their next die roll. (2 Mana)


The worst, while at the same time trying to dodge Yrron's arrows, takes the time to look at Wzyrn. The worst learns the following information:
Spoiler: Cultist Wzyrn
**Cultist Wzyrn : Cultist Magician : Level = 6 | HP = 7 | MP = 14 | Attack = 1d3 | Defense = 1d3
- Passive Skill "Distraction Diversion" : Opponents that try to team up (i.e.: use skills and/or normal attacks; spells are excluded) on Wzyrn are redirected to other opponents. (i.e.: This skill only allows one person to attack Wzyrn at a time. The rest are redirected.)
- Active Skill "Gather Energy" : Spells cast on the next round have a +1 modifier on their dice rolls. (2 CD)
- Magic Spell "Fire" : Deals 1d4 damage and ignores target's defenses. (1 Mana)
- Magic Spell "Tornado" : Deals 1d4 damage to two enemies. If an enemy takes damage from this spell, they are stunned for one turn. (3 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. (2 Mana)
- Magic Spell "Poison" : Poisons an enemy for 2 turns. They take 1d3 damage each turn. (3 Mana)
- Magic Spell "Symbiosis" : Caster takes up to 2d4 damage. Half of damage taken (rounded down) is given to an ally as HP. (0 Mana)


Felissan scries Yrron:
Spoiler: Cultist Yrron
**Cultist Yrron : Cultist Sharpshooter : Level = 6 | HP = 14 | Attack = 1d4 | Defense = 1d4
- Passive Skill "First Strike" : At the beginning of the battle, all characters with first strike get one extra action before everyone else.
- Passive Skill "Fast on Feet" : Always possesses initiative. (Negates initiative that players have.)
- Passive Skill "Quick Strike" : Characters with quick strike are able to act before characters without quick strike.
- Active Skill "Binding Shot" (3 CD) : Fires an arrow that binds a target in place for 1d6 damage. If the arrow deals any damage, the target is bound for 2 rounds: any actions that require large movements (which includes all spells) are disallowed. Bound targets can still defend against attacks, and they can still perform actions that require very little movement (such as the "Scry Monster" player skill.)
- Active Skill "Double Shot" (2 CD) : Fires two arrows at a target for 1d6 damage each. (Perform two rolls; do not use 2d6.)
- Active Skill "Piercing Shot" (5 CD) : Fires an arrow for 1d6 damage. It ignores the target's defenses.
- Special Skill "Shoot Arrows" (Always usable) : Fires an arrow for 1d6 damage.

Draynth takes the time to scry Xana:
Spoiler: Cultist Xana
**Cultist Xana : Cultist Bladesmaster: Level = 6 | HP = 18 | Attack = 2d4 | Defense = 1d4
- Passive Skill "Critical Hit" : Rolling an 8 total on a normal attack stuns the enemy for one turn. Stunned enemies can only defend; they cannot actively use actions.
- Passive Skill "Overpower" : Rolling a 7 or an 8 total (during a normal attack) results in the attack piercing through defenses. (In other words, the defense roll is ignored in these circumstances.)
- Passive Skill "Perfect Block" : Rolling a 4 on the defense roll completely negates all damage taken this round.
- 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 "Berserk Lunge" (3 CD) : Leaps toward an opponent and lunge at them for {Attack Dice} damage. If the attack deals damage, the opponent is stunned for 3 rounds. After using this skill, Xana is stunned for one round (regardless of if it succeeds).
- Active Skill "Whirlwhind" (5 CD) : Any enemy that attacks Xana on the round that this skill is used receives 2d3 damage (before defenses).
- Active Skill "Guard" (0 CD) : Halves damage from one attack (or spell). (Note: An attack here is defined as "per person".)
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Post Post #485 (isolation #142) » Mon Jul 30, 2018 7:23 am

Post by Ircher »

(expired on 2018-07-30 14:31:59) left before the end of the round.
In post 480, Invisibility wrote:i got a six in the preview :(
i guess its not a 1
(It might as well be. Subtract the defense roll and then divide by 1/2..... Probably gonna end with one damage if your lucky!)
Last edited by Ircher on Mon Jul 30, 2018 7:27 am, edited 1 time in total.
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Post Post #489 (isolation #143) » Mon Jul 30, 2018 7:31 am

Post by Ircher »

It's in the opening post.
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Post Post #491 (isolation #144) » Mon Jul 30, 2018 7:32 am

Post by Ircher »

(Gonna give like 2 more minutes in case either James or Irrelephant show back up.)
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Post Post #493 (isolation #145) » Mon Jul 30, 2018 7:40 am

Post by Ircher »

List Shuffling Results (Original list was in order of posts):
1: Invisibility
2: Charles510
3: Felissan
------------------------------------------------
Yrron shoots twice at Invisibility:
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

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


Charles510's hands begin to glow red. He points his finger in Yrron's direction, and a small wisp of fire hits Yrron, killing him (Yrron).

Invisibility attempts to stab Xana in the chest...
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1


Felissan's hand begins to glow white as she performs the ritual for healing. Once finished, she points her finger towards McMenno, and a single beam of light shoots out from her hand to McMenno, healing him by 1 HP.
*Felissan has 0 MP left.*

Xana assumes a defensive position once again.
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Post Post #494 (isolation #146) » Mon Jul 30, 2018 7:42 am

Post by Ircher »

Alas, luck is not on Invisibility's side. Not only does he get totally nailed by Yrron's arrows, his attack is easily fended off by Xana (who takes no damage.)
*Invisibility is at 1 HP.*
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Post Post #503 (isolation #147) » Mon Jul 30, 2018 8:04 am

Post by Ircher »

In post 495, McMenno wrote:heal invisiboi
Original Roll String: 1d3 (STATIC)
1 3-Sided Dice: (3) = 3
In post 497, Irrelephant11 wrote:
In post 496, Irrelephant11 wrote:heal skygazer

Original Roll String: 1d3 (STATIC)
1 3-Sided Dice: (1) = 1
trying again
Original Roll String: 1d3 (STATIC)
1 3-Sided Dice: (3) = 3
In post 498, Invisibility wrote:attack Xana
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (6) = 6
3:15 PM EDT btw is time.
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Post Post #504 (isolation #148) » Mon Jul 30, 2018 8:12 am

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McMenno heals Invisibility by 3 HP.

