Level Up 2 - Finished

For completed/abandoned Mish Mash Games.
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Ircher
Ircher
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User avatar
Ircher
He / Him / His
What A Grand Idea
What A Grand Idea
Posts: 15170
Joined: November 9, 2015
Pronoun: He / Him / His
Location: CST/CDT

Level Up 2 - Finished

Post Post #0 (isolation #0) » Wed May 29, 2019 11:22 am

Post by Ircher »

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

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

Rules:
  1. You may join at any time by posting /in.
  2. To gain levels, you must gain experience. To gain experience, you must kill monsters.
  3. To kill monsters, you must use the dice tag in accordance with the next section. If there are multiple monsters, you must indicate which monster you are attacking unless I specify otherwise.
  4. As you gain levels, you may gain new ways to play.
  5. (New from last time:)
    In general, you may
    not change your action
    after posting it. This is moreso for my sake as certain abilities are order-dependent, and thus, changing your action may cause issues.
    That said, you
    may freely change your target(s)
    as that is generally not going to change anything.
    See next rule.
  6. (New from last time:)
    Each time you change your target, you will receive a -1 penalty on your roll.
  7. (New from last time:)
    Unless otherwise specified, players may perform
    only one action per player per round
    . There are very few exceptions to this rule; it is important to note that
    initiative-granting actions do not bypass this rule.

  8. (New from last time:)
    If you have not posted in the thread within the past four days, I may send you a PM to remind you that the game exists.
    You are not required to act every day; however, you are encouraged to be active to keep the game going.
    If you do not wish to receive these PM's, you may /out of the game. You will become a Retired Player, but you will keep all of your stats in case you want to play again.
  9. This is not a game where players must strictly follow the rules. That is, I have the right to make exceptions to the rules, provided that these exceptions are within reason.
  10. Occassionally, I may challenge the players to guess something about the game. You are free to choose to participate or not; however, the first player to correctly answer the challenge may get a few bonus experience points. Players are only allowed one chance to answer the challenge. You are not allowed to consult outside resources for these challenges, although it's debatable how much that will help you.
Quick Links:
Defeating Monsters:
  • All players start at level one.
    New players now start at level
    two
    three
    four
    five.
  • Your level determines your offensive power (attack dice), defensive power (defense dice), as well as your hitpoints. It may also dictate other things such as abilities and spells.
  • I determine the levels, attack dice, defense dice, hitpoints, and experience of monsters. I will do my best to keep the game reasonable, but I am no expert at balancing.
  • (New from last time:)
    I also choose enemies' targets in battle and all their actions. I will try to be fair in my choices, and I will avoid actively targeting the same person several times in a row. Note that all monsters will heavily prioritize players that are participating in a battle over those who are not participating.
  • (Modified from last time:)
    All dice are either 2-sided, 3-sided, 4-sided, 6-sided, 8-sided, or 100-sided.
  • At level one, players start with 10 HP and 1d6 attack dice. They possess no defense dice. At level two, players start with 15 HP and 1d6 attack dice with no defense dice. At level three, players start with 15 HP, 3 MP, and 1d8 attack dice with no defense dice. At level four, players start with 15 HP, 4 MP, 1d6 + 1d2 attack dice, and 1d3 defense dice.
  • When a group of monsters is defeated, all players that participated in attacking split the total XP of the group.
  • Unless otherwise noted, if there are multiple monsters alive, players may freely choose which monster to attack. (Please be explicit.)
  • To attack, just roll the dice as appropriate. Do not forget that if there are multiple enemies, you generally need to specify the name of which ever one you are targeting.
Damage and Death:
  • To determine the amount of damage dealt to you or a monster, add up the values of the attack dice and the defense dice. If the total of the defense dice exceeds that of the attack dice, the target successfully defends against the attack. Otherwise, the target loses an amount of HP equal to the difference between the two.
  • (Modified from last time:)
    If a monster's hitpoints reaches zero or less, the monster dies. Experience is awarded at the end of the battle. Note that while rare, some monsters may be able to be revived by other monsters.
  • If a player's hitpoints that were above 1 HP before an attack drops to 1 HP or lower after an attack, they are left with 1 HP. This mechanic is known as
    Healing Grace
    .
  • Spells require a separate defense roll from normal attacks (if applicable).
  • Unless otherwise noted, if a player sustains damage at 1 HP, they die.
    If they reached a checkpoint level, they may re-/in at that level. Otherwise, they must re-/in as a level one character.

  • Players that die may either respawn at the level that new players currently join at OR at their last checkpoint level, whichever is higher.
  • Unless otherwise specified, all players with 1 HP regain 1 HP, and all players that have died may revive as according to the previous rule once a battle concludes.
  • You must wait at least 3 rounds (i.e.: the enemies get to attack three times) or until the end of the battle (whichever comes first) before reviving at the last checkpoint level you've reached.
  • (New from last time:)
    If five or more players are killed in a single battle, the battle immediately ends. (Note: It can also be one player dying five times in a single battle or some combination.)
    This is considered the equivalent of a
    game over
    .
    No one gains experience.
    The battle restarts back at the beginning.
    The battle may restart from the beginning, or I may replace it with an easier encounter.
    All players who were still alive have their resources restored to their maximum values.
Teamwork Mechanic:

(Note that some rules here have been removed from last time, and also note the bolded rule(s). They are significantly different from last time.)
  • A round is defined as the combination of the players' turns and the enemies' turns. A round ends once every action for the round has been resolved.
  • (Modified from last time:)
    All battles will possess an action threshold value. Monsters will always attack after that many players submit actions. This action threshold value will be explicitly given at the start of every battle.

  • (New from last time:)
    When NPCs exist in the party, the action threshold specifies two values in the form "X/Y" (without the quotes). The first number X specifies the number of player actions allowed while the second number Y specifies the number of NPC actions allowed. If either is zero, initiative-granting actions for that category are not allowed.
  • Actions are resolved in the following order: a) players with the Quick Strike status b) monsters with the Quick Strike status c) players in the order they posted (only valid actions) and d) monsters in an order that I choose (it's not necessarily random or predefined).
  • Players may team up against the same enemy when using normal attacks and skills. (Spells require a separate defense roll for each one if applicable.) When players team up against the same enemy, the enemy can only make a single defense roll (which is generally made at the time most in the enemy's favor); however, each player's attack is considered separate from one another. (This last part is important for enemies that have death mechanics similar to players.) Monsters follow similar rules when they attack the same player. That said, they do not suffer the penalty mentioned in the next rule.
  • If a third or subsequent player teams up against the same monster (remember, spells are exempt from this definition), they will receive a -X modifier to their roll where X is the number of players attacking that monster minus two. For instance, if the worst is the fourth person to attack a monster named Alpha, they will have a modifier of -2 on their attack.
  • (Modified from last time:)
    Initiative for players works by not counting towards the action threshold. That is, for each initiative action used, monsters must wait for an additional player to make an action before they get a turn.

  • Initiative-granting actions generally use up a player's action for the round. As an example, one generally cannot use "Speed Slash" and cast "Fire" in the same round.
  • You may not specify actions in advance.
  • Initiative for monsters negates the effects of initiative for players.
  • If, after 24 hours, no actions have occurred (and this is not due to the moderator being absent), the current round for players will end, and actions will be resolved, regardless of how many actions were left.
    In the interest of keeping the game moving, the moderator may impose a deadline at anytime. Players will get a minimum of 32 hours since the first action of the round was posted before the round ends.
  • (New from last time:)
    If all players have acted, the monsters immediately get a turn so as to not delay the game unnecessarily.
Special Rules:

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

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

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

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

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

Level 71) You now possess a special ability. Special abilities are special in that do not count as typical actions. Instead, they are governed by their own rules that are specified with each special ability. Most special abilities focus on providing meta effects like allowing you to reroll a bad dice roll. You must consciously use a special ability for it to have an effect. Special abilities by default do not end your turn or otherwise count against the action threshold.
2) Some spells have both a casting cost and usage cost listed in the form of (Cast: {X} Mana | Uses: {Y} Mana). Generally speaking, {Y} is some kind of variable such as {All Current Mana} or {Number of Targets}. The casting cost {X} indicates the minimum amount of mana you need to cast the spell. Despite calling it a "cost" here, you do not actually spend the mana listed under casting cost. The usage cost {Y} is the actual mana consumed by the spell. Taking the level 1 magic arrows spell as an example, it has a casting cost of 1 Mana and a usage cost of {Number of Targets} Mana. This means you need at least one mana to cast the spell, and when you do cast it, the spell uses up a number of mana equal to the number of targets you select. That is, if you select four targets, you will use up four mana.

Level 81) The party can now summon creatures. Summoned creatures fight for the party and are valid targets for enemy attacks. Summoned creatures attack automatically (i.e.: by the moderator) and do not count towards any action thresholds. Summons disappear when killed or at the end of the battle.

Level 91) You can now use power spells. Power spells are a special kind of spell that are a hybrid between active skills and magic spells. They tend to be really powerful, but they possess both a mana cost and a cooldown. Unlike normal spells and skills, power spells do not possess levels.

Miscellaneous1) The party now maintains a global inventory. After some battles, the party may receive silver coins that they may spend at shops to obtain useful items that anyone can use. Unless otherwise noted, players may use an item and perform another action during the same round.
2) The party gained a piece of equipment. Equipment can only be used by a single player, and no player may equip more than one piece of equipment (unless otherwise specified). Equipment can only be moved around during the first three rounds of any battle.

--------------------------------------------------------------
TL;DR Version for New Players:

1. To join, post /in to the thread.
2. New players start at level 5 with 20 HP, 4 MP, 2d4 attack, and 1d3 defense. Please ask your fellow players for information/advice about your abilities.
3. New players also start with one stat point and the ability to choose a specialization path. Please ask the moderator or your fellow players about this.
4. New players can post the following to perform a normal attack:

Code: Select all

[dice]2d4[/dice]

5. The game gets more complex as you progress and level up.
6. This game requires cooperation to succeed. Ask first before jumping straight in and attacking.
7. Have fun!
--------------------------------------------------------------
Now go out there and slay some monsters for experience!
Last edited by Ircher on Sun Jul 17, 2022 2:55 pm, edited 121 times in total.
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User avatar
Ircher
Ircher
He / Him / His
What A Grand Idea
User avatar
User avatar
Ircher
He / Him / His
What A Grand Idea
What A Grand Idea
Posts: 15170
Joined: November 9, 2015
Pronoun: He / Him / His
Location: CST/CDT

Post Post #1 (isolation #1) » Wed May 29, 2019 11:22 am

Post by Ircher »

Current Players:

MP restored in: 2 battle(s).


Party's Coins: 2 Gold, 0 Silver, 52 Copper

Party Inventory1x Healing Potion: Heals 1d6 hitpoints of an ally.
2x Curing Potion: Cures all status afflictions of an ally.
1x Speed Potion: Grants the "Hasted" status for 1d3+1 rounds to an ally.
1x Cake: Restores 50% HP (rounded down) and 25% MP (rounded down) of the user.
1x Fury Crystal: Grants the "Hasted" status to the party for three rounds.
1x Scroll of Inspiration: Casts a level one "Inspire" spell on an ally: increases the morale of an ally by 2d4.
1x Scroll of Awakening: Cures a single ally of the "Sleeping" status.

Party Special Items1. Dormant Green Orb - A green orb. It charges over time; once charged, it can be released for a fearsome attack.
Charge: 14/25
Effect: Deals 3d8 damage to an enemy and disrupts their magical jewelry's effects for five rounds.


Party Equipment1. Pen of Energy Flow - Equipped by: Gobanzo.
Grants the user the ability to cast spells that cost one mana for free. This discount does not apply to spells that have variable costs like Magic Arrows.


Party Passive SkillsLevel 1 Summoning Mastery: Can summon a maximum of one creature at a time during battles.


Specialization skills and spells are now listed towards the bottom of this post under the heading Specialization Trees.


inspiratieloosLevel 9 | XP = 95
HP = 17/25 | MP = 8/8 | Morale = 15/15
Attack = 2d6 | Defense = 2d3
2 Stat Points: 2 SP = 2 MP.
Specialization level 2.
Number of Deaths = 0
Spoiler: Causes of Death


Not Known 15Level 9 | XP = 92 | 3 CD
HP = 12/28 | MP = 7/7 | Morale = 15/15
Attack = 2d6 | Defense = 2d3
2 Stat Points: 1 SP = 3 HP and 1 SP = 1 MP.
Specialization level 2: Path of the Warrior.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
Level 0 Essence Blast (Cast: 4 Mana | Uses: {All Current Mana}).

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


dsjstrLevel 7 | XP = 53
HP = 20/20 | MP = 6/6 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d6
2 Stat Points: 1 SP = 1 MP and 1 SP Unallocated.
Specialization level 1: Path of the Acolyte.
Number of Deaths = 0
Spoiler: Causes of Death


lilith2013Level 5 | XP = 25
HP = 23/23 | MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP.
Specialization level 1.
Number of Deaths = 0
Spoiler: Causes of Death


Nancy Drew 39Level 5 | XP = 20
HP = 23/23 | MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP.
Specialization level 1.
Number of Deaths = 0
Spoiler: Causes of Death


KcdaspotLevel 5 | XP = 17
HP = 20/20 | MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP Unallocated.
Specialization level 1.
Number of Deaths = 0
Spoiler: Causes of Death


Jake the WolfieLevel 7 | XP = 47
HP = 19/20 | MP = 3/5 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d6
2 Stat Points: 2 SP Unallocated.
Specialization level 1 1/2.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
Level 0 Smite (2 Mana).

Number of Deaths = 0
Spoiler: Causes of Death


Allahandra (NPC)Level 8 | XP = 65
HP = 14/18 | MP = 10/13 | Morale = 15/15
Attack = 2d4 | Defense = 1d4
Spoiler: Skills
Level 2 Scry Monster (0 CD).
Level 2 Luck Mitigation.
Level 1 Power Aura.
Level 1 First Aid.

Spoiler: Spells
Level 3 Redirection Shield (3 Mana).
Level 2 Fire (1 Mana).
Level 2 Examine Creature (1 Mana).
Level 2 Cure (1 Mana).
Level 2 Tornado (2 Mana).
Level 2 Inspire (1 Mana): Increases the morale of an ally by 1d8 + 1d6 points.
Level 2 Fear (1 Mana): Decreases the morale of an enemy by 2d6 + 1d4 points.
Level 1 Magic Arrows (Cast: 1 Mana | Uses: {Number of Targets} Mana}).
Level 1 Shockwave (4 Mana): Creates a shockwave that damages everyone except the caster. Allies take 2d4 damage each (before defenses) and enemies take 3d6 damage each (before defenses). (You are allowed to allow the moderator to roll for you for this spell; however, each character damaged requires a separate die roll.)


Gobanzo (NPC)Level 10 | XP = 118
HP = 13/15 | MP = 8/8 | Morale = 20/20
Attack = 2d4 | Defense = 1d6
Spoiler: Skills
Level 2 Double Slash (4 CD).
Level 2 Focus (4 CD): Instead of attacking, you can increase your focus on the battle. Taking damage causes this skill's effect to end early. Your next two actions have a *2 modifier on their dice roll(s).
Level 2 Gather Energy (2 CD): Instead of attacking, you can gather energy. On the next three rounds, any spell you cast gains a +2 modifier on dice rolls.
Level 3 Meditate (6 CD / 3 ICD): Spend some time meditating to restore 1d4 hitpoints and 1d2 mana points.
Level 1 Clear Mind (1 CD): Restores the user's morale to the maximum amount and cures one level of the "Sealed" status affliction.
Level 1 Elemental Mastery: Direct damage spells with fixed mana costs require and use one less mana to cast. (These spells are marked with ^ in the skills/spells list.)
Level 1 Perseverance: Instead of dying when taking damage at 1 HP, your hitpoints drop to 0 HP, and you fall unconscious instead. If you take any further damage, you die, and if everyone falls unconscious/dies, everyone dies. Otherwise, at the end of the battle, you will be left with 1 HP and no longer unconscious. Being knocked unconscious means you cannot perform any actions. If a healing spell or item is used on you, you regain consciousness at 1 HP. (The amount healed does not matter.) Defense rolls are halved while in this state.

Spoiler: Spells
Level 1 Fire (1 Mana).^
Level 2 Examine Creature (1 Mana).
Level 1 Tornado (2 Mana).^
Level 2 Bless (2 Mana).
Level 2 Curse (2 Mana).
Level 1 Inspire (1 Mana).
Level 1 Fear (1 Mana).
Level 1 Sanctuary (1 Mana).

---
Retired Players:

James BrafinLevel 6 | XP = 30
HP = 23/23 | MP = 5/5 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Berserker.
Number of Deaths = 1
Spoiler: Causes of Death
1. (14@3): (Miniboss) Level 5 Gamma Slime.


