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Post Post #450 (ISO) » 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 (ISO) » 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 (ISO) » 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 (ISO) » 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 #454 (ISO) » Sat Jul 28, 2018 6:36 am

Post by James Brafin »

Attack Zdrylk!
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #455 (ISO) » Sat Jul 28, 2018 6:46 am

Post by Cerberus v666 »

In post 454, James Brafin wrote:Attack Zdrylk!
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (4) = 4
Same

Note to everyone, this means NOBODY ELSE CAN ATTACK/USE A SPELL/ABILITY ON THIS PERSON OR ELSE THEY'LL STUN ALL OF US.

1D8
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Post Post #456 (ISO) » Sat Jul 28, 2018 6:47 am

Post by Cerberus v666 »

In post 455, Cerberus v666 wrote:
In post 454, James Brafin wrote:Attack Zdrylk!
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (4) = 4
Same

Note to everyone, this means NOBODY ELSE CAN ATTACK/USE A SPELL/ABILITY ON THIS PERSON OR ELSE THEY'LL STUN ALL OF US.

1D8 1758934698
Also, Ircher, this is only happening if this is in the same attack round. If not, I'm not swinging.
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Post Post #457 (ISO) » Sat Jul 28, 2018 6:51 am

Post by McMenno »

if that happens I attack Y
1D8
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Post Post #458 (ISO) » Sat Jul 28, 2018 7:39 am

Post by Inferno390 »

Attack Y
Original Roll String: 1d8
1 8-Sided Dice: (8) = 8
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Post Post #459 (ISO) » 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 #460 (ISO) » Sat Jul 28, 2018 8:00 am

Post by Gamma Emerald »

In post 453, Ircher wrote: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.*
Wow, that was fucking gbspoiaen[tia
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Post Post #461 (ISO) » Sat Jul 28, 2018 8:01 am

Post by Gamma Emerald »

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?
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Post Post #462 (ISO) » Sat Jul 28, 2018 11:56 am

Post by the worst »

as it was the dogpiling mechanic was kinda super op :lol:

btw man am I glad we scried the fuck outta them.
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Post Post #463 (ISO) » 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 (ISO) » 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 (ISO) » 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 (ISO) » Sat Jul 28, 2018 2:52 pm

Post by Ircher »

And I forgot Cerb's defense roll....
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #467 (ISO) » 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 (ISO) » 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 #469 (ISO) » Sun Jul 29, 2018 7:59 am

Post by Gamma Emerald »

In post 463, Ircher wrote:some other people were upset with the way you just attacked without consulting anyone.
WHO?
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Post Post #470 (ISO) » 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 #471 (ISO) » Sun Jul 29, 2018 8:16 am

Post by Gamma Emerald »

oh it was by PM
I just got a little upset because it felt like you were saying someone said it when no one did
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Post Post #472 (ISO) » 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 #473 (ISO) » Mon Jul 30, 2018 6:49 am

Post by Cerberus v666 »

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. :)
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Post Post #474 (ISO) » Mon Jul 30, 2018 6:54 am

Post by Invisibility »

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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