Irrelephant11 heals Skygazer by 3 HP.

Invisibility attacks Xana. (3 so far---1/2 of 6.)

Cerberus casts "Fire" on Xana. (Possibly 2 damage...)

Felissan also attacks Xana. (4 so far.)

Charles510 uses "Double Slash" on Xana. (-1 modifier on the result is my ruling here by the way since this is the third attacker.) (6+6-1=12-1=11 so 15 so far.)

Defensive roll for Xana:
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4
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Post Post #505 (isolation #149) » Mon Jul 30, 2018 8:15 am

Post by Ircher »

So Xana takes 2 damage from Fire and 13 damage (!) from attacks. Alas, they had 16 HP, so they are left with 1 HP.

Xana, seeing that the end is in sight, decides to use "Whirlwhind" to great effect!

(Rolls once for each player affected by the skill.)
Invisiblity:
Original Roll String: 2d3
2 3-Sided Dice: (2, 3) = 5


Felissan:
Original Roll String: 2d3
2 3-Sided Dice: (3, 3) = 6


Charles510:
Original Roll String: 2d3
2 3-Sided Dice: (3, 2) = 5

(Defense roll:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #506 (isolation #150) » Mon Jul 30, 2018 8:16 am

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Invisibility is hit hard by the ferocious attack.
*Invisibility has 1 HP left.*

Felissan, unable to dodge the attack, takes 5 damage and is left with 4 HP.

Charles510 manages to take zero damage from the assault.
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Post Post #511 (isolation #151) » Mon Jul 30, 2018 8:49 am

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Out from McMenno's hand shoots a flame that hits and kills Xana.

Skygazer heals McMenno for 3 HP.

Charles510 heals Invisibility for 3 HP.

White light flows from Inferno's hands into Cerberus, healing Cerberus by 2 HP.
Nevermind, you don't have enough MP. (
Also, healing uses a 1d3, not a 1d6 right now.
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Post Post #513 (isolation #152) » Mon Jul 30, 2018 9:00 am

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Average Level : Level 6
Base XP : 6 + 6 + 7 + 7 = 26 XP
Bonus XP : 4 XP
Total XP @ Level 6 => 30 XP
Number of Participants => 12
XP per participant @ Level 6 => 2.5 XP

(3) Skygazer gains 5 XP.
Skygazer levels up from level 3 to level 4!

(4) the worst gains 4 XP. the worst stays at level 4.
(3) Felissan gains 5 XP.
Felissan levels up from level 3 to level 4!

(1) Invisibility gains 9 XP.
Invisibility levels up from level 1 to level 3!

(4) Cerberus v666 gains 4 XP. Cerberis v666 staus at level 4.
(3) Draynth gains 5 XP.
Draynth levels up from level 3 to level 4!

(4) McMenno gains 4 XP. McMenno stays at level 4.
(3) (Died Once) Gamma Emerald gains 3 XP. Gamma Emerald stays at level 3 and is automatically revived.
(1) James Braffin gains 9 XP.
James Braffin levels up from level 1 to level 3!

(4) Charles510 gains 4 XP. Charles510 stays at level 4.
(4) Irrelephant11 gains 4 XP. Irrelephant11 stays at level 4.
(3) Inferno390 gains gains 5 XP.
Inferno390 levels up from level 3 to level 4!


Congratulations to all of you have leveled up. (In case you are wondering, I finally standardized XP penalties and bonuses based on levels... Suffice to say is that the level 1 characters got a bunch of XP because they are 5 levels below that of the average level of this fight.)
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Post Post #515 (isolation #153) » Mon Jul 30, 2018 9:04 am

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You gained 3 XP from the fight anyway since you did participate even if you died. You just earned less XP than other level 3’s due to dting.
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Post Post #516 (isolation #154) » Mon Jul 30, 2018 9:14 am

Post by Ircher »

After a long and arduous fight, you arrive in the outer sanctum of the cultists' headquarters. Alas, the word gets out quick that you have dispatched the famed outer sanctum guardians; as a result, a massive force has apprehended you.

Active Monsters:

1. (5) Alpha : Cultist Bladesmaster : HP = 15 | Attack = 1d4 + 1d3 | Defense = 1d4
2. (5) Beta : Cultist Bladesmaster : HP = 15 | Attack = 1d4 + 1d3 | Defense = 1d4
3. (4) Charlie : Cultist : HP = 9 | Attack = 1d6 | Defense = 1d4
4. (3) Delta : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
5. (5) Echo : Cultist Acoylyte : HP = 7 | MP = 5 | Attack = 1d4 | Defense = 1d3
6. (5) Foxtrot : Cultist Magician : HP = 6 | MP = 7 | Attack = 1d4 | Defense = 1d3
7. (3) Golf : Goblin Slave : HP = 9 | Attack = 1d6 | Defense = None
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Post Post #519 (isolation #155) » Mon Jul 30, 2018 10:48 am

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Are you scared, the worst? ;)
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Post Post #523 (isolation #156) » Mon Jul 30, 2018 2:43 pm

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Heroic Feats:


What are these?
These are titles and other cosmetic stuff that is awarded to you when you do certain heroic deeds.