AmzelaLevel 5 | XP = 25
HP = 23/23 | MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Warrior.
Number of Deaths = 0
Spoiler: Causes of Death


Chemist1422Level 5 | XP = 26
HP = 23/23 | MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP.
Specialization level 1.
Number of Deaths = 0
Spoiler: Causes of Death


GeorgeBaileyLevel 6 | XP = 33
HP = 20/20 | MP = 6/6 | Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point: 1 SP = 1 MP.
Specialization level 1.
Number of Deaths = 0
Spoiler: Causes of Death


FormerfishLevel 7 | XP = 52
HP = 23/23 | MP = 5/5 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d6
2 Stat Points: 1 SP = 3 HP and 1 SP Unallocated.
Specialization level 2: Path of the Berserker.
Number of Deaths = 0
Spoiler: Causes of Death


trisLevel 5 | XP = 17
HP = 20/20 | MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP Unallocated.
Specialization level 1.
Number of Deaths = 0
Spoiler: Causes of Death


the worstLevel 7 | XP = 52
HP = 20/20 | MP = 6/6 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d6
2 Stat Points: 1 SP = 1 MP & Unallocated = 1 SP.
Specialization level 1: Path of the Acolyte.
Number of Deaths = 1
Spoiler: Causes of Death
1. (1@1): Level 1 Goblin


GypyxLevel 6 | XP = 31
HP = 23/23 | MP = 5/5 | Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Acolyte.
Number of Deaths = 0
Spoiler: Causes of Death


NoraaLevel 5 | XP = 21
HP = 20/20 MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP Unallocated.
Specializtion level 1.
Number of Deaths = 0
Spoiler: Causes of Death


Cerberus v666Level 6 | XP = 33
HP = 20/20 | MP = 6/6 | Morale = 10/10
| Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point: 1 SP = 1 MP.
Specialization level 1: Path of the Magician.
Number of Deaths = 0
Spoiler: Causes of Death


NotMySpamAccountLevel 5 | XP = 17
HP = 20/20 | MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP Unallocated.
Specialization level 1.
Number of Deaths = 0
Spoiler: Causes of Death


McMennoLevel 5 | XP = 17
HP = 20/20 | MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP Unallocated.
Specialization level 1.
Number of Deaths = 0
Spoiler: Causes of Death


Inferno390Level 6 | XP = 30
HP = 23/23 | MP = 5/5 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Berserker.
Number of Deaths = 0
Spoiler: Causes of Death


PrivateILevel 5 | XP = 17
HP = 20/20 | MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP Unallocated.
Specialization level 1.
Number of Deaths = 0
Spoiler: Causes of Death


Jackal711Level 8 | XP = 61
HP = 25/25 | MP = 8/8 | Morale = 15/15
Attack = 1d6 + 1d4 | Defense = 2d3
2 Stat Points: 2 SP = 2 MP.
Specialization level 2: Path of the Acolyte.
Number of Deaths = 0
Spoiler: Causes of Death


Gamma EmeraldLevel 8 | XP = 67
HP = 25/25 | MP = 8/8 | Morale = 15/15
Attack = 1d6 + 1d4 | Defense = 2d3
2 Stat Points: 2 SP = 2 MP.
Specialization level 2: Path of the Magician.
Number of Deaths = 0
Spoiler: Causes of Death


i am an alternate accountLevel 5 | XP = 17
HP = 20/20 | MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP Unallocated.
Specialization level 1.
Number of Deaths = 0
Spoiler: Causes of Death


GuillotinaLevel 6 | XP = 33
HP = 23/23 | MP = 5/5 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Magician.
Number of Deaths = 0
Spoiler: Causes of Death


Left Party:

David (NPC)Level 6 | XP = 38
HP = 23/23 | MP = 3/3 | Attack = 1d6 + 1d3 | Defense = 1d3
Spoiler: Skills
Level 2 Scry Monster (0 CD).
Level 1 Double Shot (4 CD).
Equivalent to level 1 double slash.

Level 1 Poison Weapon (3 CD): Grants you the poisoned weapon status until your next attack. If an enemy takes damage from your next attack, they are poisoned for three rounds.
Level 1 Arrow Volley (4 CD): Fires a volley of arrows at two enemies for {Attack Dice} - 1 damage each.
Level 1 Critical Hit.

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

---
The code tags provide the codes you need to use to perform a normal attack.

Standard Player Sheets

Level 1 Player:
(XP >= 0)
HP = 10/10 | Attack = 1d6 | Defense = 0d2

Code: Select all

[dice]1d6[/dice]


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

Code: Select all

[dice]1d6[/dice]


Level 3 Player:
(XP >= 5)
HP = 15/15 | MP = 3/3 | Attack = 1d8 | Defense = 0d2
Spoiler: Skills
Level 1 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).
Level 1 Defensive Slash (2 CD).
Level 1 Luck Mitigation.

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

Checkpoint at level 3 (5 XP).

Code: Select all

[dice]1d8[/dice]


Level 4 Player:
(XP >= 10)
HP = 15/15 | MP = 4/4 | Attack = 1d6 + 1d2 | Defense = 1d3
1 Stat Point.
Spoiler: Skills
Level 2 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).
Level 1 Defensive Slash (2 CD).
Level 1 Double Slash (4 CD).
Level 1 Meditate (7 CD / 3 ICD).
Level 1 Luck Mitigation.
Level 1 Adrenaline Rush.

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

Checkpoint at level 3 (5 XP).

Code: Select all

[dice]1d6[/dice]
[dice]1d2[/dice]


Level 5 Player:
(XP >= 17)
HP = 20/20 | MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point.
Specialization level 1.
Spoiler: Skills
Level 2 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).
Level 2 Defensive Slash (3 CD).
Level 1 Double Slash (4 CD).
Level 1 Meditate (7 CD / 3 iCD).
Level 1 Provoke (3 CD).
Level 1 Focus (3 CD).
Level 1 Gather Energy (2 CD).
Level 2 Luck Mitigation.
Level 1 Adrenaline Rush.

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

Checkpoint at level 3 (5 XP).

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[dice]2d4[/dice]


Level 6 Player:
(XP >= 28)
HP = 20/20 | MP = 5/5 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point.
Specialization level 1.
Spoiler: Skills
Level 2 Scry Monster (0 CD).
Level 2 Speed Slash (2 CD).
Level 2 Defensive Slash (3 CD).
Level 1 Double Slash (4 CD).
Level 1 Meditate (7 CD / 3 ICD).
Level 1 Provoke (3 CD).
Level 1 Focus (3 CD).
Level 1 Gather Energy (2 CD).
Level 1 Throw Weapon (3 CD).
Level 2 Luck Mitigation.
Level 1 Adrenaline Rush.
Level 1 Power Aura.

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

Checkpoint at level 6 (28 XP).

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[dice]1d6[/dice]
[dice]1d4[/dice]


Level 7 Player:
(XP >= 41)
HP = 20/20 | MP = 5/5 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d6
2 Stat Points.
Specialization level 1 1/2.
Spoiler: Skills
Level 2 Scry Monster (0 CD).
Level 2 Speed Slash (2 CD).
Level 3 Defensive Slash (4 CD).
Level 2 Double Slash (4 CD).
Level 1 Meditate (7 CD / 3 ICD).
Level 1 Provoke (3 CD).
Level 1 Focus (3 CD).
Level 1 Gather Energy (2 CD).
Level 1 Throw Weapon (3 CD).
Level 1 Berserk Lunge (4 CD).
Level 2 Luck Mitigation.
Level 1 Adrenaline Rush.
Level 1 Power Aura.
Level 1 Critical Hit.

Spoiler: Spells
Level 2 Redirection Shield (2 Mana).
Level 2 Fire (1 Mana).
Level 1 Examine Creature (1 Mana).
Level 2 Curse (2 Mana).
Level 2 Bless (2 Mana).
Level 2 Minor Heal (2 Mana).
Level 1 Cure (1 Mana).
Level 1 Tornado (2 Mana).
Level 1 Enrage (2 Mana).
Level 1 Inspire (1 Mana).
Level 1 Fear (1 Mana).
Level 1 Magic Arrows (Cast: 1 Mana | Uses: {Number of Targets} Mana).

Spoiler: Special Abilities
Level 1 Trick Die (Once per battle).

Checkpoint at level 6 (28 XP).

Code: Select all

[dice]1d6[/dice]
[dice]1d4[/dice]


Level 8 Player:
(XP >= 58)
HP = 25/25 | MP = 6/6 | Morale = 15/15
Attack = 1d6 + 1d4 | Defense = 2d3
2 Stat Points.
Specialization level 2.
Spoiler: Skills
Level 3 Scry Monster (1 CD).
Level 2 Speed Slash (2 CD).
Level 3 Defensive Slash (4 CD).
Level 2 Double Slash (4 CD).
Level 2 Meditate (6 CD / 3 ICD).
Level 1 Provoke (3 CD).
Level 1 Focus (3 CD).
Level 1 Gather Energy (2 CD).
Level 1 Throw Weapon (3 CD).
Level 1 Berserk Lunge (4 CD).
Level 1 Heavy Blow (4 CD / 1 ICD).
Level 2 Luck Mitigation.
Level 1 Adrenaline Rush.
Level 1 Power Aura.
Level 1 Critical Hit.
Level 1 First Aid.

Spoiler: Spells
Level 3 Redirection Shield (3 Mana).
Level 2 Fire (1 Mana).
Level 2 Examine Creature (1 Mana).
Level 2 Curse (2 Mana).
Level 2 Bless (2 Mana).
Level 2 Minor Heal (2 Mana).
Level 2 Cure (1 Mana).
Level 1 Tornado (2 Mana).
Level 1 Enrage (2 Mana).
Level 1 Inspire (1 Mana).
Level 1 Fear (1 Mana).
Level 1 Magic Arrows (Cast: 1 Mana | Uses: {Number of Targets} Mana).
Level 1 Poison (2 Mana).
Level 1 Summon Goblin Warrior (1 Mana).

Spoiler: Special Abilities
Level 1 Trick Die (Once per battle).
Level 1 Dismiss (Unlimited).

Checkpoint at level 8 (58 XP).

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[dice]1d6[/dice]
[dice]1d4[/dice]


Level 9 Player:
(XP >= 77)
HP = 25/25 | MP = 6/6 | Morale = 15/15
Attack = 2d6 | Defense = 2d3
2 Stat Points.
Specialization level 2.
Spoiler: Skills
Level 3 Scry Monster (1 CD).
Level 2 Speed Slash (2 CD).
Level 3 Defensive Slash (4 CD).
Level 2 Double Slash (4 CD).
Level 2 Meditate (6 CD / 3 ICD).
Level 2 Provoke (3 CD).
Level 2 Focus (4 CD).
Level 1 Gather Energy (2 CD).
Level 2 Throw Weapon (3 CD).
Level 1 Berserk Lunge (4 CD).
Level 1 Heavy Blow (4 CD / 1 ICD).
Level 1 Clear Mind (1 CD).
Level 3 Luck Mitigation.
Level 1 Adrenaline Rush.
Level 1 Power Aura.
Level 1 Critical Hit.
Level 1 First Aid.

Spoiler: Spells
Level 3 Redirection Shield (3 Mana).
Level 2 Fire (1 Mana).
Level 2 Examine Creature (1 Mana).
Level 2 Curse (2 Mana).
Level 2 Bless (2 Mana).
Level 2 Minor Heal (2 Mana).
Level 2 Cure (1 Mana).
Level 2 Tornado (2 Mana).
Level 1 Enrage (2 Mana).
Level 1 Inspire (1 Mana).
Level 1 Fear (1 Mana).
Level 1 Magic Arrows (Cast: 1 Mana | Uses: {Number of Targets} Mana).
Level 1 Poison (2 Mana).
Level 1 Forcefield (Cast: 3 Mana | Uses: {Half Current Mana} Mana).
Level 1 Summon Goblin Warrior (1 Mana).

Spoiler: Special Abilities
Level 1 Trick Die (Once per battle).
Level 1 Dismiss (Unlimited).

Spoiler: Power Spells
Mind Duel (5 CD | Cast: 2 Mana | Uses: 0 Mana).

Checkpoint at level 8 (58 XP).

Code: Select all

[dice]2d6[/dice]


Specialization Trees

A: Path of the Berserker

Level 1
(PLV 5)
- Level 1 Active Skill "Fury Blade" (4 CD / 1 ICD)

Level 2
(PLV 7)
- Level 2 Active Skill "Fury Blade" (4 CD / 1 ICD)
- Level 1 Active Skill "Reckless Swipe" (3 CD)

B: Path of the Warrior

Level 1
(PLV 5)
- Level 1 Active Skill "Cross Slash" (4 CD)

Level 2
(PLV 7)
- Level 2 Active Skill "Cross Slash" (4 CD)
- Level 1 Active Skill "Piercing Slash" (5 CD / 2 ICD)

C: Path of the Magician

Level 1
(PLV 5)
- Level 1 Magic Spell "Silence" (2 Mana)

Level 2
(PLV 8)
- Level 2 Magic Spell "Silence" (2 MP)
- Level 1 Magic Spell "Disorient" (2 MP)

D: Path of the Acolyte

Level 1
(PLV 5)
- Level 1 Magic Spell "Minor Heal All" (4 Mana).

Level 2
(PLV 8)
- Level 2 Magic Spell "Minor Heal All" (4 MP)
- Level 1 Magic Spell "Sanctuary" (1 MP)
Last edited by Ircher on Fri Nov 05, 2021 7:00 am, edited 284 times in total.
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User avatar
Ircher
Ircher
He / Him / His
What A Grand Idea
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Ircher
He / Him / His
What A Grand Idea
What A Grand Idea
Posts: 15170
Joined: November 9, 2015
Pronoun: He / Him / His
Location: CST/CDT

Post Post #2 (isolation #2) » Wed May 29, 2019 11:22 am

Post by Ircher »

Current Monster Statuses
(Threshold 3/1)
(9) Alpha : Cultist : HP =
DEAD
| MP = 2/2 | Morale = 5/5 | Attack = 2d4 | Defense = 1d3
(9) Beta : Cultist : HP =
22/24
| MP = 2/2 | Morale = 5/5 | Attack = 2d4 | Defense = 1d3 | Blessed (+1) (2 Rounds)
(9) Charlie : Cultist : HP =
20/24
| MP = 2/2 | Morale = 5/5 | Attack = 2d4 | Defense = 1d3 | Blessed (+1) (2 Rounds)
(9) Delta : Cultist : HP = 24/24 | MP = 2/2 | Morale = 5/5 | Attack = 2d4 | Defense = 1d3 | Blessed (+1) (2 Rounds)
(9) Echo : Cultist : HP = 24/24 | MP =
0/2
| Morale = 5/5 | Attack = 2d4 | Defense = 1d3 | Blessed (+1) (2 Rounds)

Friendly Summons:
(These creatures are friendly to you and will attack automatically.)

None.

Active Battle Effect #1:
Ritual of Blessings:
Whenever the spell "Cultist Ritual" is cast, all cultists gain the status Blessed (+1) for three rounds.
Last edited by Ircher on Fri Nov 05, 2021 7:00 am, edited 269 times in total.
Links: User Page | GTKAS | Ratings
Do you have questions, ideas, or feedback for the Scummies? Please pm me!
Hosting: The Grand Neighborhood [In Signups: 6/9]
User avatar
Ircher
Ircher
He / Him / His
What A Grand Idea
User avatar
User avatar
Ircher
He / Him / His
What A Grand Idea
What A Grand Idea
Posts: 15170
Joined: November 9, 2015
Pronoun: He / Him / His
Location: CST/CDT

Post Post #3 (isolation #3) » Wed May 29, 2019 11:22 am

Post by Ircher »

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

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

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

Level 4
(XP Needed: 10)
- Hitpoints = 15 |
Attack = 1d6 + 1d2
|
Defense = 1d3

-
Mana Points = 4
|
1 Stat Point

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

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

Level 5.A: Path of the Berserker

-Gain active skill "Fury Blade" (4 CD / 1 ICD):
Attacks an enemy for {Attack Dice} - 3 damage and grants a bonus action to the user. (A bonus action basically means you can act again. You will not be able to use active skills though because the cooldown from this skill immediately becomes effective.)