Do these serve any purpose?
Other than bragging rights and fun, they serve no real in-game purpose.


*
Medal of Courage
: Awarded to players that are always willing to act even when their life is in danger.
**Recipients: None!

*
Medal of Honor
: Awarded to players that value their teammates lives just as much as their own life.
**Recipients: None!

*
Medal of Leadership
: Awarded to players that actively lead battles, both in planning and execution.
**Recipients: None!

(We will start with these I guess.)
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Post Post #527 (isolation #157) » Mon Jul 30, 2018 2:53 pm

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(I should've reserved like a page full of posts at the beginning of the game.... The feat information is now in .)
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Post Post #535 (isolation #158) » Mon Jul 30, 2018 3:25 pm

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(expired on 2018-07-30 22:34:59) left in this round.
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Post Post #538 (isolation #159) » Mon Jul 30, 2018 3:28 pm

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I mean, I could be trolling, but if you think about it, the goblin is really vulnerable here. Makes a lot more sense to nuke it first. I don't guarantee 100% that I'm not trolling here, but based on what you know so far, attacking the goblin is the smarter move.
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Post Post #542 (isolation #160) » Mon Jul 30, 2018 3:48 pm

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the worst leads the charge against the new set of enemies and attacks Foxtrot. Alas, in his frenzy, he trips by accident and nearly misses. (2 so far.)

Charles510 follows the worst and manages to trip as well. Like the worst, he is only barely able to get an attack in on Foxtrot. (4 so far.)

McMenno, the third attacker, jumps forward with a shout and delivers a strong blow to Foxtrot, only slightly hampered by the worst's and Charles510's chaotic attacks. (-1 modifier applied, so 10 so far.) Unable to handle the blades of all three attackers, the magician dies without ever casting a spell.

Seeing that the magician is dead, Inferno390 goes in to kill the poor goblin Golf. Inferno lands an extremely powerful attack on Golf; it's so powerful that the poor goblin become scared and attempts to flee the battle.
Golf has the Fear status for 3 rounds (including this one).

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

---------------------
Alpha jumps to the air and sends his sword crashing down on the worst not once, but twice.
(Attack #1)
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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

(Attack #2)
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

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

(the worst's defense roll.)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


Beta does the same but targets Charles510 instead.
(Attack #1)
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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

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

Original Roll String: 1d3-2
1 3-Sided Dice: (2)-2 = 0

(Charles510's defense roll.)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Charlie attacks NotAJumbleOfNumbers (because why not?):
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2


Delta launches a stab at Inferno390.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6


Echo's hands begin to glow red. She points at James Braffin, and a huge red light leaps towards James.
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #543 (isolation #161) » Mon Jul 30, 2018 3:54 pm

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Golf is paralyzed with fear and does nothing this round.

(Note that 1d4 + 1d3 is actually a 1d7 roll in disguise. Likewise, 1d4 + 1d3-2 is actually 1d7-2 in disguise. Keep that in mind.)

The worst takes 3 damage from Alpha's first attack and 2 damage from Alpha's second attack, but he manages to block 1 damage. Thus, he takes 3 damage.

Charles510 takes 6 damage from Beta's first attack and 1 damage from Beta's second attack, but they manage to block 2 damage. Thus, Charles takes 5 damage.

NotAJumbleOfNumbers is slashed hard by Charlie and loses 4 HP.

And I forgot to a defense roll for Inferno...
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


James Braffin takes 1 damage.
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Post Post #544 (isolation #162) » Mon Jul 30, 2018 3:54 pm

Post by Ircher »

Inferno takes 2 damage.
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Post Post #545 (isolation #163) » Mon Jul 30, 2018 3:58 pm

Post by Ircher »

(Just to clarify, 1d4 + 1d3 is by no means the same as 1d7, I'm just saying when it comes to modifiers, it makes sense to treat it here AS IF it is a 1d7, but the two rolls are really different.)
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Post Post #547 (isolation #164) » Tue Jul 31, 2018 9:19 am

Post by Ircher »

No.
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Post Post #549 (isolation #165) » Tue Jul 31, 2018 9:46 am

Post by Ircher »

Sally forth!
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Post Post #550 (isolation #166) » Tue Jul 31, 2018 9:50 am

Post by Ircher »

Monster status as of this post:

1. (5) Alpha : Cultist Bladesmaster : HP = 15 | Attack = 1d4 + 1d3 | Defense = 1d4 (3 CD)
2. (5) Beta : Cultist Bladesmaster : HP = 15 | Attack = 1d4 + 1d3 | Defense = 1d4 (3 CD)
3. (4) Charlie : Cultist : HP = 9 | Attack = 1d6 | Defense = 1d4
4. (3) Delta : Cultist : HP = 6 | Attack = 1d6 | Defense = 1d3
5. (5) Echo : Cultist Acoylyte : HP = 7 | MP = 4 | Attack = 1d4 | Defense = 1d3
6. (5) Foxtrot : Cultist Magician : HP = Dead | MP = 7 | Attack = 1d4 | Defense = 1d3
7. (3) Golf : Goblin Slave : HP = 3 | Attack = 1d6 | Defense = None (Fear: 2 Rounds)
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Post Post #575 (isolation #167) » Wed Aug 01, 2018 3:36 am

Post by Ircher »

(expired on 2018-08-01 10:38:59) left.

Pedit: You only did one roll?

Pedit2: I'll take that.

Pedit3: All those Pedits!
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Post Post #579 (isolation #168) » Wed Aug 01, 2018 3:37 am

Post by Ircher »

In post 557, the worst wrote:ok let's go. whack this as long as you're not super low HP.

Attack acolyte!!!!
Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (6) = 6
In post 558, Skygazer wrote:Attack acolyte!

Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (2) = 2
In post 563, Irrelephant11 wrote:Attack Echo
Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (7) = 7
In post 564, James Brafin wrote:Attack Echo
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (2) = 2
In post 566, Felissan wrote:Double slash Delta.
Original Roll String: 2d8-2 (STATIC)
2 8-Sided Dice: (3, 6)-2 = 7
Redoing Felissan's because that's not correct.
Original Roll String: 1d8
1 8-Sided Dice: (8) = 8

Original Roll String: 1d8-2
1 8-Sided Dice: (6)-2 = 4
In post 569, Inferno390 wrote:Attack Delta
Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (2) = 2
In post 573, McMenno wrote:woops
Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (7) = 7
In post 572, McMenno wrote:double slash C
Original Roll String: 1d8-2 (STATIC)
1 8-Sided Dice: (8)-2 = 6
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Post Post #580 (isolation #169) » Wed Aug 01, 2018 3:49 am

Post by Ircher »

the worst leads the charge with a strong slash towards Echo, the acoylyte. (6 so far.)
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

Skygazer joins in and also attacks Echo. (6+2 so far.)

Irrelephant11 sneaks behind Echo and attacks Echo from behind. They do receive a -1 modifier to their roll however. (6+2+6 so far.)

James Brafin also tries to attack Echo but fumbles and misses completely among the chaos (they had a -2 modifier to their roll). (6+2+7 so far.)

Felissan moves quickly and slashes twice at Delta for 4 and 2 damage. (6 so far.)

Inferno390 also attacks Delta for 2 damage. (8 so far.)

Delta attempts to defend against the two blades...
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


Finally, McMenno charges in and does a double-slash against Charlie. It is super effective at 13 total. With one fell swoop, Charlie is dead.

Golf suffers fear and tries to run away....
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4
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Post Post #581 (isolation #170) » Wed Aug 01, 2018 3:54 am

Post by Ircher »

Echo's wards do a good job and keeps him alive. Despite Irrelephant's mighty blow, he still stands.

Golf manages to run away from the fight.

Edit: I'm bad at remembering stuff... Nvm.
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Post Post #582 (isolation #171) » Wed Aug 01, 2018 3:58 am

Post by Ircher »

Delta takes 6 damage which is enough to kill them as well.

White light envelopes Echo's hand as he begins a ritual...
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


Alpha swings his sword at Skygazer:
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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

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


Beta swings her sword at Irrelephant11:
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #583 (isolation #172) » Wed Aug 01, 2018 4:00 am

Post by Ircher »

Echo is healed by the white light.

Alpha's sword is perfectly deflected by Skygazer.

Beta manages to get 2 damage in on Irrelephant11.
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Post Post #584 (isolation #173) » Wed Aug 01, 2018 5:22 am

Post by Ircher »

In post 5, Ircher wrote:*Curse - Adds a negative modifier to an enemy's dice rolls for 2 rounds (including the casting round).
**Level 1: -1 modifier (2 Mana) (Level 4)
The curse spell has been changed. This is the new definition.
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Post Post #591 (isolation #174) » Wed Aug 01, 2018 6:16 am

Post by Ircher »

(expired on 2018-08-01 13:30:59) left in the round.
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Post Post #595 (isolation #175) » Wed Aug 01, 2018 6:33 am

Post by Ircher »

Irrelephant11 slashes twice at Alpha, but is plagued by high ineffectiveness as he misses both of his attacks. (1 so far.)

With a powerful double slash, Cerberus manages to dispatch Echo.

Charles510 leads an assault against Beta with two powerful slashes. (11 so far.)

McMenno follows up on Charles's attack. (15 so far.)

Skygazer goes in for the kill with a powerful slash from behind. She is slightly hampered by McMenno's and Charles's attacks. (7-1=6 so 21 so far. Beta is *dead*.)

Alpha counterattacks Irrelephant.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #596 (isolation #176) » Wed Aug 01, 2018 6:33 am

Post by Ircher »

I always forget something....

Defense roll:
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #597 (isolation #177) » Wed Aug 01, 2018 6:33 am

Post by Ircher »

Irrelephant11 takes only 1 damage as Alpha's attack barely grazes him.
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Post Post #601 (isolation #178) » Wed Aug 01, 2018 6:57 am

Post by Ircher »

In post 599, Cerberus v666 wrote:Let's finish off the last one!

Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (6) = 6
to alpha!
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Post Post #606 (isolation #179) » Wed Aug 01, 2018 7:04 am

Post by Ircher »

By my count, that's 18.

The round ends at (expired on 2018-08-01 14:14:59).
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Post Post #608 (isolation #180) » Wed Aug 01, 2018 7:07 am

Post by Ircher »

I think I'm just gonna end the turn early. More damage isn't really going to help much, and I don't think anyone else is going to act.

Defense roll:
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1 4-Sided Dice: (2) = 2
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Post Post #609 (isolation #181) » Wed Aug 01, 2018 7:08 am

Post by Ircher »

Cerberus begins with a strong slash while Felissan creeps around and stabs Alpha from behind. (11 so far.)

Skygazer comes in with a side slash. (-1 modifier) (15 so far.)

Inferno proceeds to attack as well. (-2 modifier) (17 so far.)

Charles510 tries to land a blow but is highly hampered by all of the other attackers. (-3 modifier) (18 so far.)

Alpha tries to intercept the blows, but cannot and dies. Congratulations!
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Post Post #613 (isolation #182) » Wed Aug 01, 2018 7:24 am

Post by Ircher »

Average Level @ Level 4.5
Base XP: 3 + 3 + 2 + 2 + 3 + 4 = 17 XP
Bonus XP: 4 XP (Numbers disadvantage)
Total XP = 21 XP @ Level 4.5
Total Participants = 9
XP per Participant @ Level 4.5 = 2.33 XP

(4) the worst gains 3 XP. the worst stays at level 4.
(4) Charles510 gains 3 XP. Charles510 stays at level 4.
(4) McMenno gains 3 XP.
McMenno levels up from level 4 to level 5!