Level 5.B: Path of the Warrior

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

Level 5.C: Path of the Magician

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

Level 5.D: Path of the Acolyte

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

Level 6
(XP Needed: 28)
- Hitpoints = 20 |
Attack = 1d6 + 1d4
|
Defense = 1d4

-
Mana Points = 5
|
Morale = 10
| 1 Stat Point
-Gain passive skill "Power Aura":
Attacking enemies that are more than four levels below you grants you a +1 modifier on attack rolls.
-Gain active skill "Throw Weapon" (3 CD):
Throws your weapon at an enemy for {Attack Dice} + 2 damage. If you roll lower than the {Expected Roll} (at this level, the expected roll is 8.0 total including the +2 modifiers; curses lower the required roll and blessings raise it), then you fumble the throw and take half of the rolled damage instead.
-Gain magic spell "Enrage" (2 Mana):
Enrages a target causing them to receive a -2 modifier on defense rolls but grants a +2 modifier on non-magical attack rolls. This effect lasts for two rounds.
-Gain magic spell "Inspire" (1 Mana):
Increases the morale of an ally by 2d4 points.
-Gain magic spell "Fear" (1 Mana):
Decreases the morale of an enemy by 2d4 points.
-Upgrade active skill "Speed Slash" to level 2 (2 CD):
Slashes an enemy quickly for {Attack Dice} - 2 damage. This skill grants initiative meaning it does not count towards the action threshold.
-Upgrade magic spell "Fire" to level 2 (1 Mana):
Sears an enemy for 1d4 damage and ignores their defenses.
-Upgrade magic spell "Curse" to level 2 (2 Mana):
Curses a target giving their dice rolls a -2 modifier for three rounds.
- Update (retroactively--as in, this new description applies for lower level players without morale as well) the description of the passive skill "Adrenaline Rush": If you have 1 HP or less remaining (and you are still alive), your normal attacks deal double damage, your direct-damage spells cost zero MP to cast, and your active skills have zero cooldown. Furthermore, you are immune to any and all attacks on your morale, and if you currently possess any morale-related statuses (like "Scared"), you immediately recover from them.
- Morale determines your resilience against fear and other illusionary effects. If a creature's morale drops below 0, they receive the Scared status (or another appropriate status depending on the skill/spell) until their morale is at or above 0 again. Scared characters are unable to act and unable to defend. Morale increases by (Current HP%) of {Character Level} at the end of each round (rounded to nearest) (until it reaches its maximum value.) Creatures that do not possess morale suffer the "Scared" status (or another appropriate status depending on the skill/spell) for three rounds if they take morale damage. Certain skills and spells will inflict morale damage. (For instance, if a character is level 6 and current possesses 15/20 HP, they will regain a maximum of (15/20) * 6 ~ 5 morale at the end of the round.)
- Unlock globally (i.e.: for everyone) the Friendship System. A full description will be posted elsewhere as it is far too long to copy into this space.
- Checkpoint level (If you die, you respawn at level 6.)

Level 7
(XP Needed: 41)
- Hitpoints = 20 | Attack = 1d6 + 1d4 |
Defense = 1d6

- Mana Points = 5 | Morale = 10 |
2 Stat Points

-Gain passive skill "Critical Hit":
If you roll {Max Attack Dice Roll} - 1 or higher on a normal attack, your target is stunned for one round.
-Gain active skill "Berserk Lunge" (4 CD):
Lunges at an enemy for {Attack Dice} damage. If the target takes damage, the target is stunned for three rounds. After using this skill, you are stunned for two rounds (the rest of this round and the following round).
-Gain magic spell "Magic Arrows" (Cast: 1 Mana | Uses: {Number of Targets} Mana):
Attacks a number of targets not to exceed {Remaining Mana} with magic-laden arrows that deal 2d4 damage each.
-Gain special ability "Trick Die" (Max one use per battle):
Once per battle, you may reroll any die roll *that you make*. Note that for actions that do multiple dice rolls (such as double slash), *you can only reroll one of the die rolls, not both.* (To be clear, if you perform a normal attack, that still counts as one die roll, so you can (and must) reroll both the 1d6 and 1d4 when using this ability.)
-Upgrade active skill "Defensive Slash" to level 3 (4 CD):
Slashes at an enemy for {Attack Dice} - 3 damage. You will take no damage for one round.
-Upgrade active skill "Double Slash" to level 2 (4 CD):
Slashes an enemy twice for {Attack Dice} and {Attack Dice} - 1 damage.
-Upgrade magic spell "Bless" to level 2 (2 Mana):
Blesses a target giving their dice rolls a +2 modifier for three rounds.
-Upgrade magic spell "Minor Heal" to level 2 (2 Mana):
Heals an ally by 1d4 hitpoints.
- Special abilities are special because they generally do not count as actions. They tend to have meta effects (like rerolling a bad attack). That said, they are not passive abilities meaning you have to consciously use them. Unless otherwise specified, special abilities do not use up a player's a turn or count towards the action threshold.

Level 7.A: Path of the Berserker

-Gain active skill "Reckless Swipe" (3 CD):
Attacks an enemy recklessly for {Attack Dice} + 3 damage, but enemies become more likely to target you for two rounds, and you become defenseless for two rounds.
-Upgrade active skill "Fury Blade" to level 2 (4 CD / 1 ICD):
Attacks an enemy for {Attack Dice} - 1 damage and grants a bonus action to the user.

Level 7.B: Path of the Warrior

-Gain active skill "Piercing Slash" (5 CD / 2 ICD):
Attacks an enemy with the intent to pierce through skin for {Attack Dice} - 4 damage. If the target takes damage, the target receives the "Bleeding" status for two rounds. Bosses and minibosses are immune to this skill. (Any enemy that explicitly specifies "Level = #" is considered a boss or a miniboss.)
-Upgrade active skill "Cross Slash" to level 2 (4 CD):
Attacks two different enemies for {Attack Dice} - 1 damage. If an enemy takes damage from this attack, that enemy takes an additional one damage.

Level 8
(XP Needed: 58)
-
Hitpoints = 25
| Attack = 1d6 + 1d4 |
Defense = 2d3

-
Mana Points = 6
|
Morale = 15
| 2 Stat Points
-Gain passive skill "First Aid":
At the end of every battle, you automatically regain 1 hitpoint.
-Gain active skill "Heavy Blow" (4 CD / 1 ICD):
Slams your weapon at an enemy for {Attack Dice} + {Attack Dice} + 4 damage total and counts as two actions to the action threshold. When Adrenaline Rush is active, this skill only counts as a single action.
-Gain magic spell "Poison" (2 Mana):
Poisons an enemy causing it to lose 1d3 health (after defenses) each round for two rounds.
-Upgrade active skill "Scry Monster" to level 3 (1 CD):
Tells you the special skills, spells, and other abilties a monster possesses. (Note: You no longer gain initiative with level 3 Scry Monster.) You may take a bonus action after using this skill (this bonus action does not count towards the threshold).
-Upgrade active skill "Meditate" to level 2 (6 CD / 3 ICD):
Spend some time meditating to restore 1d4 hitpoints.
-Upgrade magic spell "Redirection Shield" to level 3 (3 Mana):
Protects an ally by taking some of the damage they would otherwise take for them and by giving your ally a protective shield. You will take half of all damage (before defenses) they receive rounded up. Your ally will take half of all damage they receive (before defenses) rounded down. In addition, enemies that attack players who have this spell active (target, not caster) receive 1d4 damage (ignores defenses). This effect lasts for three rounds.
-Upgrade magic spell "Cure" to level 2 (1 Mana):
Cures a target of two negative status afflictions. You may choose which ones to cure.
-Upgrade magic spell "Examine Creature" to level 2 (1 Mana):
Equivalent to using the level 2 active skill "Scry Monster." In addition, the creature's inventory will be revealed.
- Globally unlock the summoning system. The party now possesses level one "Summoning Mastery". Summoned creatures fight for the party and are valid targets for enemy attacks. Summoned creatures attack automatically (i.e.: by the moderator) and do not count towards any action thresholds. Summons disappear when killed or at the end of the battle.
-Gain party passive skill "Summoning Mastery" (Level 1):
The party may summon up to one creature at a time.
-Gain summoning spell "Summon Goblin Warrior" (1 Mana):
Summons a level 3 goblin warrior that possesses 7 HP, 1d4 attack, and 1d3 defense.
-Gain special ability "Dismiss" (Unlimited Use):
Dismisses a summoned creature to allow more summons. You gain 1 HP for every 3 HP the summoned creature had left.
- Checkpoint level (If you die, you respawn at level 8.)

Level 8.C: Path of the Magician

-Gain magic spell "Disorient" (2 Mana):
Disorients an enemy increasing their cooldowns by two rounds.
-Upgrade magic spell "Silence" to level 2 (2 Mana):
Silences an enemy for three rounds, preventing the enemy from using spells.

Level 8.D: Path of the Acolyte

-Gain magic spell "Sanctuary" (1 Mana):
Renders an ally invisible for one round, decreasing the likelihood they are attacked. Note: If you attack (including direct damage spells; indirect damage spells like "Poison" do not count) while invisible, the spell's effect is immediately nullified.
-Upgrade magic spell "Minor Heal All" to level 2 (4 Mana):
Heals all allies by 1d3 hitpoints.

Level 9
(XP Needed: 77)
- Hitpoints = 25 |
Attack = 2d6
| Defense = 2d3
- Mana Points = 6 | Morale = 15 | 2 Stat Points
-Gain active skill "Clear Mind" (1 CD):
Restores the user's morale to the maximum amount and cures one level of the "Sealed" status affliction.
-Gain magic spell "Forcefield" (Cast: 3 Mana | Uses: {Half Current Mana} Mana):
Constructs an impenetrable forcefield around the caster preventing all damage for two rounds.
-Gain power spell "Mind Duel" (5 CD | Cast: 2 Mana | Uses: 0 Mana):
Challenges another character that possesses mana to a mind duel. To determine the outcome of the duel, both characters roll {Character Level}d3 + {Attack Dice}. The loser is the one with the lower total. The loser loses mana equal to the difference in results, and the winner gains mana equal to the difference. If the loser runs out of mana, they receive one level of the "Sealed" status affliction for every 3 points (always rounded up) the character lost by. For example, suppose Player A duels Monster B and A rolls a 7 versus B's 15. A's result is less than B's, so A lost (and B won) by 8 points. A had 4 mana at the start of the duel (note: the casting cost is not actually spent), so A loses 4 mana and B gains 4 mana. In addition, A gains two levels of the "Sealed" status affliction from the extra difference of 4 that was not taken care of by loss of mana.
-Upgrade passive skill "Luck Mitigation" to level 3:
If you roll the minimum you can roll on an attack roll on two of your past three attack rolls, you may reroll the last roll one time. After this skill activates, none of the previous minimums count. (However, if you managed to roll the minimum again on your reroll, that one counts.) The player is the primary one responsible for keeping track of this. The moderator will only verify that this skill is being used properly.
-Upgrade active skill "Provoke" to level 2 (3 CD):
Increases the likelihood you are targeted for one round. You also gain initiative with this action.
-Upgrade active skill "Focus" to level 2 (4 CD):
Instead of attacking, you can increase your focus on the battle. Taking damage causes this skill's effect to end early. Your next two actions have a *2 modifier on their dice roll(s).
-Upgrade active skill "Throw Weapon" to level 2 (3 CD):
Throws your weapon at an enemy for {Attack Dice} + 2 damage. If you roll lower than the ({Expected Roll} - 1) (at this level, the expected roll is 9.0 total including the +2 modifiers; curses lower the required roll and blessings raise it), then you fumble the throw and take half of the rolled damage instead.
-Upgrade magic spell "Tornado" to level 2 (2 Mana):
Choose two targets. Each target takes 2d6 damage (roll separately for each), and if the target takes damage, the target is additionally stunned for one round.
- Power spells are a special kind of spell that are a hybrid between active skills and magic spells. They tend to be really powerful, but they possess both a mana cost and a cooldown. Unlike normal spells and skills, power spells do not possess levels.
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Post Post #4 (isolation #4) » Wed May 29, 2019 11:23 am

Post by Ircher »

Active Skills:

*Scry Monster^ - Tells you the special skills, spells, and other abilities a monster possesses.
**Level 1 (PLV 2) (0 CD): None.
**Level 2 (PLV 4) (0 CD): Also gain initiative.
**Level 3 (PLV 8) (1 CD): Also gain a bonus action (you no longer gain initiative).

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

*Defensive Slash - Decreases damage taken for a certain number of rounds at a cost of reduced damage.
**Level 1 (PLV 3) (2 CD): {Attack Dice} - 4 and half damage for 1 round.
**Level 2 (PLV 5) (3 CD): {Attack Dice} - 4 and half damage for 2 rounds.
**Level 3 (PLV 7) (4 CD): {Attack Dice} - 3 and no damage for 1 round.

*Double Slash - Slashes an enemy twice in one action.
**Level 1 (PLV 4) (4 CD): {Attack Dice} and {Attack Dice} - 2 damage.
**Level 2 (PLV 7) (4 CD): {Attack Dice} and {Attack Dice} - 1 damage.

*Meditate^ - Spends time meditating to regain hitpoints and mana points.
**Level 1 (PLV 4) (7 CD / 3 ICD): 1d2 hitpoints and 0 mana points.
**Level 2 (PLV 8) (6 CD / 3 ICD): 1d4 hitpoints and 0 mana points.

*Provoke^ - Increases the likelihood enemies target you for one round.
**Level 1 (PLV 5) (3 CD): None.
**Level 2 (PLV 9) (3 CD): Also gain initiative.

*Focus^ - Focuses on the battle in order to increase power. This skill ends early if damage is taken.
**Level 1 (PLV 5) (3 CD): *2 modifier for 1 action.
**Level 2 (PLV 9) (4 CD): *2 modiifer for 2 actions.

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

*Fury Blade - Increases the user's speed and attacks an enemy.
**Level 1 (PLV 5.A) (4 CD / 1 ICD): {Attack Dice} - 3 damage and one bonus action.
**Level 2 (PLV 7.A) (4 CD / 1 ICD): {Attack Dice} - 1 damage and one bonus action.

*Cross Slash - Attacks two different enemies in one action. If an attack succeeds against an enemy, that enemy takes additional point of damage.
**Level 1 (PLV 5.B) (4 CD): {Attack Dice} - 2 damage.
**Level 2 (PLV 7.B) (4 CD): {Attack Dice} - 1 damage.

*Throw Weapon - Throws your weapon at an enemy for increased damage at the risk of injuring yourself by half the rolled damage if you fail.
**Level 1 (PLV 6) (3 CD): {Attack Dice} + 2 damage with a threshold of {Expected Roll}.
**Level 2 (PLV 9) (3 CD): {Attack Dice} + 2 damage with a threshold of {Expected Roll} - 1.

*Berserk Lunge - Lunges at an enemy for {Attack Dice} damage and stuns them. If the target takes damage, the target is stunned for a longer time. You are stunned for two rounds after using this ability.
**Level 1 (PLV 7) (4 CD): 3 rounds if successful; 0 rounds if unsuccessful.

*Reckless Swipe - Slashes an enemy for increased damage. You also draw attention and become temporarily defenseless.
**Level 1 (PLV 7.A) (3 CD): {Attack Dice} + 3 damage. 2 rounds for other effects.

*Piercing Slash - Cuts an enemy and inflicts the "Bleeding" status. This skill fails against bosses and minibosses.
**Level 1 (PLV 7.B) (5 CD / 2 ICD): {Attack Dice} - 4 damage and 2 rounds of "Bleeding."

*Heavy Blow - Performs a strong blow against an enemy at the cost of using two actions except when Adrenaline Rush is active.
**Level 0 (Special) (4 CD / 1 ICD): {Attack Dice} + {Attack Dice} + 3 damage.
**Level 1 (PLV 8) (4 CD / 1 ICD): {Attack Dice} + {Attack Dice} + 4 damage.

*Clear Mind^ - Restores the user's morale to the maximum and cures some levels of the Sealed status.
**Level 1 (PLV 9) (1 CD): 1 level.

^ - These skills can be used while bound.


Passive Skills:

*Luck Mitigation - When rolling the minimum value on an attack roll multiple times in the recent past you may reroll the attack role that triggered this skill a certain number of times (or until you get a more favorable result.)
**Level 1 (PLV 3): 3 out of 4 to trigger; 1 reroll.
**Level 2 (PLV 5): 3 out of 4 to trigger; 2 rerolls.
**Level 3 (PLV 9): 2 out of 3 to trigger; 1 reroll.

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

*Power Aura - Grants a positive modifier on attack rolls against enemies significantly weaker than you.
**Level 1 (PLV 6): >4 levels weaker and +1 modifier.

*Critical Hit - Stuns an enemy if you roll high enough on a normal attack roll.
**Level 1 (PLV 7): {Max Attack Dice Roll} - 1 or higher; one round stun.

*First Aid - Automatically regain hitpoints and mana at the end of every battle.
**Level 1 (PLV 8): 1 hitpoint and 0 mana.

Magic and Summoning Spells:

*Redirection Shield++ - Protects an ally by splitting the damage taken between yourself and your ally and by giving your ally a magical shield. You will take half of the damage (before defenses) (rounded up), and they will take half the damage (before defenses) (rounded down). Enemies that attack players with this spell active take damage that bypasses defenses.
**Level 1 (PLV 3) (1 MP): 1 round and 1d2 damage.
**Level 2 (PLV 5) (2 MP): 2 rounds and 1d3 damage.
**Level 3 (PLV 8) (3 MP): 3 rounds and 1d4 damage.

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

*Examine Creature$ - Tells you the special skills, spells, and other abilities a monster possesses. In addition, reveals the creature's inventory.
**Level 1 (PLV 4) (1 MP): None.
**Level 2 (PLV 8) (1 MP): Also gain initiative.