(4) Inferno390 gains 3 XP. Inferno390 stays at level 4.
(4) Irrelephant11 gains 3 XP. Irrelephant11 stays at level 4.
(3) James Brafin gains 3 XP.
James Brafin levels up from level 3 to level 4!

(4) Felissan gains 3 XP. Felissan stays at level 4.
(4) Cerberus v666 gains 3 XP.
Cerberus v666 levels up from level 4 to level 5!

(4) Skygazer gains 3 XP. Skygazer stays at level 4.

Level 5
(XP Needed: 20):
-
Hitpoints = 20
| Mana Points = 4 | Attack = 1d8 | Defense = 1d3
- Gain active skill "Berserk Lunge" : Lunges at an enemy for {Attack Dice} damage. If the target takes damage, they are stunned for 3 rounds. After using this skill, you are stunned for 1 round. (3 CD)
- Gain active skill "Guard" : Instead of attacking, you can guard and halve the damage of the next attack made against you. (0 CD)
- Gain magic spell "Tornado" : Damages two enemies (of your choice) by 1d4 damage (before defenses) and stuns them for one turn if damage is taken. (2 Mana)
- Upgrade active skill "Scry Monster" to level 2: Tells you the special skills, spells, and other abilities a monster possesses. You also gain initiative with this ability (see the description for Speed Slash). (0 CD)
- Upgrade magic spell "Minor Heal" to level 2: Heals a target by 1d3 HP (up to their maximum hitpoints). (1 Mana)
- Gain one stat point (SP). Stat points can be exchanged for one of two things: a) 3 HP or b) 1 MP. *You must apply them as soon as you get them, but you can reallocate them at every level (or if you die!).*
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Post Post #615 (isolation #183) » Wed Aug 01, 2018 7:37 am

Post by Ircher »

In post 614, Invisibility wrote:what the sh'pow do i not get xp is this not how the system works
You didn't do anything this fight....... You have to do something to gain XP. It can be as trivial as scrying a monster.
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Post Post #616 (isolation #184) » Wed Aug 01, 2018 8:00 am

Post by Ircher »

After a long battle, you manage to claim victory once more with no deaths. Now deep within the cultist's headquarters, you finally make your way towards the inner sanctum. Alas, yet more cultists are waiting for you there. In perfect unison, they invoke each other's names and hear you the sounds of swords being unsheathed, bows being strung, and chants being shouted.

Miniboss Fight:

1. Cultist Aaron : Cultist : Level = 6 | HP = 17 | MP = 10 | Attack = 1d8 | Defense = 1d6
2. Cultist Byron : Cultist : Level = 6 | HP = 17 | MP = 10 | Attack = 1d6 | Defense = 1d6
3. Cultist Claron : Cultist : Level = 7 | HP = 17 | MP = 19 | Attack = 1d4 | Defense = 1d4
4. (DT88A) Cultist Dieron : Cultist : Level = 7 | HP = 17 | MP = 26 | Attack = 1d4 | Defense = 1d4
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Post Post #619 (isolation #185) » Wed Aug 01, 2018 8:06 am

Post by Ircher »

In post 520, Invisibility wrote:i get the worst a coffee
In post 522, Invisibility wrote:i inhale oxygen
This is basically all you did in the last fight. Neither of these posts really count as performing an action or being involved in the battle in any way.
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Post Post #623 (isolation #186) » Wed Aug 01, 2018 8:20 am

Post by Ircher »

Shush, it's all good. The timer hasn't started yet.
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Post Post #625 (isolation #187) » Wed Aug 01, 2018 8:33 am

Post by Ircher »

Active Monsters as of this post:

1. Cultist Aaron : Cultist : Level = 6 | HP = 17 | MP = 10 | Attack = 1d8 | Defense = 1d6
2. Cultist Byron : Cultist : Level = 6 | HP = 17 | MP = 10 | Attack = 1d6 | Defense = 1d6
3. Cultist Claron : Cultist : Level = 7 | HP = 17 | MP = 19 | Attack = 1d4 | Defense = 1d4
4. (DT88A) Cultist Dieron : Cultist : Level = 7 | HP = 17 | MP = 26 | Attack = 1d4 | Defense = 1d4
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Post Post #626 (isolation #188) » Wed Aug 01, 2018 9:07 am

Post by Ircher »

In post 621, Invisibility wrote:i scry dieron
meow
So I don’t miss it.
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Post Post #636 (isolation #189) » Wed Aug 01, 2018 11:04 am

Post by Ircher »

In post 0, Ircher wrote:2) If you didn't notice, spells and skills have levels. It will help me a lot if you specify the level of the spell/skill you are using. Please note however that you CANNOT use a lower-level spell or skill.
Added this.
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Post Post #639 (isolation #190) » Wed Aug 01, 2018 11:11 am

Post by Ircher »

(expired on 2018-08-01 18:19:59) left. I changed the tornado spell to use 1d6 instead of 1d4.
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Post Post #640 (isolation #191) » Wed Aug 01, 2018 11:35 am

Post by Ircher »