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

*Bless++ - Blesses a target and increases their effectiveness for some time.
**Level 1 (PLV 4) (2 MP): +1 modifier for 3 rounds.
**Level 2 (PLV 7) (2 MP): +2 modifier for 3 rounds.

*Minor Heal+ - Heals a target a little bit.
**Level 1 (PLV 5) (2 MP): 1d3 hitpoints.
**Level 2 (PLV 7) (2 MP): 1d4 hitpoints.

*Cure+ - Cures a target of negative status afflictions; the player can choose which affliction to heal.
**Level 1 (PLV 5) (1 MP): 1 affliction.
**Level 2 (PLV 8) (1 MP): 2 afflictions.

*Tornado^ - Damages multiple targets. If a target takes damage (after defenses), the target is additionally stunned for a single round.
**Level 1 (PLV 5) (2 MP): 2 targets and 1d6 damage.
**Level 2 (PLV 9) (2 MP): 2 targets and 2d6 damage.

*Silence$ - Silences an enemy preventing that enemy from casting spells.
**Level 1 (PLV 5.C) (2 MP): 2 rounds.
**Level 2 (PLV 8.C) (2 MP): 3 rounds.

*Minor Heal All++ - Heals all allies a little bit. (You should only perform a single roll.)
**Level 1 (PLV 5.D) (4 MP): 1d2 hitpoints.
**Level 2 (PLV 8.D) (4 MP): 1d3 hitpoints.

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

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

*Fear$ - Decreases the morale of an enemy.
**Level 1 (PLV 6) (1 MP): 2d4 morale.

*Magic Arrows^ - Attacks a number of targets not to exceed {Remaining Mana} targets with magic-laden arrows.
**Level 1 (PLV 7) (Cast: 1 MP | Uses: {Number of Targets} MP): 2d4 damage.

*Poison^^ - Poisons an enemy making it suffer 1d3 damage each round.
**Level 1 (PLV 8) (2 MP): 2 rounds.

*Summon Goblin Warrior$$ - Summons a single goblin warrior.
**Level 1 (PLV 8) (1 MP): Level 3 goblin warrior (7 HP / 1d4 / 1d3)

*Disorient$ - Disorients an enemy increasing its cooldowns.
**Level 1 (PLV 8.C) (2 MP): 2 rounds.

*Sanctuary++ - Decreases the likelihood enemies target an ally. The effect is nullified if one attacks.
**Level 1 (PLV 8.D) (1 MP): 1 round.

*Forcefield++ - Constructs an impenetrable forcefield around the caster protecting against all sources of damage for some time.
**Level 1 (PLV 9) (Cast: 3 MP | Uses: {Half Current Mana} MP): 2 rounds.

*Essence Blast^ - Blasts an enemy with magical essence. Excess damage is split off to another target up to a certain limit. After using this spell, you suffer the "Exhausted" affliction for {Player Level} / 2 battles.
**Level 0 (Special) (Cast: 4 MP | Uses: {All Current Mana} MP): ({Player Level} + 2 * {All Current Mana})d4 - 3 damage; can split damage up to one time.

*Smite^ - Smites an enemy with a blast a cold air. If the target receives damage, they are additionally cursed.
**Level 0 (Special) (2 MP): 1d6 + 1d3 damage; -1 curse for three rounds.

Offensive Spells:
^ - Direct Damage Spell
^^ - Indirect Damage Spell

Support Spells:
+ - Healing Spell
++ - Blessing Spell

Illusionary Spells:
$ - Control Spell
$$ - Summoning Spell


Special Abilities:

*Trick Die - Grants a free reroll of a single dice roll. For attacks that make multiple dice rolls (e.g.: double slash), you can only reroll one of them. Note that if you use multiple dice for normal attacks, etc., they count as a single "dice roll."
**Level 1 (PLV 7): Once per battle.

*Dismiss - Dismisses a summoned creature and allows for the summoning of a new one.
**Level 1 (PLV 8): Restores 1 HP for every 3 HP the summoned creature had remaining. Unlimited use.

Power Spells:

*Mind Duel (PLV 9) (5 CD | Cast: 2 Mana | Uses: 0 Mana) - Challenges a magic-user to a mind duel. Both characters roll {Attack Dice} + {Character Level}d3 and compare results. The character with the lower result loses mana equal to the difference, and the character with the higher result gains mana equal to the difference. If the loser possesses insufficient mana to pay the cost, the loser receives {Remainder} / 3 (rounded up) levels of the "Sealed" status affliction.
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Post Post #5 (isolation #5) » Wed May 29, 2019 11:23 am

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. This can also indicate that a reduction or bonus is considered before the defense roll is applied.

*After Defenses
: Means that the reduction or bonus is considered after the defense roll reduction is applied. In some cases, this means that the target ignores defenses; however, this usage is deprecated.

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

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

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

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

*Invisible
: Decreases the likelihood of being targeted directly. The effect ends early upon the use of damaging attacks or direct damage spells. Indirect damage spells are still allowed (e.g.: poison, fear, etc.).
**Players : Invisible players are far less likely to be targeted directly by enemies.
**Monsters : Invisible monsters are unable to be directly targeted by players.

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

*Sleeping
: Cannot take actions and cannot defend from incoming attacks. Takes 2x damage frm non-magical attacks (normal attacks and damaging active skills). Wakes up if attacked (including spells), but only after all actions against that character this round are resolved.

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

*Disarmed
: Cannot use normal attacks or damaging active skills.

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

*Charmed
: Fights for the enemy for some time. Their actions do not count against the action threshold.

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

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

*Bleeding
: A severe status affliction that deals diminishing damage over time. Ignores defense. Curing spells only cure a single round of "Bleeding" for every status affliction that is cured. (E.g.: A curing spell that cures two status afflictions can cure up to two rounds of "Bleeding.") Bleeding does not tick down or begin taking effect until the round after it is applied.
**One round of "Bleeding" remaining causes one to lose 10% of their current health at the end of the current round.
**Two rounds of "Bleeding" remaining causes one to lose 19% of their current health at the end of the current round. ((1 - 0.10) ^ 2). This leads to ~27% of one's current health in total (from both rounds).
**Three rounds of "Bleeding" remaining causes one to lose 27% of their current health at the end of the current round. ((1 - 0.10) ^ 3). This leads to ~47% of one's current health in total (from all three rounds.)
**More rounds of "Bleeding" continue in a similar fashion dealing 10% of one's current health as damage multiplicative for each round of "Bleeding" left. You can calculate the percentage of one's current health that is lost by (1 - 0.10) ^ n where n is the number of rounds of "Bleeding" left.

*Exhausted
: A severe status affliction that decreases one's overall power. "Healing Grace" and "Adrenaline Rush" are disabled for all exhausted characters. In addition, maximum health is decreased by 10% (final result rounded up), maximum morale is decreased by 50% (rounded to nearest), active skills' cooldowns are increased by one, and this status acts like an innate -1 curse until it expires. Players are also unable to use active skills and cast spells from Path of the Berserker and Path of the Magician. This status affliction cannot be cured by conventional means.

*Sealed
: A status affliction that seals away your memory of spells. If a character's seal level exceeds their character level, the character dies. Like bleeding, the sealed status is cured one level at a time.
**Players : For every level of the "Sealed" status affliction you possess, you lose access to one player level of spells. (This includes casting higher level spells--you will have to cast the lower level variant.) For instance, if you are level 6 and possess three levels of the "Sealed" status affliction, then you can only cast the spells "Fire" and "Redirection Shield" from player level 3. Most curing spells and items only clear a single level of the "Sealed" status affliction at a time.
**Monsters : For every level of "Sealed" they possess, their maximum MP decreases by 2.

*Unconsicous
: A status infliction sometimes sustained instead of death. Any further damage kills and defense rolls are halved while in this state. Unconscious characters cannot act. Enemies will not directly target unconscious players.

*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.
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Post Post #6 (isolation #6) » Wed May 29, 2019 11:23 am

Post by Ircher »

Friendship System
(Courtesy of James Brafin for the initial design pitch.)

Basic Description:

Friendship Points (FP) are acquired by aiding allies during battles. Whenever you aid an ally, your relationship with them gains 1 FP. When you reach certain FP thresholds, your relationship with that player will level up, and you'll be able to use special friendship skills and spells. Only skills or spells that affect an ally (such as Bless/Curse) grant Friendship Points; if in doubt, please ask me. Skills and spells that affect multiple allies (such as Minor Heal All) only grant a single Friendship Point to a single ally of your choice. Players are solely responsible for keeping track of Friendship Points (as having me do it all is way too much hassle for it to be worth it). (It is very unlikely I'll be checking heavily, so much of this relies on me trusting the players.)
Friendship Points are also mutual meaning that if the worst has three Friendship Points with Formerfish, then Formerfish has three Friendship Points with the worst.


Each time you use an action that grants a Friendship Point, you should strive to include in your post your current Friendship Points totals. (Ideally, you'll wrap it into spoiler tags.) (Don't forget to account for times where your friend uses the skill/spell on you.)


All friendship skills/spells, unless otherwise noted, count as one action towards the action threshold. Players may only use one friendship skill/spell each per round, and there may be a limit on the total number of friendship actions the party may use per round, dependent on the battle. You may not use a friendship action on/with a player that has already used a friendship action on/with you. Similar to normal active skills, all stated friendship skill cooldowns are global among the friendship skills.
Where relevant and unless otherwise noted, valid targets for ally-targeting spells and skills are only valid on friends that you possess the required friendship level with.
(For instance, if Cerberus v666 has level 2 friendship with the worst and level 1 friendship with McMenno, Cerberus v666 can only use "Share" with the worst. He does not have the required level 2 friendship to use it with McMenno.)

Friendship Levels:

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

Level 2
(FP Needed: 7)
- Gain Friendship Skill "Share" (2 FCD): Shares a normally non-transferable item with a friend.

Level 3
(FP Needed: 14)
- Gain Friendship Spell "Symbiosis" (Cast: 1 Mana | Uses: 1 + {Mana Transferred} Mana): Heals and restores your friend by transferring health and mana on a 1:1 ratio. You may choose how much health and mana to transfer. You cannot bring yourself below 1 HP using this spell.

Level 4
(FP Needed: 28)
- Gain Friendship Skill "Team Attack" (4 FCD): Attack an enemy together with your friend. (You should roll both for yourself and your friend.) Like "Double Slash", while this skill consists of two attacks, this skill only counts as one towards the penalty.
Your friend cannot act separately after you use this skill. It still only counts as one action to the action threshold.


Level 5
(FP Needed: 56)
- Gain Friendship Spell "Cleanse" (2 Mana): Fully cures a friend of all negative status afflictions except mental ones (like "Scared"). This includes some of the harder to remove afflictions like "Bleeding" and "Sealed". The primary exception to this is the "Exhausted" status--instead, your friend will recover from that status one battle sooner.
(Other exceptions may be added as needed.)
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Post Post #7 (isolation #7) » Wed May 29, 2019 11:25 am

Post by Ircher »

Monster Codex

Spoiler: Chapter 1: The Goblin King
*Level 3 Monsters
**Goblin Warrior : HP = 7 | Attack = 1d4 | Defense = 1d3
- Active Skill "Double Slash" (4 CD): Slashes at an enemy twice for {Attack Dice} and {Attack Dice} - 2 damage.

*Bosses and Minibosses
**Gobel : Level = 3 | HP = 15 | Attack = 1d4 | Defense = 1d4
- Passive Skill "Critical Hit": If this creature rolls a 4 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 "Double Slash" (4 CD): Slashes at an enemy twice for {Attack Dice} and {Attack Dice} - 2 damage.
- Active Skill "Poison Slash" (4 CD): Slashes at an enemy for {Attack Dice} - 1 damage. If the attack deals damage, the target is also poisoned for 2 rounds. Poisoned enemies take 1d3 damage at the end of every round.

**Gobaza : Level = 3 | HP = 11 | MP = 5 | Attack = 1d3 | Defense = 1d2 | XP @ 3 = 4
- 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.
- Magic Spell "Curse" (2 MP): Curses an enemy granting them a -1 modifier on all rolls for 2 rounds.
- Magic Spell "Fire" (1 MP): Sears an enemy for 1d3 damage and ignores defenses.
- Magic Spell "Symbiosis" (1 MP): Heals an ally by taking damage. You cannot give more HP than half what you currently possess, and you cannot die by using this spell. To determine the amount given, roll a 1d4. You will take this much damage, and you will heal an ally by half this amount (rounded up).

**Goblomancer : Summoner : Level = 4 | HP = 17 | MP = 19 | Attack = 1d3 | Defense = 1d3
- 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 "Stun Immunity": This creature is immune to stuns.
- Passive Skill "Summoning Mastery" (level 2): Can summon a maximum of two creatures at a time.
- Special Skill "Siphon Soul" (Maximum Three Times): Siphons the soul of an ally. The ally dies, but you regain health equal to twice the creature's remaining health. Note: After using this skill, your health cannot exceed your maximum hitpoints.
- Summoning Spell "Summon Goblin" (1 MP): Summons a level 3 goblin. (Note: Summons do not grant experience. Summons cannot attack on the round they are summoned.)
- Summoning Spell "Summon Goblin Flinger" (2 MP): Summons a level 3 goblin flinger.
- Summoning Spell "Summon Goblin Warrior" (3 MP): Summons a level 3 goblin warrior.
- Summoning Spell "Summon Goblin Priest" (3 MP): Summons a level 3 goblin priest.
- Magic Spell "Minor Heal" (2 MP): Heals 1d3 hitpoints of an ally.
- Magic Spell "Symbiosis" (1 MP): Heals an ally by taking damage. You cannot give more HP than half what you currently possess, and you cannot die by using this spell. To determine the amount given, roll a 1d6. You will take this much damage, and you will heal an ally by half this amount (rounded up).
- Magic Spell "Bless" (2 MP): Blesses an ally granting them a +1 modifier on all rolls for 2 rounds.
- Magic Spell "Curse" (2 MP): Curses an enemy granting them a -1 modifier on all rolls for 2 rounds.

**King Goblo : Goblin : Level = 4 | HP = 22 | Attack = 1d6 | Defense = 1d4
- 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 "Critical Hit" : If King Goblo rolls a 6 on their attack, the target is critically hit and briefly stunned for two rounds. 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 this creature makes with their weapon (if it applies damage) will coat the target in poison for 2 rounds. The poison deals 1d3 damage each turn.
- Active Skill "Speed Slash" (3 CD) : Slashes an enemy quickly for {Attack Dice} - 2 damage and grants Goblo initiative.

Spoiler: Chapter 2: The Mystical Slimes
*Level 3 Monsters
**Slime : HP = 13 | Attack = 1d6 | Defense = 0d2

*Level 4 Monsters
**White Slime : HP = 10 | MP = 10 | Attack = 1d4 | Defense = 0d2
- Magic Spell "Fire" (1 Mana): Sears an enemy for 1d3 damage and ignores defenses.
- Magic Spell "Minor Heal" (1 Mana): Heals 1d4 hitpoints of an ally.
- Magic Spell "Cure" (1 Mana): Cures a target of a single negative status affliction.
- Magic Spell "Tornado" (2 Mana): Deals 1d6 damage to two enemies. If an enemy takes damage from this spell, they are stunned for two rounds.

*Level 5 Monsters
**Silver Slime : HP = 15 | Attack = 1d6 | Defense = 1d2
- Active Skill "Spit Coin" (3 CD): Spits a silver coin at the player for {Attack Dice} + 1 damage. The coin then enters the party's inventory.

*Level 6 Monsters
**Giant Lizard : HP = 13 | Morale = 5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3
- Active Skill "Bite" (4 CD): Attacks an enemy for {Attack Dice} + 1 damage.
- Active Skill "Deep Scratch" (6 CD): Scratches an enemy and digs deep into their skin for {Attack Dice} damage. If the target takes damage, the target receives the "Bleeding" status for two rounds. For each round of "Bleeding" left, a character loses 10% of their current health (multiplicatively) (health is rounded up--bleeding cannot kill a character). (For instance, a bleed with three rounds left causes a character to lose ~27% of their current health. On the next round, the bleed will cause the character to lose ~14% of their current health (~41% cumulatively).) Each round of bleeding counts a separate status affliction for the purpose of spells. (A spell that cures two status afflictions will only remove two rounds of bleeding.) Bleeding does not begin taking effect until the next round. (This allows characters a chance to cure it ahead of time. Just to be clear, the timer does not tick down the first round.)

*Level 7 Monsters
**Red Slime : HP = 17 | Morale = 5 | Attack = 1d6 + 1d3 | Defense = 0d2 | XP @ 7 = 3
- Passive Skill "Leeching Touch": This creature heals a number of hitpoints equal to the amount of damage it deals with normal attacks each round.