Invisibility begins and scries Dieron.
Spoiler: Cultist Dieron
**Cultist Dieron : Cultist : Level = 7 | HP = 17 | MP = 26 | Attack = 1d4 | Defense = 1d4
- Passive Skill "Siblings' Love" : The life-forces of Aaron, Byron, Claron, and Dieron are linked. Damage taken is deducted from the combined health of all four siblings; health is then redistributed as evenly as possible among the four.
- 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 "Adrenaline Rush" : When HP is less than or equal to 1 HP, normal attacks deal double damage, active skills have 0 CD, and direct damage spells cost 0 MP.
- Passive Skill "Double Time" : This monster can only act every other round (starting with round 1).
- Passive Skill "Protective Wards" : On any round that this monster cannot act (whether it be due to the "Cut Time" skill, the stun status affliction, or some other reason), this monster only takes half the damage it receives those rounds (applied after the defense roll).
- Special Skill "Telepathic Link" (Maximum of 5 uses) : Transfers up to 1d6 MP from the caster to the target. (One cannot transfer more MP than one possesses; otherwise, there are no restrictions on the amount that can be transfered.)
- Magic Spell "Fire" : Deals 1d4 damage to an enemy and ignores defenses. (1 Mana)
- Magic Spell "Tornado" : Deals 1d6 damage to 2 enemies (roll for each enemy). Each target that takes damage from this spell is also stunned for 2 rounds. (2 Mana)
- Magic Spell "Lightning" : Deals 2d4 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 "Time Stop" : Stops time and grants the monsters an extra round of actions. Any end-of-round effects (like cooldowns and poison damage) activate as normal (as if this was a second round of actions where the players could not act). (Note: Double Time effect still applies here--this monster cannot attack during the free round.) (5 Mana)


Felissan scries Byron.
Spoiler: Cultist Byron
**Cultist Byron : Cultist : Level = 6 | HP = 17 | MP = 10 | Attack = 1d6 | Defense = 1d6
- Passive Skill "Siblings' Love" : The life-forces of Aaron, Byron, Claron, and Dieron are linked. Damage taken is deducted from the combined health of all four siblings; health is then redistributed as evenly as possible among the four.
- 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 "Adrenaline Rush" : When HP is less than or equal to 1 HP, normal attacks deal double damage, active skills have 0 CD, and direct damage spells cost 0 MP.
- 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.)
- Active Skill "Binding Shot" : Fires an arrow for 1d6 damage and bind them in place for two rounds. (3 CD)
- Active Skill "Piercing Shot" : Fires an arrow for 1d6 damage that ignores the target's defenses. (4 CD)
- Active Skill "Arrow Volley" : Fires three arrows at three different enemies for 1d6 damage each. (Use a separate roll for each.) (4 CD)
- Special Skill "Shoot Arrows" (Unlimited Use) : Fires an arrow at an enemy for 1d6 damage.
- Special Skill "Stand Ready" (Unlimited Use) : Grants initiative and allows the user to immediately counterattack (with a normal attack) any enemies that attack them for 1 round.
- Magic Spell "Minor Heal" : Heals a target by 1d4 hitpoints. (2 Mana)
- Magic Spell "Cure" : Cures a target of one negative status affliction. (1 Mana)
- Magic Spell "Curse" : Curses a target and gives them a -1 modifier to their dice rolls for two rounds. (2 Mana)


Charles510 decides to gleam info from watching Claron.
Spoiler: Cultist Claron
**Cultist Claron : Cultist : Level = 7 | HP = 17 | MP = 19 | Attack = 1d4 | Defense = 1d4 | XP @ 7 = 14
- Passive Skill "Siblings' Love" : The life-forces of Aaron, Byron, Claron, and Dieron are linked. Damage taken is deducted from the combined health of all four siblings; health is then redistributed as evenly as possible among the four.
- 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 "Adrenaline Rush" : When HP is less than or equal to 1 HP, normal attacks deal double damage, active skills have 0 CD, and direct damage spells cost 0 MP.
- Passive Skill "Divine Intervention" : If 3 or more enemies use an action against this monster during a single round, divine forces will intervene and prevent those attackers from performing any actions this round.
- Magic Spell "Heal" : Heals a target by 1d6 hitpoints. (3 Mana)
- Magic Spell "Cure" : Cures a target of one negative status affliction. (1 Mana)
- Magic Spell "Curse" : Gives the target a -1 modifier to their dice rolls for 2 rounds. (2 Mana)
- Magic Spell "Bless" : Gives the target a +1 modifier to their dice rolls for 2 rounds. (2 Mana)
- Magic Spell "Forcefield" : Makes the caster immune to all damage for 1 round. (Cast: 4 Mana | Uses: Half Current Mana (minimum of 4 Mana))
- Magic Spell "Holy Thunder" : Electrocutes a target for 1d8 damage. If they take damage, they become vulnerable to spells and take double damage from all spells for 2 rounds. (3 Mana)
- Magic Spell "Divine Fire" : Calls down divine fire onto three targets that take 1d6 damage each. If a target takes damage, they receive a temporary curse status (-1 modifier on dice rolls) for 2 round. (3 Mana)
- Magic Spell "Avatar" : Heals the caster by 1d8 hitpoints and grants the caster a permanent blessing status (+1 modifier on all dice rolls) until the end of the battle. (Cast: 7 Mana | Uses: All Mana)


Cerberus scries Aaron.
Spoiler: Cultist Aaron
**Cultist Aaron : Cultist : Level = 6 | HP = 17 | MP = 10 | Attack = 1d8 | Defense = 1d6 | XP @ 6 = 13
- Passive Skill "Siblings' Love" : The life-forces of Aaron, Byron, Claron, and Dieron are linked. Damage taken is deducted from the combined health of all four siblings; health is then redistributed as evenly as possible among the four.
- 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 "Adrenaline Rush" : When HP is less than or equal to 1 HP, normal attacks deal double damage, active skills have 0 CD, and direct damage spells cost 0 MP.
- 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.)
- Active Skill "Speed Slash" : Slashes an enemy quickly for {Attack Dice}-2 damage. Gain initiative with this action. (2 CD)
- Active Skill "Double Slash" : Slashes an enemy twice for {Attack Dice} and {Attack Dice}-2 damage. (3 CD)
- Active Skill "Berserk Lunge" : Lunges at an enemy for {Attack Dice} damage. If the attack deals any damage, the target is stunned for 3 turns. Regardless of whether this skill succeeds, the user is stunned for 1 turn after it is used. (3 CD)
- Magic Spell "Minor Heal" : Heals a target by 1d4 hitpoints. (2 Mana)
- Magic Spell "Cure" : Cures a target of one negative status affliction. (1 Mana)


the worst charges straight into battle and attacks Dieron for 5. Dieron begins chanting a protective spell...
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3


McMenno begins making motions and shouting strange commands. His hands begin to glow a bright green. He points towards Claron and Dieron, and a huge gust of wind begins to blow around them.
(Claron defense:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

(Dieron's defense:)
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #641 (isolation #192) » Wed Aug 01, 2018 11:42 am

Post by Ircher »

Claron is stunned for one round (this one) from McMenno's magic and takes 2 damage.
Dieron is stunned for one round (this one) from McMenno's magic and takes 2 damage.

The worst's attack is met with a great amount of force, and Dieron only suffers 1 damage as a result.

Aaron lunges at McMenno and is stunned after the attack...
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

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


Byron fires an arrow at the worst.
the worst is bound for 2 rounds and cannot use any actions that require excessive motion (including spells).

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

(the worst's defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #642 (isolation #193) » Wed Aug 01, 2018 11:43 am

Post by Ircher »

Ugh... I rolled Aaron's wrong...
Original Roll String: 1d8
1 8-Sided Dice: (1) = 1
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Post Post #643 (isolation #194) » Wed Aug 01, 2018 11:45 am

Post by Ircher »

Aaron's attack lands and McMenno is stunned for 3 rounds (as well as taking 5 damage.)
The worst takes 2 damage from Byron's arrow.
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Post Post #644 (isolation #195) » Wed Aug 01, 2018 11:49 am

Post by Ircher »

Not sure if I mention this anywhere, but...

Bound status is a lesser form of stun. You cannot use any actions that require excessive movement which includes all spells and most skills. As of right now, only the "Scry Monster" skill (for players) counts as a skill that does not require excessive movement to perform.
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Post Post #650 (isolation #196) » Fri Aug 03, 2018 5:01 am

Post by Ircher »

In post 649, Gamma Emerald wrote:ok I'm actually gonna start using the discord when I can, someone hmu with the link
See .

Important Player Statuses as of this post:

1. the worst : Bound (2 Rounds)
2. McMenno : Stunned (3 Rounds)

Active Monsters as of this post:

1. Cultist Aaron : Cultist : Level = 6 | HP = 16 | MP = 10 | Attack = 1d8 | Defense = 1d6 | Stunned (1 Round) (2 CD)
2. Cultist Byron : Cultist : Level = 6 | HP = 16 | MP = 10 | Attack = 1d6 | Defense = 1d6 (2 CD)
3. Cultist Claron : Cultist : Level = 7 | HP = 16 | MP = 19 | Attack = 1d4 | Defense = 1d4
4. (DT88B) Cultist Dieron : Cultist : Level = 7 | HP = 15 | MP = 26 | Attack = 1d4 | Defense = 1d4

Scry Information:

Spoiler: Cultist Aaron
Cultist Aaron : Cultist : Level = 6 | HP = 17 | MP = 10 | Attack = 1d8 | Defense = 1d6
- Passive Skill "Siblings' Love" : The life-forces of Aaron, Byron, Claron, and Dieron are linked. Damage taken is deducted from the combined health of all four siblings; health is then redistributed as evenly as possible among the four.
- 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 "Adrenaline Rush" : When HP is less than or equal to 1 HP, normal attacks deal double damage, active skills have 0 CD, and direct damage spells cost 0 MP.
- 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.)
- Active Skill "Speed Slash" : Slashes an enemy quickly for {Attack Dice}-2 damage. Gain initiative with this action. (2 CD)
- Active Skill "Double Slash" : Slashes an enemy twice for {Attack Dice} and {Attack Dice}-2 damage. (3 CD)
- Active Skill "Berserk Lunge" : Lunges at an enemy for {Attack Dice} damage. If the attack deals any damage, the target is stunned for 3 turns. Regardless of whether this skill succeeds, the user is stunned for 1 turn after it is used. (3 CD)
- Magic Spell "Minor Heal" : Heals a target by 1d4 hitpoints. (2 Mana)
- Magic Spell "Cure" : Cures a target of one negative status affliction. (1 Mana)

Spoiler: Cultist Byron
Cultist Byron : Cultist : Level = 6 | HP = 17 | MP = 10 | Attack = 1d6 | Defense = 1d6
- Passive Skill "Siblings' Love" : The life-forces of Aaron, Byron, Claron, and Dieron are linked. Damage taken is deducted from the combined health of all four siblings; health is then redistributed as evenly as possible among the four.
- 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 "Adrenaline Rush" : When HP is less than or equal to 1 HP, normal attacks deal double damage, active skills have 0 CD, and direct damage spells cost 0 MP.
- 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.)
- Active Skill "Binding Shot" : Fires an arrow for 1d6 damage and bind them in place for two rounds. (3 CD)
- Active Skill "Piercing Shot" : Fires an arrow for 1d6 damage that ignores the target's defenses. (4 CD)
- Active Skill "Arrow Volley" : Fires three arrows at three different enemies for 1d6 damage each. (Use a separate roll for each.) (4 CD)
- Special Skill "Shoot Arrows" (Unlimited Use) : Fires an arrow at an enemy for 1d6 damage.
- Special Skill "Stand Ready" (Unlimited Use) : Grants initiative and allows the user to immediately counterattack (with a normal attack) any enemies that attack them for 1 round.
- Magic Spell "Minor Heal" : Heals a target by 1d4 hitpoints. (2 Mana)
- Magic Spell "Cure" : Cures a target of one negative status affliction. (1 Mana)
- Magic Spell "Curse" : Curses a target and gives them a -1 modifier to their dice rolls for two rounds. (2 Mana)