**Angry Lizard : HP = 15 | Morale = 5 | Attack1 = 1d4 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d4
- Active Skill "Bite" (4 CD): Attacks an enemy for {Attack Dice} + 1 damage.
- Active Skill "Deep Scratch" (6 CD): Scratches an enemy and digs deep into their skin for {Attack Dice} damage. If this skill does damage, the target receives the "Bleeding" status for three rounds. For each round of "Bleeding" left, a character loses 10% of their current health (multiplicatively).
- Special Ability "Frenzy" (Single use; keep turn; only at <=50% HP): This creature enters a frenzy where attacks become stronger and faster at the cost of defense. All attack rolls (including skills) gain a +1 modifier, and active skills leave cooldown one round sooner. All defensive rolls for this creature are halved.

*Bosses and Minibosses
**Gamma Slime : Slime : Level = 5 | HP = 28 | Attack = 1d3 + 1d2 | Defense = 0d2
- Passive Skill "Leader": While this creature is alive, this creature's allies follow its orders. (The specifics of this effect are hidden. This skill may be beneficial to its enemies... or it may be harmful, who knows?)
- 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 "Stun Immunity": This creature is immune to stuns.
- Active Skill "Quick Slime" (3 CD): Coats an enemy in slime quickly for {Attack Dice} - 2 damage. This skill also grants initiative.
- Active Skill "Slime Ball" (2 CD): Spits a ball of slime at an enemy for {Attack Dice} + 1 damage.
- Active Skill "Slime Field" (4 CD): Increases everyone's cooldowns (both friendly and hostile, but excluding this creature) by two rounds. This skill deals no damage.

**Cultist Szyme : Cultist Sharpshooter : Level = 5 | HP = 12 | Attack = 1d6 | Defense = 1d4 | XP @ 5 = 10
- Passive Skill "Immortality": This creature cannot be killed by any means. Any attack that would bring this creature below 1 HP will leave this creature at 1 HP.
- Passive Skill "White Flag": The battle ends when this creature possesses 1 HP.
- Passive Skill "Fire Resistance": This creature can defend against the "Fire" spell.
- Passive Skill "Fast on Feet": This creature always possesses initiative. (Counteracts initiative from the players.)
- Passive Skill "In Control": Crowd control effects last for one less round than normal on this creature.
- Passive Skill "Hasted": This creature can act twice in one round.
- Active Skill "Power Shot" (2 CD): Fires an arrow that deals {Attack Dice} + 1 damage to an enemy.
- Active Skill "Binding Shot" (3 CD): Fires an arrow that binds an enemy in place for {Attack Dice} 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. These skills are marked with a ^ in the ability guide.
- Consumable Item "Lesser Healing Potion" (x2): Restores 1d4 hitpoints.
- Consumable Item "Weak Weapon Poison": Grants the "Poisoned Weapon" status. If the user's next attack applies damage, the target is coated in poison for two rounds.

**Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP = 45 | MP = 15 | Morale = 75 | Attack = 1d6 | Defense = 1d4
- 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 "Fire Immunity": This creature is immune to the "Fire" spell.
- 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": This creature always possesses initiative. (Counteracts initiative from the players.)
- Passive Skill "In Control": Crowd control effects last for one less round than normal on this creature.
- Passive Skill "Hasted": This creature can act twice in one round.
- Passive Skill "Energizing": While this creature is alive, all spells require and use one less mana to cast (for both friendly and hostile creatures).
- Active Skill "Power Shot" (2 CD): Fires an arrow that deals {Attack Dice} + 1 damage to an enemy.
- Active Skill "Double Shot" (3 CD): Fires two arrows that deals {Attack Dice} and {Attack Dice} - 1 damage to an enemy.
- Active Skill "Arrow Volley" (3 CD): Fires an arrow at two different enemies for {Attack Dice} - 1 damage.
- Active Skill "Binding Shot" (3 CD): Fires an arrow that binds an enemy in place for {Attack Dice} 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. These skills are marked with a ^ in the ability guide.
- Magic Spell "Minor Heal" (1 Mana): Heals an ally by 1d4 hitpoints.
- Magic Spell "Heal" (2 Mana): Heals an ally by 2d3 hitpoints.
- Magic Spell "Major Heal" (4 Mana): Heals an ally by 2d6 hitpoints.
- Magic Spell "Revive" (8 Mana): Fully restores an ally's health (provided that ally is not dead.)
- Magic Spell "Raise Dead" (9 Mana): Heals a dead ally by 50% of their hitpoints. This spell has a 17% chance of failing (roll a 1d6; the ally stays dead if a 1 is rolled).
- Magic Spell "Cure" (1 Mana): Cures an ally of two status afflictions.
- Magic Spell "Cure All" (3 Mana): Cures all allies of a single status affliction.
- Consumable Item "Healing Potion" (x2): Restores 1d6 hitpoints to an ally.
- Consumable Item "Lesser Mana Potion": Restores 1d2 mana to an ally.
- Consumable Item "Weapon Poison" (x2): Grants the "Poisoned Weapon" status to an ally. If the user's next attack applies damage, the target is coated in poison for three rounds.

**Alpha Slime : White Slime : Level = 6 | HP = 43 | MP = 28 | Morale = 75 | Attack = 1d6 | Defense = 0d2
- Passive Skill "Stun Resistance": This creature has a natural resistance against stun. Roll a 1d6. If a 5 or a 6 is rolled, this creature will avoid being stunned.
- Magic Spell "Fire" (1 Mana): Sears an enemy for 1d3 damage and ignores defenses.
- Magic Spell "Minor Heal" (1 Mana): Heals 1d4 hitpoints of an ally.
- Magic Spell "Cure" (1 Mana): Cures a target of a single negative status affliction.
- Magic Spell "Tornado" (2 Mana): Deals 1d8 damage to two enemies. If an enemy takes damage from this spell, they are stunned for two rounds.
- Magic Spell "Lightning" (3 Mana): Deals 2d4 damage to a single enemy. Excess damage is split off to another enemy (chosen by the caster in advanced). This process continues until there are no enemies left or all the damage is used. This spell will not reduce an enemy with healing grace below 1 HP unless the targeted player began with 1 HP or less.
- Magic Spell "Flaming Arrows" (Cast: 2 Mana | Uses: 1 + {Number of Targets} Mana): Sears a number of targets not to exceed {Remaining Mana} - 1 with fiery magic-laden arrows. Each arrow deals 1d3 damage and ignores defenses.
- Magic Spell "Kill" (5 Mana): Sends a powerful electrical attack at an enemy for 2d6 damage.

**Beta Slime : Green Slime : Level = 6 | HP = 47 | Morale = 75 | Attack = 1d4 + 1d3 | Defense = 1d2
- Passive Skill "Stun Resistance": This creature has a natural resistance against stun. Roll a 1d6. If a 6 is rolled, this creature will avoid being stunned.
- Passive Skill "Poisonous Touch": Enemies that take damage from this creature are covered in poison for one round and take 1d3 damage (after defenses) at the end of every round.
- Passive Skill "Critical Hit": If this creature makes a perfect attack roll, this creature's target is stunned for two rounds.
- Active Skill "Slime Field" (4 CD): Increases everyone's cooldowns (both friendly and hostile, but excluding this creature) by two rounds. This skill deals no damage.
- Active Skill "Explode" (3 CD): Creates an explosion that deals {Attack Dice} - 2 damage to every enemy attacking this creature this round. This creature takes 1d3 damage in the process.
- Active Skill "Spit Poison" (2 CD): Coats a target in poison for three rounds causing them to lose 1d3 health at the end of every round.
- Special Ability "Field Cleanser" (Unlimited use; lose turn): Decreases everyone's cooldowns (both friendly and hostile, including this creature) by two rounds.

**Delta Slime : Purple Slime : Level = 6 | HP = 31 | MP = 12 | Morale = 75 | Attack = 2d2 | Defense = 1d3
- Passive Skill "Fear Touch": Enemies that take damage from this creature lose 1d6 morale. (If a creature's morale drops below 0, they receive the Scared status until their morale is at or above 0 again. Scared players are unable to act and unable to defend. Creatures that do not possess morale suffer the "Scared" status for 3 rounds if they take morale damage.)
- Active Skill "Explode" (3 CD): Creates an explosion that deals {Attack Dice} - 1 damage to every enemy attacking this creature this round. This creature takes 1d3 damage in the process.
- Magic Spell "Fear" (3 Mana): Fills an enemy with fear for 1d8 morale damage.

**Hydra Slime : Level = 7 | HP = 400 | Morale = 15 | Attack = 1d8 | Defense = 1d2
- Passive Skill "Split": When this enemy takes damage, it splits into two weaker slimes. Each weaker slime has half the HP of the original slime. If the amount of HP remaining is odd before the split, one of the slimes will get the extra hitpoint. An individual slime will stop splitting from damage when it has 5 HP or left. Only the original creature awards experience. (To be very clear, "taking damage" in this context means per attack. If two characters attack the slime in the same round, the slime may potentially take damage twice (and thus split twice). The defense roll is applied to the first 1-2 attacks; attacks that deal zero damage do not count as "taking damage".)
- Passive Skill "Fire Vulnerability": This creature is vulnerable to the "Fire" and "Flame Arrows" spells. Those spells deal 2 * {Dice Roll} + 1.
- Passive Skill "Stun Resistance": This creature has a natural resistance against stun. Roll a 1d6. If a 4, 5, or 6 is rolled, this creature will avoid being stunned.
- Active Skill "Explode" (3 CD): Creates an explosion that deals {Attack Dice} - 2 damage to every enemy attacking this creature this round. This creature takes 1d4 unblockable damage in the process.

**Cultist Andromeda : Cultist Musician : Level = 6 | HP = 50 | MP = 24 | Morale = 100 | Attack = 1d4 | Defense = 1d4
- Passive Skill "Cultist Charm": This creature cannot be killed. If this creature is rendered unconscious, this creature's protective magic will auto-revive them in three rounds at 25% maximum health (rounded to nearest). The battle ends when all slimes are dead.
- Passive Skill "Perseverance": Instead of dying, this creature is rendered unconscious when this creature takes damage at 1 HP. Further damage will kill this creature. Healing items and spells restore unconscious characters to 1 HP, regardless of how much health is healed.
- 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 falls unconscious.
- Passive Skill "Energizing": While this creature is conscious, all spells require and use one less mana to cast (for both friendly and hostile creatures).
- Magic Spell "Song of Medicine" (3 Mana): Plays a special song that cures one status affliction of all allies and heals all allies by 1d3 hitpoints.
- Magic Spell "Trill" (2 Mana): Plays a delightful trill and increases an ally's morale by 2d4 points.
- Magic Spell "Low Note" (1 Mana): Plays a low-pitched note and causes an enemy to lose 2d6 morale.
- Special Ability "Absorb Slime" (Unlimited use; does not end turn): Siphons the life force of a slime to restore HP and MP by half of the slime's remaining health.

**Slimemancer : Summoner : Level = 7 | HP = 49 | MP = 25 | Morale = 11 | Attack = 2d4 | Defense = 1d6
- Passive Skill "Emergency Teleportation Wards": This skill activates when this creature would otherwise die. This creature teleports away from the fight, but experience is still gained.
- Passive Skill "Perseverance": Instead of dying, this creature is rendered unconscious when this creature takes damage at 1 HP. Further damage will kill this creature. Healing items and spells restore unconscious characters to 1 HP, regardless of how much health is healed. Defense rolls are halved while in this state.
- 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 "Control Mastery": This creature is immune to all crowd-control effects (including stuns and silencing).
- Passive Skill "Summoning Mastery" (level 3): Can summon a maximum of three creatures at a time.
- Summoning Spell "Summon Red Slime" (3 Mana): Summons a level 7 red slime.
- Summoning Spell "Summon Orange Slime" (4 Mana): Summons a level 7 orange slime.
- Summoning Spell "Summon Yellow Slime" (5 Mana): Summons a level 7 yellow slime.
- Summoning Spell "Summon Green Slime" (4 Mana): Summons a level 7 green slime.
- Summoning Spell "Summon Blue Slime" (4 Mana): Summons a level 7 blue slime.
- Summoning Spell "Summon Purple Slime" (3 Mana): Summons a level 7 purple slime.
- Summoning Spell "Summon White Slime" (6 Mana): Summons a level 7 white slime.
- Summoning Spell "Summon Black Slime" (5 Mana): Summons a level 7 black slime.
- Summoning Spell "Mass Summon Slimes" (14 Mana): Summons three random level 7 slimes. Roll 3d100 to determine which slime is summoned: 1-7 = Normal, 8-14 = Tiny, 15-21: Giant, 22-28: Silver, 29-35: Pink, 36-42: Red, 43-50: Orange, 51-57 = Yellow, 58-64 = Green, 65-71: Blue, 72-78: Indigo, 79-85: Purple, 86-92: White, 93-100: Black.
- Magic Spell "Minor Heal" (2 Mana): Heals 1d4 hitpoints of an ally.
- Magic Spell "Bless" (2 Mana): Blesses an ally granting them a +2 modifier on all rolls for 3 rounds.
- Magic Spell "Curse" (2 Mana): Curses an enemy granting them a -2 modifier on all rolls for 3 rounds.
- Magic Spell "Fire" (1 Mana): Sears an enemy for 1d4 damage and ignores defenses.

**Cultist Zykkia : Cultist Musician : Level = 7 | HP = 49 | MP = 30 | Morale = 40 | Attack = 2d3 | Defense = 1d2
- Passive Skill "Healing Grace": If an attack causes this creature's health to drop to 1 HP or less (when they were above 1 HP beforehand), this creature will be left with 1 HP instead. If the creature takes damage at 1 HP, it dies.
- Passive Skill "Second Chance": The first time this creature reaches zero or less health, this creature is instantly revived instead. All status changes and cooldowns of this creature are reset upon activation of this ability.
- Passive Skill "In Control": Crowd control effects last for one less round than normal on this creature.
- Passive Skill "Energizing": While this creature is alive, all spells require and use one less mana to cast (for both friendly and hostile creatures).
- Magic Spell "Lullaby" (7 Mana): Sings a magical lullaby that causes enemies to sleep. For each enemy, roll a 1d6. If the result is a 5 or a 6, that creature receives the "Sleeping" status. Sleeping enemies cannot act, cannot defend, and are vulnerable to attacks (as in skills and normal attacks, not spells) (2x damage). If a sleeping character is attacked (including by spells), they immediately wake up.
- Magic Spell "Confusion Wave" (7 Mana): Confuses all enemies and increases their global cooldown by three rounds.
- Magic Spell "High Note" (3 Mana): Plays a high-pitched note and causes an enemy to lose 1d3 mana points.
- Magic Spell "Low Note" (1 Mana): Plays a low-pitched note and causes an enemy to lose 3d4 morale.
- Magic Spell "Low Melody" (4 Mana): Plays a very dark and low-pitched melody and causes all enemies to lose 1d8 + 1d4 morale.
- Magic Spell "Inspiration Song" (9 Mana): Plays a short, inspirational song blessing (+1) all allies for three rounds.
- Magic Spell "Song of Medicine" (4 Mana): Plays a special song that cures one status affliction of all allies and heals all allies by 1d3 hitpoints.
- Magic Spell "Charm" (3 Mana): Deals 2d6 morale damage to an enemy. If the target's morale drops to zero or less, that target receives the "Charmed" status. Charmed characters attack allies (during the opposite team's turn; that is, charmed player characters will attack at the same time as monsters) until their morale rises back up to above zero. Charmed characters' actions do not count against the action threshold.
- Consumable Item "Invulnerability Potion": Renders an ally immune to damage for 1d3+1 rounds.
- Consumable Item "Greater Mana Potion": Restores 2d6 mana points to an ally.

**Proto-G Slime : Giant Slime : Level = 7 | HP = 74 | Morale = 17 | Attack = 1d6 + 1d4 | Defense = 1d4
- Passive Skill "Critical Hit": If this creature rolls a 9 or 10 on a normal attack, the target is stunned for two rounds.
- Passive Skill "Sluggish": This creaature acts on odd-numbered rounds only.
- Active Skill "Double Slime" (4 CD): Attacks an enemy for {Attack Dice} and {Attack Dice} - 1 damage.
- Active Skill "Slime Field" (4 CD): Increases everyone's cooldowns (both friendly and hostile, but excluding this creature) by two rounds. This skill deals no damage.
- Special Ability "Berserk Mode" (Single use; keep turn; only when Cultist Zykkia is dead): This creature becomes berserk where attacks become stronger at the cost of control and defense. All attack rolls gain a +2 modifier, but this creature loses all magic spells, active skills, and special abilities. This creature also becomes immune to crowd control and mental status afflictions, but all attacks made against this creature ignore defenses.

**Proto-T Slime : Tiny Slime : Level = 7 | HP = 49 | Morale = 17 | Attack1 = 1d4 | Attack2 = 1d3 | Defense = 1d2
- Passive Skill "Fire Vulnerability": This creature is vulnerable to the "Fire" and "Flame Arrows" spells. These spells do {Dice Roll} + 2 damage.
- Passive Skill "Hasted": This creature can act twice in one round.
- Passive Skill "Quick Strike": This creature acts before creatures without quick strike.
- Active Skill "Quick Slime" (3 CD): Coats an enemy in slime quickly for {Attack Dice} - 2 damage. This skill also grants initiative.
- Active Skill "Slime Field" (4 CD): Increases everyone's cooldowns (both friendly and hostile, but excluding this creature) by two rounds. This skill deals no damage.
- Special Ability "Frenzy" (Single use; keep turn; only when Cultist Zykkia is dead): This creature enters a frenzy where attacks become stronger and faster at the cost of defense. All attack rolls (including skills) gain a +1 modifier, and active skills leave cooldown one round sooner. All defensive rolls for this creature are halved.

Spoiler: Chapter 3: The Occult Clan
*Level 7 Monsters

**(7) Cultist : HP = 20 | MP = 2 | Morale = 5 | Attack = 1d4 + 1d2 | Defense = 1d3
- Active Skill "Speed Slash" (3 CD): Slashes an enemy quickly for {Attack Dice} - 2 damage. This skill grants initiative.
- Magic Spell "Cultist Ritual" (2 Mana): Uses magic to heal oneself by 1d4 hitpoints.

**(7) Cultist Blademaster : HP = 22 | MP = 2 | Morale = 8 | Attack = 1d4 + 1d3 | Defense = 1d4
- Passive Skill "Critical Hit": If this creature rolls {Max Attack Roll} - 1 or higher on an attack, the target is stunned for two rounds.
- Active Skill "Double Slash" (4 CD): Slashes an enemy twice for {Attack Dice} and {Attack Dice} - 2 damage.
- Active Skill "Blade Sweep" (4 CD): Sweeps enemies' legs dealing {Attack Dice} damage (before defenses) to every enemy attacking this creature this round. If a target suffers damage, their cooldown is increased by one round.
- Magic Spell "Cultist Ritual" (2 Mana): Uses magic to heal oneself by 1d4 hitpoints.

**(7) Cultist Acolyte : HP = 17 | MP = 12 | Morale = 15 | Attack = 1d8 | Defense = 1d3
- 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.
- Active Skill "Defensive Slash" (2 CD): Slashes at an enemy for {Attack Dice} - 4 damage. This creature will take no damage on the following round.
- Magic Spell "Minor Heal" (1 Mana): Heals an ally by 1d3 hitpoints.
- Magic Spell "Bless" (2 Mana): Blesses an ally granting them a +2 modifier on all rolls for four rounds.
- Magic Spell "Curse" (2 Mana): Curses an enemy granting them a -2 modifier on all rolls for three rounds.
- Magic Spell "Holy Thunder" (3 Mana): Electrocutes an enemy for 2d4 damage. If they take damage, they become vulnerable to spells and take double damage from all spells for two rounds.
- Magic Spell "Cultist Ritual" (2 Mana): Uses magic to heal oneself by 1d4 hitpoints.

*Level 8 Monsters
**(8) Cultist Blademaster : HP = 25 | MP = 3 | Morale = 10 | Attack = 2d4 | Defense = 1d4
- Passive Skill "Critical Hit": If this creature rolls {Max Attack Roll} - 1 or higher on an attack, the target is stunned for two rounds.
- Active Skill "Double Slash" (4 CD): Slashes an enemy twice for {Attack Dice} and {Attack Dice} - 2 damage.
- Active Skill "Blade Sweep" (4 CD): Sweeps enemies' legs dealing {Attack Dice} damage (before defenses) to every enemy attacking this creature this round. If a target suffers damage, their cooldown is increased by one round.
- Active Skill "Feint" (3 CD): Attempts to trick your enemy by performing a feint. Roll 1d2 and {Attack Dice}. If you roll a 2 on the 1d2 roll, your attack deals 150% damage and bypasses defenses.
- Magic Spell "Cultist Ritual" (2 Mana): Uses magic to heal oneself by 1d4 hitpoints.

(8) Cultist Summoner : HP = 20 | MP = 12 | Morale = 5 | Attack = 1d6 | Defense = 1d3
- Passive Skill "Summoning Mastery" (level 1): Can summon a maximum of one creature at a time.
- Active Skill "Defensive Slash" (2 CD): Slashes at an enemy for {Attack Dice} - 3 damage. This creature will take no damage on the following round.
- Active Skill "Call for Aid" (4 CD / 8 ICD): Calls for reinforcements. A random level 8 cultist appears. Roll 1d4: 1 => Blademaster, 2 => Sharpshooter, 3 => Magician, 4 => Acolyte.
- Magic Spell "Cultist Ritual" (2 Mana): Uses magic to heal oneself by 1d4 hitpoints.
- Summoning Spell "Summon Goblin" (2 Mana): Summons a single level 8 goblin.
- Summoning Spell "Summon Red Slime" (3 Mana): Summons a single level 7 red slime.
- Summoning Spell "Summon Orange Slime" (3 Mana): Summons a single level 7 orange slime.

*Level 9 Monsters
**(9) Cultist : HP = 24 | MP = 2 | Morale = 5 | Attack = 2d4 | Defense = 1d3
- Active Skill "Speed Slash" (3 CD): Slashes an enemy quickly for {Attack Dice} - 2 damage. This skill grants initiative.
- Magic Spell "Cultist Ritual" (2 Mana): Uses magic to heal oneself by 1d4 hitpoints.

**(9) Wind Elemental : HP = 13 | MP = 11 | Morale = 8 | Attack = 1d6 + 1d3 | Defense = 1d3
- Passive Skill "Swiftness": For the first three rounds of the battle, this creature possesses Quick Strike and can attack before characters without Quick Strike.
- Magic Spell "Haste" (3 Mana): Speeds up the movement of an ally granting them the Hasted status for three rounds.
- Magic Spell "Tornado" (2 Mana): Deals 1d6 + 1d4 damage to two enemies. If an enemy takes damage from this spell, they are additionally stunned for two rounds.

*Level 10 Monsters
****(10) Demon : HP = 27 | MP = 8 | Morale = 7 | Attack = 1d6 + 1d3 | Defense = 1d6
- Passive Skill "Fire Resistance": This creature rolls defense against fire-based attacks and spells such as "Fire" and "Flame Arrows" spells.
- Passive Skill "Abiding Darkness": This creature is immune to the Blessed and Cursed statuses.
- Passive Skill "Summoning Mastery" (level 3): Can summon a maximum of three creatures at a time.
- Active Skill "Provoke" (3 CD): Increases the likelihood that summoned creatures hostile to this creature target this creature.
- Magic Spell "Imbue Weapon F" (2 Mana): Imbues this creature's weapon with the fire element for three rounds. Defense rolls against this creature's physical attacks are halved during this time.
- Summoning Spell "Summon Imps" (3 Mana): Summons two level 10 imps to support the caster.

*Bosses and Minibosses
**Cultist Adriana : Cultist Blademaster : Level = 8 | HP = 60 | MP = 24 | Morale = 20 | Attack1 = 1d8 | Attack2 = 1d4 | Defense = 1d6
- 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 "Perseverance": Instead of dying, this creature is rendered unconscious when this creature takes damage at 1 HP. Further damage will kill this creature. Healing items and spells restore unconscious characters to 1 HP, regardless of how much health is healed.
- Passive Skill "Armored": This creature is heavily armored further reducing physical damage (normal attacks and most damaging skills) by 60% after accounting for the defense roll. The final result is rounded to nearest; however, a minimum of one damage is dealt if the value before this reduction was greater than zero.
- Passive Skill "In Control": Crowd control effects last for one round less than normal.
- Passive Skill "Magic Vulnerability": Direct damage spells stack against this enemy similar to how normal attacks and active skills do. The anti-dogpiling penalty is also waived against this enemy when using direct damage spells.
- Active Skill "Berserk Lunge" (4 CD): Lunges at an enemy for {Attack Dice} damage. If the target takes damage, they are stunned for four rounds. Otherwise, the target is stunned for two rounds. After using this skill, this creature is stunned for three rounds (the rest of this round and the following two rounds).
- Active Skill "Call for Aid" (2 CD / 8 ICD): Calls for reinforcements. A random level 8 cultist appears. Roll 1d6: 1 => Blademaster, 2 => Sharpshooter, 3 => Magician, 4 => Acolyte, 5 => Musician, 6 => Summoner.
- Magic Spell "Heal All" (5 Mana): Heals all allies by 1d8 + 1d3 hitpoints.
- Magic Spell "Cultist Ritual" (2 Mana): Uses magic to heal oneself by 3d4 hitpoints.
- Power Spell "Blood Slash" (4 CD | 4 Mana): Slashes an enemy for {Attack Dice} damage and uses the victim's blood to rejuvenate this creature. This creature regains hitpoints equal to 25% of the roll (rounded to nearest, but minimum of 1 if roll was greater than or equal to 1), regardless of how much damage the target actually took.

**(9) Cultist Zyliono : Cultist Acolyte : Level = 9 | HP = 81 | MP = 48 | Morale = 25 | Attack = 1d6 + 1d3 | Defense = 1d3
- 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 "Perseverance": Instead of dying, this creature is rendered unconscious when this creature takes damage at 1 HP. Further damage will kill this creature. Healing items and spells restore unconscious characters to 1 HP, regardless of how much health is healed.
- Passive Skill "Regeneration": While above 1 HP, this creature heals 2 HP at the end of every round.
- Passive Skill "Magic Immunity": This creature is immune to magical damage and magical effects.
- Passive Skill "Stun Immunity": This creature cannot be stunned.
- Passive Skill "Physical Weakpoint": Critical hits (from the "Critical Hit" passive skill) deal double damage (before defenses) to this creature. In addition, the anti-dogpiling penalty is also waived against this enemy when using normal attacks and damaging active skills.
- Active Skill "Focus Attention" (5 CD): Concentrates on a single target amongst those that acted this round. This creature will target the stated target for the next three rounds. (This value includes this round.)
- Active Skill "Call for Aid" (2 CD / 8 ICD): Calls for reinforcements. A random level 8 cultist appears. Roll 1d6: 1 => Blademaster, 2 => Sharpshooter, 3 => Magician, 4 => Acolyte, 5 => Musician, 6 => Summoner.
- Magic Spell "Smite" (3 Mana): Smites an enemy for 1d6 + 1d4 damage. If the target takes damage, the target receives a -2 modifier on all rolls for two rounds.
- Magic Spell "Holy Scourge" (5 Mana): Calls down a powerful curse on an enemy. Deals 1d2 damage (ignores defenses), 2d6 morale damage, and grants a -2 modifier on all rolls for 5 rounds.
- Magic Spell "Fear Arrows" (Cast: 3 Mana | Uses: {Number of Targets} + 2 Mana): Fires blasts of magical energy that imbue targets with a sense of helplessness for 2d6 morale damage each.
- Magic Spell "Forcefield" (Cast: 4 Mana | Uses: {Half Current Mana}): Makes the caster immune to all damage for two rounds starting with the following round.
- Magic Spell "Heal All" (5 Mana): Heals all allies by 1d8 + 1d3 hitpoints.
- Magic Spell "Cultist Ritual" (2 Mana): Uses magic to heal oneself by 3d4 hitpoints.
Last edited by Ircher on Fri Nov 05, 2021 7:01 am, edited 22 times in total.
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Post Post #9 (isolation #8) » Wed May 29, 2019 3:36 pm

Post by Ircher »

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

Battle #1
(Threshold: 1)
(1) Goblin : HP = 3 | Attack = 1d3 | Defense = 1d2
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Post Post #12 (isolation #9) » Wed May 29, 2019 3:47 pm

Post by Ircher »

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

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

Pedit: Uh-oh indeed!
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Post Post #13 (isolation #10) » Wed May 29, 2019 3:47 pm

Post by Ircher »

the worst is smacked deftly with the club and takes 2 damage. 8 HP left.
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Post Post #15 (isolation #11) » Wed May 29, 2019 3:52 pm

Post by Ircher »

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

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

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

the worst gained 1 xp. the worst stays at level 1.
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Post Post #16 (isolation #12) » Wed May 29, 2019 3:54 pm

Post by Ircher »

the worst continues on his way only to be confronted by another goblin. "Die, human, die!" yells the goblin as it charges into battle.
Battle #2
(Threshold 1)
(1) Goblin : HP = 3/3 | Attack = 1d3 | Defense = 1d2
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Post Post #18 (isolation #13) » Wed May 29, 2019 4:04 pm

Post by Ircher »

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

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

Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #19 (isolation #14) » Wed May 29, 2019 4:05 pm

Post by Ircher »

the worst, still confused from his failed attack, is unaware that the goblin's club is directly above his head. He is brutually smashed by the goblin's club. 5 HP left.
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Post Post #22 (isolation #15) » Wed May 29, 2019 4:22 pm

Post by Ircher »

the worst stumbles again and misses.

The goblin raises its club...
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Post Post #23 (isolation #16) » Wed May 29, 2019 4:24 pm

Post by Ircher »

the worst, a little more alert this time, steps back at the last moment and avoids absorbing the full force of the club. 3 HP left.
Man those rolls! I even made these goblins easier than the ones I had at the beginning of the other one.
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Post Post #25 (isolation #17) » Wed May 29, 2019 4:26 pm

Post by Ircher »

the worst, now feeling a little hopeless, goes in for one last desperate lunge at the goblin.
Defense roll:
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


The goblin readies its club for a counterattack.
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Post Post #26 (isolation #18) » Wed May 29, 2019 4:26 pm

Post by Ircher »

And I forgot the roll....
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1 3-Sided Dice: (3) = 3
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Post Post #28 (isolation #19) » Wed May 29, 2019 4:28 pm

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The goblin laughs maniacally as the attack glances off the goblin. It then crushes the worst with the weight of its club.
1 HP left
!

Better make the next one count!
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Post Post #31 (isolation #20) » Wed May 29, 2019 4:34 pm

Post by Ircher »

the worst, suddenly confident in his abilities, gives it one last shot. Alas, his final lunge is in vain as the goblin easily defends against it.

The goblin then clubs the worst rendering him unconscious.

All players are dead, so the battle restarts with everyone at full HP. I'm also automatically re-/inning the worst at level 1 with 0 xp.
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Post Post #34 (isolation #21) » Thu May 30, 2019 2:15 am

Post by Ircher »

You can go ahead and roll @Cerberus. There's just a single goblin rn.
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Post Post #36 (isolation #22) » Thu May 30, 2019 3:33 am

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Cerberus is out minding his own business when he sees another being lying unconscious on the road. Miraculously, the unconscious being gets up, but before Cerberus could walk any further, he notices a goblin carrying a bloody club. He slashes at it, and the goblin raises its shield to defend itself.
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


The goblin then attempts to counterattack with its club.
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Post Post #37 (isolation #23) » Thu May 30, 2019 3:34 am

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Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #38 (isolation #24) » Thu May 30, 2019 3:35 am

Post by Ircher »

Cerberus manages to land a powerful blow on the goblin, but not one powerful enough to dispatch it. **The goblin has 1 HP left.**

While Cerberus is gloating over his attack, he is bashed by the goblin's club. 8 HP left.
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Post Post #41 (isolation #25) » Thu May 30, 2019 4:46 am

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Cerberus, enraged by the attacks, goes straight for the kill, and he succeeds.

You gain 1 XP.


The two of you (the worst and Cerberus) continue down the road only to get ambushed by yet another goblin. I wonder where all of them are coming from.....
Battle #3
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Post Post #43 (isolation #26) » Thu May 30, 2019 5:09 am

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Cerberus shouts a battle cry as he charges hoping it will distract the goblin.
(Defense roll:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


The goblin then attempts to bash Cerberus with its hefty club.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #44 (isolation #27) » Thu May 30, 2019 5:11 am

Post by Ircher »

Alas, the battle cry did not work as well as he intended, and Cerberus barely manages to connect with the goblin. **The goblin has 2 HP left.**

Meanwhile, Cerberus is brutually smashed by the goblin's club. 5 HP left.
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Post Post #46 (isolation #28) » Thu May 30, 2019 5:20 am

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The goblin, gloating over its successful clubbing, doesn't even see Cerberus lunge at him. The goblin collapses to the ground lifeless.

Cerberus gained 1 XP. Cerberus increased from level 1 to level 2!


(Yes, I changed up the leveling some this time around.)
Level 2
(XP Needed: 2)
-
Hitpoints = 15
| Attack = 1d6 | Defense = 0d2
- Gain active skill "Scry Monster" (0 CD): Tells you the special skills, spells, and other abilties a monster possesses.
- Gain active skill "Speed Slash" (3 CD): Slashes an enemy quickly for {Attack Dice} - 2 damage. This skill grants initiative.
- 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.)
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Post Post #47 (isolation #29) » Thu May 30, 2019 5:32 am

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Not long after vanquishing the last goblin, another goblin appears. Then a second one and a third one appears. They seem to be getting pretty serious about slaying travellers now.