Spoiler: Cultist Claron
Cultist Claron : Cultist : Level = 7 | HP = 17 | MP = 19 | Attack = 1d4 | Defense = 1d4
- Passive Skill "Siblings' Love" : The life-forces of Aaron, Byron, Claron, and Dieron are linked. Damage taken is deducted from the combined health of all four siblings; health is then redistributed as evenly as possible among the four.
- 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 "Adrenaline Rush" : When HP is less than or equal to 1 HP, normal attacks deal double damage, active skills have 0 CD, and direct damage spells cost 0 MP.
- Passive Skill "Divine Intervention" : If 3 or more enemies use an action against this monster during a single round, divine forces will intervene and prevent those attackers from performing any actions this round.
- Magic Spell "Heal" : Heals a target by 1d6 hitpoints. (3 Mana)
- Magic Spell "Cure" : Cures a target of one negative status affliction. (1 Mana)
- Magic Spell "Curse" : Gives the target a -1 modifier to their dice rolls for 2 rounds. (2 Mana)
- Magic Spell "Bless" : Gives the target a +1 modifier to their dice rolls for 2 rounds. (2 Mana)
- Magic Spell "Forcefield" : Makes the caster immune to all damage for 1 round. (Cast: 4 Mana | Uses: Half Current Mana (minimum of 4 Mana))
- Magic Spell "Holy Thunder" : Electrocutes a target for 1d8 damage. If they take damage, they become vulnerable to spells and take double damage from all spells for 2 rounds. (3 Mana)
- Magic Spell "Divine Fire" : Calls down divine fire onto three targets that take 1d6 damage each. If a target takes damage, they receive a temporary curse status (-1 modifier on dice rolls) for 2 round. (3 Mana)
- Magic Spell "Avatar" : Heals the caster by 1d8 hitpoints and grants the caster a permanent blessing status (+1 modifier on all dice rolls) until the end of the battle. (Cast: 7 Mana | Uses: All Mana)

Spoiler: Cultist Dieron
Cultist Dieron : Cultist : Level = 7 | HP = 17 | MP = 26 | Attack = 1d4 | Defense = 1d4
- Passive Skill "Siblings' Love" : The life-forces of Aaron, Byron, Claron, and Dieron are linked. Damage taken is deducted from the combined health of all four siblings; health is then redistributed as evenly as possible among the four.
- 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 "Adrenaline Rush" : When HP is less than or equal to 1 HP, normal attacks deal double damage, active skills have 0 CD, and direct damage spells cost 0 MP.
- Passive Skill "Double Time" : This monster can only act every other round (starting with round 1).
- Passive Skill "Protective Wards" : On any round that this monster cannot act (whether it be due to the "Double Time" skill, the stun status affliction, or some other reason), this monster only takes half the damage it receives those rounds (applied after the defense roll).
- Special Skill "Telepathic Link" (Maximum of 5 uses) : Transfers up to 1d6 MP from the caster to the target. (One cannot transfer more MP than one possesses; otherwise, there are no restrictions on the amount that can be transfered.)
- Magic Spell "Fire" : Deals 1d4 damage to an enemy and ignores defenses. (1 Mana)
- Magic Spell "Tornado" : Deals 1d6 damage to 2 enemies (roll for each enemy). Each target that takes damage from this spell is also stunned for 2 rounds. (2 Mana)
- Magic Spell "Lightning" : Deals 2d4 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 "Time Stop" : Stops time and grants the monsters an extra round of actions. Any end-of-round effects (like cooldowns and poison damage) activate as normal (as if this was a second round of actions where the players could not act). (Note: Double Time effect still applies here--this monster cannot attack during the free round.) (5 Mana)
Last edited by Ircher on Fri Aug 03, 2018 5:14 am, edited 1 time in total.
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Post Post #657 (isolation #197) » Fri Aug 03, 2018 7:20 am

Post by Ircher »

Round ends in (expired on 2018-08-03 14:33:59).
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Post Post #662 (isolation #198) » Fri Aug 03, 2018 7:44 am

Post by Ircher »

The round starts off with Invisibility leaping into the air and slashing down with a powerful slash on Claron. (8 so far.)

Meanwhile, Charles510 begins chanting a ritual, and his hands begin to glow white. He points at McMenno whom is cured of the stun status.
*Charles510 is out of mana.*

Agent Sparkles, a new arrival, teams up with Vizzy and stabs at Claron from behind. (13 so far.)

Claron begins chanting as she tries to absorb some of the attack by sheer willpower...
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4


Cerberus's hands also glow white. Bright light flies towards the worst from Cerberus's hands and cures the worst of the bound status.

Skygazer's hands glow a bright mixture of red and white. Light flows from her hands towards McMenno who regains some health.

Instead of attacking, Byron takes a defensive stance and waits.

Meanwhile, Claron begins chanting a weird prayer that ultimately leads to her hands glowing yellow with sparks occassionally flying out. She points her hand towards Cerberus, and a large burst of energy is discharged from her hand into Cerberus.
Original Roll String: 1d8
1 8-Sided Dice: (5) = 5

Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #663 (isolation #199) » Fri Aug 03, 2018 7:47 am

Post by Ircher »

Claron's wards fail as she ends up taking a total of 12 damage from Vizzy and Sparkles's attacks.

On the bright side (for Claron), her attack is really effective against Cerberus who takes 4 damage and becomes vulnerable to spell damage for the next two rounds.
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