Battle #4
(Threshold
2
)
(2) Alpha : Goblin : HP = 5 | Attack = 1d3 | Defense = 1d2
(1) Beta : Goblin Flinger : HP = 4 | Attack = 1d2 | Defense = 0d2
(1) Charlie : Goblin Flinger : HP = 4 | Attack = 1d2 | Defense = 0d2

Beta is quick to throw a dart at Cerberus.
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


Charlie does the same to the worst.
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1
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Post Post #48 (isolation #30) » Thu May 30, 2019 5:33 am

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Cerberus sees the dart coming and is only barely hit by the dart. 14 HP left.
the worst, with his usual luck, does not see the dart, and the dart lands in his face. 8 HP left.
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Post Post #52 (isolation #31) » Thu May 30, 2019 10:46 am

Post by Ircher »

Cerberus charges valiantly forth to destroy the right flinger, Charlie. With one fell swoop of Cerberus's sword, Charlie falls to the ground, fatally wounded.

the worst stabs at the left slinger, Beta. Like Charlie, Beta collapses almost instantly when the worst's sword collides with it.

Alpha, outraged, swings its club at Cerberus.
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Post Post #53 (isolation #32) » Thu May 30, 2019 10:48 am

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The club hits Cerberus with a loud thud, and Cerberus takes 2 damage. 12 HP left.
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Post Post #56 (isolation #33) » Thu May 30, 2019 1:01 pm

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the worst thrusts his sword at Alpha, but he thrusts it in the wrong direction. Cerberus gets in on the action as well as he tries to sneak around Alpha. (4 total.) Alpha attempts to defend itself from the attackers.
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


Alpha then swings its wooden club at Cerberus.
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #57 (isolation #34) » Thu May 30, 2019 1:03 pm

Post by Ircher »

Alpha manages to dodge the worst's pitiful attack and partially parries Cerberus's blow with its shield. **Alpha has 3 HP left.**

Unfortunately, jumping out of the way of the worst's attack affects Alpha's counterattack's accuracy, and Alpha only barely manages to land a hit on Cerberus. **Cerberus has 13 HP left.**
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Post Post #60 (isolation #35) » Thu May 30, 2019 1:07 pm

Post by Ircher »

In post 59, the worst wrote:what the duck
Out of 8 dice rolls, you've rolled a 1 on 6 of them. Too bad there's no prize for such a(n) (un)lucky streak.
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Post Post #64 (isolation #36) » Thu May 30, 2019 1:26 pm

Post by Ircher »

In post 62, Cerberus v666 wrote:I have 11 hp left Ircher.

THE KILLING BLOW BELONGS TO MEEEEEE

1D6
Yeah, that makes sense. I was thinking your HP was too high.
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Post Post #65 (isolation #37) » Thu May 30, 2019 1:28 pm

Post by Ircher »

Alpha sees the incoming charge and raises its shield to defend...
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


Alpha then strikes its club at the worst.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #66 (isolation #38) » Thu May 30, 2019 1:29 pm

Post by Ircher »

Alpha deflects both the worst's and Cerberus's attacks perfectly and takes no damage.

Meanwhile, the worst is hit by Alpha's club for 2 damage. **the worst has 6 HP left.**
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Post Post #69 (isolation #39) » Fri May 31, 2019 3:39 am

Post by Ircher »

Cerberus slashes at Alpha, but Alpha is able to perfectly parry the blow. Unfortunately for Alpha, the worst sneaks around behind Alpha and stabs Alpha, causing Alpha to fall to the ground dead.

Total XP = 3
Average Level = 1.33
Participant XP = 1 XP @ Level 1

the worst gains 1 XP. He stays at level 1.
Cerberus v666 gains 1 XP. He stays at level 2.
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Post Post #70 (isolation #40) » Fri May 31, 2019 3:43 am

Post by Ircher »

As soon as Alpha was dispatched, another two goblins appear. They do seem rather keen on getting rid of you. Something about these two goblins make you feel they are stronger than the last three.

Battle #5
(Threshold 2)
Alpha : (2) Goblin Warrior : HP = 5 | Attack = 1d4 | Defense = 1d3
Beta : (2) Goblin Priest : HP = 2 | MP = 2 | Attack = 1d3 | Defense = 0d2
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Post Post #73 (isolation #41) » Fri May 31, 2019 10:26 am

Post by Ircher »

the worst stabs at Beta's eye, and with one fell swoop, Beta is dead.

Cerberus attempts to stab Alpha, but he misses. Alpha takes the time to counterattack with his axe.
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1 4-Sided Dice: (1) = 1
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Post Post #74 (isolation #42) » Fri May 31, 2019 10:27 am

Post by Ircher »

Taking advantage of Cerberus's position, Alpha lands a powerful blow. **Cerberus has 7 HP left.**
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Post Post #77 (isolation #43) » Fri May 31, 2019 1:20 pm

Post by Ircher »

the worst lunges at Alpha's eye once more, but he misses, and the attack lands off to the side. Cerberus, seeing the worst is in trouble, rushes in to help. As the goblin is busy parrying the worst's blow, Cerberus manages to get in attack from the side.
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


The goblin then proceeds to slash twice at Cerberus.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

Original Roll String: 1d4-2
1 4-Sided Dice: (2)-2 = 0
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Post Post #78 (isolation #44) » Fri May 31, 2019 1:24 pm

Post by Ircher »

Alpha is successful in parrying the worst's attack and manages to partially deflect Cerberus attack. **Alpha takes 3 damage and has 2 HP left.**

Cerberus, too busy trying to help the worst, takes a vicious blow to his side, but Alpha fumbles on the second slash and misses. **Cerberus takes 3 damage, and he has 4 HP left.**
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Post Post #82 (isolation #45) » Sat Jun 01, 2019 12:17 pm

Post by Ircher »

You can join anytime!
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Post Post #84 (isolation #46) » Sat Jun 01, 2019 12:31 pm

Post by Ircher »

Cerberus is the first to act, slashing at Alpha with a lightning-fast attack. Unfortunately for him, his attack misses as he slashes at the wrong location. (0 so far.) the worst is next to attack, and he lunges at Alpha's nose. He succeeds in landing his attack; however, he does not cut deeply leaving only a minor wound. (2 so far.) Finally, a newcomer jumps out a nearby tree onto the battlefield. He throws a weapon at Alpha and manages to knock Alpha over. The newcomer proceeds to stab Alpha until the poor goblin dies (though his effectiveness is hindered by the other two attackers.) (2 + 6 - 1 = 7 so far. That's more than enough to kill.)
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Post Post #86 (isolation #47) » Sat Jun 01, 2019 12:46 pm

Post by Ircher »

Base XP = 3 XP
Bonus XP = 2 XP
Total XP = 5 XP
Average Enemy Level = 2
Participant XP = 2 XP @ Level 2

the worst gains 2 xp. He levels up from level 1 to level 2!

Cerberus v666 gains 2 xp. He levels up from level 2 to level 3!

NotMySpamAccount gains 2 xp. He levels up from level 1 to level 2!


Level 3
(XP Needed: 5)
- Hitpoints = 15 |
Attack = 1d8
| Defense = 0d2
-
Mana Points = 3
(Restored when a player levels up or after 5 battles, whichever comes first.)
- Gain passive skill "Luck Mitigation": If you roll the minimum you can roll on an attack roll on three of your past four attack rolls, you may reroll the last roll once. (If you roll the minimum again.... Too bad!) After this skill activates, none of the previous minimums count. (However, if you managed to roll the minimum again on your reroll, that one counts.) The player is the primary one responsible for keeping track of this. The moderator will only verify that this skill is being used properly.
- Gain active skill "Guard" (0 CD): Instead of attacking, you can guard and halve the damage of the next attack made against you.
- Gain magic spell "Symbiosis" (1 Mana): Heals an ally by taking damage. You cannot give more HP than half what you currently possess, and you cannot die by using this spell. To determine the amount given, roll 2d3. You take that much damage, and an ally is healed for half that amount (rounded up).
- Gain magic spell "Fire" (1 Mana): Sears an enemy for 1d3 damage and ignores their defenses.
- Checkpoint level (If you die, you respawn at level 3.)
-----------------------------------------------------------------------------------------
Narrowly surviving the last fight, the group hopes to get some rest. Alas, luck is not on their side as yet more goblins begin to attack the group.

Battle #6
(Threshold
4
)
(3) Gobel : Level = 3 | HP = 15 | Attack = 1d4 | Defense = 1d4
(3) Gobaza : Level = 3 | HP = 11 | MP = 5 | Attack = 1d3 | Defense = 1d2
(3) Charlie : Goblin Flinger : HP = 5 | Attack = 1d2 | Defense = 1d2
(3) Delta : Goblin Flinger : HP = 5 | Attack = 1d2 | Defense = 1d2

Two of the goblins look to be very powerful. The other two appear weaker, but stronger than the goblins this group has previously faced. Charlie starts off the action by throwing a dart at NotMySpamAccount.
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

(Yes, that is the correct roll.)

Delta throws a dart very quickly at the worst.
Original Roll String: 1d3-1
1 3-Sided Dice: (1)-1 = 0
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Post Post #87 (isolation #48) » Sat Jun 01, 2019 12:48 pm

Post by Ircher »

NotMySpamAccount is too busy gloating over stealing a kill to notice the dart that comes flying his way. **NotMySpamAccount has 13 HP left.**
the worst attempts to roll to dodge the dart, but fails and is hit in the chest by it. **the worst has 13 HP left.**

Current Monster Status:
(3) Gobel : Level = 3 | HP = 15/15 | Attack = 1d4 | Defense = 1d4
(3) Gobaza : Level = 3 | HP = 11/11 | MP = 5/5 | Attack = 1d3 | Defense = 1d2
(3) Charlie : Goblin Flinger : HP = 5/5 | Attack = 1d2 | Defense = 1d2
(3) (I) Delta : Goblin Flinger : HP = 5/5 | Attack = 1d2 | Defense = 1d2
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Post Post #92 (isolation #49) » Sat Jun 01, 2019 1:23 pm

Post by Ircher »

In post 89, NotMySpamAccount wrote:I rush back up my tree and jump off, bringing a small knife down on Charlie.

Speed Slash:
Original Roll String: 1d6-2 (STATIC)
1 6-Sided Dice: (1)-2 = -1


Since I think that doesn't count towards the action threshold, I think that means I can do a normal attack too.

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


If I'm wrong, disregard that I suppose.
Regardless if it counts or not, players may only perform one action per player per round unless otherwise specified. That rule counts for Speed Slash as well.
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Post Post #93 (isolation #50) » Sat Jun 01, 2019 1:26 pm

Post by Ircher »

Since I'm feeling nice, if you want to change your action and do so in the next 30 minutes, I'll accept it. (You may also simply rescind it in case you are unsure what you want to do now.)

As a side note, this game has a Discord chat linked in the opening post. While you are by no means required to join it, it is recommended you do so as coordination tends to be a major aspect of this game.

Edit: Also note the following (relatively minor) change made to how initiative works (primarily for monsters):
Glossary wrote:
*Initiative
: See below.
**Players : The action does not count towards the action threshold.
**Monsters : Cancels out initiative advantages the players possess. (Basically, pair each monster with initiative to a player with initiative. If there are more players than monsters with initiative, then that difference is the number of extra actions the players may perform.)
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Post Post #95 (isolation #51) » Sat Jun 01, 2019 1:35 pm

Post by Ircher »

Speed Slash is useful when there are more players in the game than the current action threshold. For instance, speed slash was used last round, and that's why you were able to attack, as normally, only two people could act per battle (and two people had already done so when you attacked.)
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Post Post #103 (isolation #52) » Sun Jun 02, 2019 8:03 am

Post by Ircher »

NotMySpamAccount begins the round by attacking Charlie. He manages to land a powerful slice. (5 so far.)

Cerberus v666 takes the time to study Gobel. He obtains the following results:
Spoiler: Gobel Scrying Info
**Gobel : Level = 3 | HP = 15 | Attack = 1d4 | Defense = 1d4
- Passive Skill "Critical Hit": If this creature rolls a 4 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 "Double Slash" (4 CD): Slashes at an enemy twice for {Attack Dice} and {Attack Dice} - 2 damage.
- Active Skill "Poison Slash" (4 CD): Slashes at an enemy for {Attack Dice} - 1 damage. If the attack deals damage, the target is also poisoned for 2 rounds. Poisoned enemies take 1d3 damage at the end of every round.


the worst takes the time to study Gobaza. He obtains the following results:
Spoiler: Gobaza Scrying Info
**Gobaza : Level = 3 | HP = 11 | MP = 5 | Attack = 1d3 | Defense = 1d2
- 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.
- Magic Spell "Curse" (2 MP): Curses an enemy granting them a -1 modifier on all rolls for 2 rounds.
- Magic Spell "Fire" (1 MP): Sears an enemy for 1d3 damage and ignores defenses.
- Magic Spell "Symbiosis" (1 MP): Heals an ally by taking damage. You cannot give more HP than half what you currently possess, and you cannot die by using this spell. To determine the amount given, roll a 1d4. You will take this much damage, and you will heal an ally by half this amount (rounded up).


Meanwhile, Amzela is walking down the road when she suddenly stops. She thinks she can hear the sounds of swords and other indicators that a battle is present. Looking a little farther, she finds the ongoing battle and jumps into the fray with a strong slash directed at Charlie. (9 so far.)

Charlie lets out a final goblin scream as he falls to the ground dead.
----
"You will pay dearly for this!" hollers Gobel. Gobel's axe turns to a dark shade of purple. He swings his axe at Cerberus.
Original Roll String: 1d4-1
1 4-Sided Dice: (3)-1 = 2


Gobaza begins chanting an ancient Goblin ritual and making intricate gestures. Finally, his hands begin to glow black. He then points at NotMySpamAccount, and black wisps form around NotMySpamAccount.
NotMySpamAccount has been cursed for two rounds. Until the curse effect ends, NotMySpamAccount has a -1 modifier on all his rolls.


Delta shoots a dart at NotMySpamAccount.
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1 3-Sided Dice: (1) = 1
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Post Post #104 (isolation #53) » Sun Jun 02, 2019 8:07 am

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Cerberus, carefully studying Gobel, sees Gobel strike his axe at him just in time to move. While Cerberus does not succeed in avoiding the attack all together, he does succeed in avoiding the main force of it. **Cerberus has 14 HP left.**
Cerberus has been poisoned for two rounds. He will suffer 1d3 poison damage at the end of each round while poisoned.

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


NotMySpamAccount is not paying attention to his enemies' actions and is hit in the chest by Delta's dart. **NotMySpamAccount has 11 HP left.**
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Post Post #105 (isolation #54) » Sun Jun 02, 2019 8:07 am

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Cerberus takes 1 damage from poison leaving him with 13 HP.
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Post Post #110 (isolation #55) » Mon Jun 03, 2019 5:39 am

Post by Ircher »

NotMySpamAccount valiantly leads the charge and slashes at Gobaza. Unfortunately, due to the curse, NotMySpamAccount stumbles and falls on the way and misses.

Cerberus attacks next and cleanly dispatches Delta with his sword.

the worst lunges at Gobel. (3 so far.) Amzela stabs at Gobel as well, but she uses poor form decreasing the effectiveness of the attack. (5 so far.)
(Defense roll:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2


Gobaza decides to watch the battle for a moment before acting.

Gobel slashes at Cerberus v666.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #111 (isolation #56) » Mon Jun 03, 2019 5:43 am

Post by Ircher »

the worst and Amzela succeed in managing to land a few blows on Gobel for a total of 3 damage. **Gobel has 12 HP left.**

Gobel's slash cuts to the right a little bit too much reducing the force of the blow. **Cerberus has 11 HP left.**

Gobaza begins another goblin priestly ritual. It is different from the last one. Gobaza's hands begin to glow red with black wisps, and he points at Gobel. White light envelopes Gobel.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2


Cerberus also takes poison damage.
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


Cerberus is no longer poisoned, and NotMySpamAccount is no longer cursed.
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Post Post #112 (isolation #57) » Mon Jun 03, 2019 5:45 am

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Gobaza cries out in pain as some of his life force leaves him, transferred to Gobel. **Gobaza has 7 HP left. Gobel has 14 HP left.**

Cerberus takes 3 points of damage from poison. **Cerberus has 8 HP left.**
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Post Post #119 (isolation #58) » Mon Jun 03, 2019 10:05 am

Post by Ircher »

A man jumps out from behind some bushes and slashes at Gobaza. (2 so far to Gobaza.)

Meanwhile, Amzela leaps into the air and slashes at Gobel's face. (5 so far to Gobel.) the worst follows up the attack but stumbles in the process, decreasing the effectiveness of the attack. (7 so far.)

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


Finally, Cerberus runs around Gobaza and stabs the goblin in the heart. (2 + 5 = 7 so far to Gobaza.)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


Gobel slashes at McMenno.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4


Gobaza performs a goblin priestly ritual, and his hands begin to glow black. He points his hands in Cerberus's direction. Black wisps form around Cerberus.
Cerberus has been cursed (-1) for 2 rounds.
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Post Post #120 (isolation #59) » Mon Jun 03, 2019 10:10 am

Post by Ircher »

Amzela's sword brutually slices through Gobel's face leaving a nasty scar. **Gobel takes 5 damage and has 9 HP left.**

McMenno and Cerberus manage to deal 5 damage to Gobaza. **Gobaza has 2 HP left.**

While McMenno is busy attacking Gobaza, Gobel seizes the opportunity and lands a powerful blow on McMenno. McMenno is briefly stunned and takes 4 damage. **McMenno has 6 HP left.** (Due to an oversight on my part, no visible stun occurs because all status afflictions, etc. tick down one at the end of the round, so a one round stun does absolutely nothing against the players in this case.)
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Post Post #126 (isolation #60) » Tue Jun 04, 2019 3:02 am

Post by Ircher »

McMenno leads the charge and attempts to stab Gobel in the heart. He uses good form which increases the effectiveness of the attack. (4 so far.) the worst attacks next and barely manages to land a blow after nearly falling. (6 so far.) Then, Amzela slashes at Gobel's left arm. She has some success, but she is also hampered by the efforts of McMenno and the worst. (6 + 3 - 1 = 8 so far.) Last, but not least, Cerberus makes a powerful slash at Gobel's right leg. Once more, his effectiveness is reduced by the attacks of the other three players. Black wisps begin to surround Cerberus, and they manage to push against the force of Cerberus's blade, decreasing his effectivness further. (8 + 6 - 2 - 1 = 11 so far.) Gobel raises his shield to defend.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1


Gobel slashes at Cerberus.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4


Gobaza bashes McMenno with his staff.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #127 (isolation #61) » Tue Jun 04, 2019 3:06 am

Post by Ircher »

Despite McMenno's effective attack, it is matched by an equally effective defense from Gobel. Gobel takes 7 damage in all from the combined attacks. **Gobel has 2 HP left.**

Cerberus sees Gobel's incoming attack and manages to repel Gobel's attack before it cut too deeply into his skin. **Cerberus has 6 HP left.**

McMenno spent too much time concentrating on his attack that he neglected all defense. Gobaza's attack manages to have great effect. **McMenno has 3 HP left.**
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Post Post #132 (isolation #62) » Tue Jun 04, 2019 7:16 am

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Sure James! And welcome back!

Edit: Gobaza has healing grace so one more attack is needed to kill.
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Post Post #134 (isolation #63) » Tue Jun 04, 2019 7:27 am

Post by Ircher »

Since both enemies are guaranteed to be dead at this point, I'm ending the round early.
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Post Post #135 (isolation #64) » Tue Jun 04, 2019 7:43 am

Post by Ircher »

Chemist1422 is walking along the road when he sees the ongoing battle. He leaps in with a powerful slash and catches Gobel completely by surprise. Gobel falls to the ground, dead.

James Brafin was walking along the road alongside Chemist1422. After seeing Chemist1422 dispatch the leader, he decides to take on the one remaining enemy. He quickly stabs Gobaza in the heart. Gobaza falls to the ground, but then he gets backs up. Then, Amzela vanquishes Gobaza with one final stab.

Congratulations, you have won this battle!


Party Experience:

Base XP = 8 + 4 + 1 + 1 = 14
Bonus XP = 0
Average Enemy Level = 3.00
Number of Participants = 7
XP Per Participant = 2 XP @ Level 3.

(I'm trying a different scaling mechanism for awarding xp for players at different levels. So the values I end up using may be different from how I did it in the last game or in previous battles. And it may change in the future as well. I'll try to decide a consistent scheme at some point in the near future.)
(2) NotMySpamAccount gains 2 XP. NotMySpamAccount stays at level 2.
(3) Cerberus v666 gains 2 XP. Cerberus v666 stays at level 3.
(2) the worst gains 2 XP.
the worst levels up from level 2 to level 3!

(1) Amzela gains 3 XP.
Amzela levels up from level 1 to level 2!

(1) McMenno gains 3 XP.
McMenno levels up from level 1 to level 2!

(1) Chemist1422 gains 3 XP.
Chemist1422 levels up from level 1 to level 2!

(1) James Brafin gains 3 XP.
James Brafin levels up from level 1 to level 2!
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Post Post #136 (isolation #65) » Tue Jun 04, 2019 7:49 am

Post by Ircher »

While the party of adventurers are celebrating their recent victory, more goblins arrive on the road. They look pretty tough, but they are also noticably weaker than the last group.

Battle #7
(Threshold
3
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Alpha : (3) Goblin Warrior : HP = 7 | Attack = 1d4 | Defense = 1d3
Beta : (3) Goblin Warrior : HP = 7 | Attack = 1d4 | Defense = 1d3
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Post Post #143 (isolation #66) » Tue Jun 04, 2019 1:40 pm

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James Brafin raises his sword and shouts a barbarian battle cry. He teams up with the worst to completely obliterate Alpha. The poor goblin doesn't even have a chance to scream.

Meanwhile, Chemist1422 makes a bold stab at Beta. Beta raises her shield to defend.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Beta then swings her axe at Chemist1422.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4
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Post Post #144 (isolation #67) » Tue Jun 04, 2019 1:42 pm

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Alas, Beta sees right through Chemist1422's attack and blocks it perfectly. Though his attack failed, Chemist1422 is quick to notice Beta's counterattack, and Beta's axe only brushes Chemist1422's skin dealing minor damage. **Chemist1422 has 14 HP left.**
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Post Post #146 (isolation #68) » Tue Jun 04, 2019 1:51 pm

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I generally assume everyone has a sword, but I could try to remember you have a greataxe (and therefore cannot stab). I don't see any immediate issue that caused.

In general, unless I specify otherwise, the round ends after every enemy attacked. So yes, you may act again.
Edit: As a little side note, we still have the discord if you want to rejoin. It's still optional to join.
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Post Post #154 (isolation #69) » Wed Jun 05, 2019 4:05 am

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James Brafin yells yet another battle cry and swoops in to take out Beta this time. Beta's measly shield cannot withstand the weight of James Brafin's greataxe. the worst takes this opportunity to try to stab Beta from behind. But for some reason, the worst loses sight of his target and stabs Beta in the toe rather than in the heart. Just as things seem like they cannot possibly go any worse Beta, Inferno390 jumps out from the bushes and delivers the finishing blow. Beta collapses to the ground, completely devoid of life.

Congratulations, you have won this battle!


Party Experience:

Base XP = 2 + 2 = 4
Bonus XP = 1
Average Enemy Level = 3.0
Number of Participants = 4
XP Awarded Per Participant = 1.3 XP at Level 3.0.

(2) James Brafin gains 2 XP.
James Brafin levels up from level 2 to level 3!

(3) the worst gains 1 XP. the worst stays at level 3.
(2) Chemist1422 gains 2 XP.
Chemist1422 levels up from level 2 to level 3!

(1) Inferno390 gains 2 XP.
Inferno390 levels up from level 1 to level 2!
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Post Post #155 (isolation #70) » Wed Jun 05, 2019 4:28 am

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At last, the endless goblin assaults seem to stop. You continue walking down the road when you finally spot a cave. "That must be where the goblins are coming from!" shouts one of you. You decide to take a vote as to whether or not to enter the cave. The result of the vote was unaminous: it was time to show those goblins what happens when they randomly attack strangers on the road. All eight of you enter the cave, hacking and slashing at goblins until you finally find the source of your troubles: the goblin throne room.

In it, you see three goblins and one robed man. One of the goblins is wearing a purple cloak and a golden crown. He is also sitting atop a fancy looking chair. The other two goblins appear to be the king's personal guardians. You are surprised they tolerate the presence of the robed man in the room. The room suddenly becomes very cold. "All humans must die!" yells the king, and the battle begins...

Battle #8
(Threshold
5
)
(4) Goblomancer : Summoner : Level = 4 | HP = 17/17 | MP = 19/19 | Attack = 1d3 | Defense = 1d3
(4) King Goblo : Goblin : Level = 4 | HP = 22/22 | Attack = 1d6 | Defense = 1d4
(3) Golenea : Goblin : Level = 3 | HP = 9/9 | Attack = 1d4 | Defense = 1d4
(3) Goblalotto : Goblin : Level = 3 | HP = 9/9 | Attack = 1d4 | Defense = 1d4
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Post Post #166 (isolation #71) » Wed Jun 05, 2019 11:54 am

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You can freely change your target without rerolling.
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Post Post #171 (isolation #72) » Wed Jun 05, 2019 2:34 pm

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Note: NotMySpamAccount's attack does not count. The thing about speed slash is it has to be used BEFORE the action threshold is reached.
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Post Post #172 (isolation #73) » Wed Jun 05, 2019 2:40 pm

Post by Ircher »

Cerberus v666 relays orders to the other adventurers and takes the time to study the Goblomancer. He learns the following information:

Spoiler: Goblomancer Scrying Info
**Goblomancer : Summoner : Level = 4 | HP = 17 | MP = 19 | Attack = 1d3 | Defense = 1d3
- 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 "Stun Immunity": This creature is immune to stuns.
- Passive Skill "Summoning Mastery" (level 2): Can summon a maximum of two creatures at a time.
- Special Skill "Siphon Soul" (Maximum Three Times): Siphons the soul of an ally. The ally dies, but you regain health equal to twice the creature's remaining health. Note: After using this skill, your health cannot exceed your maximum hitpoints.
- Summoning Spell "Summon Goblin" (1 MP): Summons a level 3 goblin. (Note: Summons do not grant experience. Summons cannot attack on the round they are summoned.)
- Summoning Spell "Summon Goblin Flinger" (2 MP): Summons a level 3 goblin flinger.
- Summoning Spell "Summon Goblin Warrior" (3 MP): Summons a level 3 goblin warrior.
- Summoning Spell "Summon Goblin Priest" (3 MP): Summons a level 3 goblin priest.
- Magic Spell "Minor Heal" (2 MP): Heals 1d3 hitpoints of an ally.
- Magic Spell "Symbiosis" (1 MP): Heals an ally by taking damage. You cannot give more HP than half what you currently possess, and you cannot die by using this spell. To determine the amount given, roll a 1d6. You will take this much damage, and you will heal an ally by half this amount (rounded up).
- Magic Spell "Bless" (2 MP): Blesses an ally granting them a +1 modifier on all rolls for 2 rounds.
- Magic Spell "Curse" (2 MP): Curses an enemy granting them a -1 modifier on all rolls for 2 rounds.


Amzela follows Cerberus's lead and watches King Goblo's movements. She learns the following information:
Spoiler: King Goblo Scrying Info
**King Goblo : Goblin : Level = 4 | HP = 22 | Attack = 1d6 | Defense = 1d4 | XP @ 4 = 15
- 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 "Critical Hit" : If Goblecka rolls a 6 on their attack, the target is critically hit and briefly stunned for two rounds. 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 this creature makes with their weapon (if it applies damage) will coat the target in poison for 2 rounds. The poison deals 1d3 damage each turn.
- Active Skill "Speed Slash" (3 CD) : Slashes an enemy quickly for {Attack Dice} - 2 damage and grants Goblo initiative.


Meanwhile, Inferno390 begins the group's attack. While talking in a certain accent, he slashes at Golenea. Unfortunately, he is too busy focusing on his accent to pay attention to what he was doing; as a result, his effectiveness is decreased. (2 so far.) Next, James Brafin appears to charge at King Goblo with his barbarian rage. But at the very last moment, he u-turns and deals a mighty crushing blow to Golenea who was not expecting the attack. (2 + 8 = 10 so far.)
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
(^defense roll applied to the 10 above.)
Last, but certainly not least, the worst gets in on the action and assaults Golenea as well. Despite interference from the other two attackers, the worst still manages to stab Golenea in the eye. (10 + 6 - 1 = 15 total.)
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Post Post #173 (isolation #74) » Wed Jun 05, 2019 2:46 pm

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Golenea collapses to the ground, vanquished by the worst and the other two attackers.

The robed man maintains his cold stare. "It is the end of the line for you adventurers. Though you may have vanquished one goblin, a new one shall soon take her place. Come forth and slay these people!" he states in a calm voice. He begins to move his hands in all sorts of weird ways, and he begins spouting words in another language. Soon, a being coalesces in front of the robed man.

(3) Goblomancer Alpha : Goblin Priest : HP = 4 | MP = 3 | Attack = 1d3 | Defense = 1d2 has been summoned!


On the other hand, King Goblo is outraged by the killing of one of his personal guards. "NOOOOOO! HUMANS MUST DIE!!!" he screams. Seeing as the worst dealt the killing blow, the goblin king strikes his axe at the worst.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5


Goblalotto attacks James Brafin.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2
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Post Post #174 (isolation #75) » Wed Jun 05, 2019 2:51 pm

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King Goblo's axe slices right through the worst leaving a bloody and painful scar. **the worst has 11 HP left.** Meanwhile, James Brafin in true barbarian fashion, bears the full brunt of Goblalotto's attack and takes heavy damage. **James Brafin has 11 HP left.**

Edit:
Also, from this point forward, if you wish to change your target, you receive a -1 modifier per change. You still do not have to reroll.
I will update the rules accordingly when I remember and when I have the time (which isn't now).
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Post Post #188 (isolation #76) » Thu Jun 06, 2019 3:15 am

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Inferno390 dives at the Goblomancer. (2 so far.) the worst follows up with a powerful slash at the Goblomancer's neck. (10 so far.) James Brafin is next to attack, and he draws upon his inner barbarian strength to increase its potency. (10 + 6 - 1 = 15 so far.) Cerberus v666 is the fourth attacker, and he attempts to stab the Goblomancer in the heart. Due to interference, his effectiveness is greatly decreased. (15 + 6 - 2 = 19 total.)
(Defense roll:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

Finally, Amzela tries to attack the Goblomancer as well but fails due to all the other attackers.
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Post Post #189 (isolation #77) » Thu Jun 06, 2019 3:22 am

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The combined attacks of Inferno390, James Brafin, the worst, and Cerberus v666 deal a powerful blow to the Goblomancer. He collapses to the ground, but then a bright white light envelopes him. The Goblomancer manages to stand back up, and his complexion has changed from calm to angry in an instant. **The Goblomancer has 1 HP left.**

"Fools! I am the Goblomancer; I cannot and will not be killed by you vermin! I shall draw upon the power that is innate within each creature I summon and use it to restore my own health!" shouts the robed man. The goblin priest that the Goblomancer had summoned the previous round disappears without a trace, and the Goblomancer is once more enveloped in a brilliant white light. **The Goblomancer has 9 HP left.**

King Goblo decides to attack Amzela because he feels like it.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3


Goblalotto attacks Cerberus v666.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #190 (isolation #78) » Thu Jun 06, 2019 3:26 am

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Amzela is knocked back by the force of King Goblo's greataxe and is momentarily stunned.
Amzela is stunned for two rounds. During this time, she cannot attack or use other actions. (She can still defend, but since none of you have defense dice, it doesn't really matter.)


Cerberus v666 sees Goblalotto's attack coming and manages to avoid the main force of the attack, but he still suffers minor damage. **Cerberus v666 has 4 HP left.**
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Post Post #196 (isolation #79) » Thu Jun 06, 2019 4:24 am

Post by Ircher »

Yes, I am taking suggestions. And that isn't a bad idea at all.
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Post Post #209 (isolation #80) » Thu Jun 06, 2019 3:19 pm

Post by Ircher »

No. Reread the description; it works the same way as for players.

If you have 2+ HP and healing grace, it takes at least two attacks to kill you. And the first X attacks must bring your hp to 1 or less with the subsequent attack being the killing one.
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Post Post #217 (isolation #81) » Fri Jun 07, 2019 11:26 am

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(expired on 2019-06-07 20:56:37) til the round ends unless a player (that hasn't already acted) acts in that time.
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Post Post #219 (isolation #82) » Fri Jun 07, 2019 11:38 am

Post by Ircher »

the worst already acted.
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Post Post #223 (isolation #83) » Fri Jun 07, 2019 12:49 pm

Post by Ircher »

James Brafin jumps into the air and brings his mighty axe down on the Goblomancer. (4 so far.) Inferno390 follows up and attempts to crush the Goblomancer. Unfortunately, crushing is not an effective style for the weapon he is using, and his attack fails to have much impact. (5 so far.) the worst yells out a taunt and slashes at the Goblomancer from behind. The Goblomancer is caught by surprise and is unable to respond, taking heavy damage. (5 + 8 - 1 = 12 so far. Regardless of the defensive roll, the Goblomancer would be at or below 1 HP.) The Goblomancer collapses to the ground.

NotMySpamAccount slashes quickly at King Goblo. Alas, he completely misses his target. (0 so far.)

Cerberus v666, though wounded, summons the courage to conduct a magical ritual. His hands begin to glow a bright red. He points at the Goblomancer, and a red fireball is launched in the Goblomancer's direction. "HOW CAN THIS BE?!" shouts the Goblomancer, "THIS IS NOT THE END OF ME!" Though heavily wounded, the Goblomancer is able to teleport out of the area.

McMenno joins up with NotMySpamAccount and attempts to stab King Goblo in the chest.
(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3


King Goblo swings his greataxe at Inferno390.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5


Goblalotto attacks James Brafin.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3
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Post Post #224 (isolation #84) » Fri Jun 07, 2019 12:52 pm

Post by Ircher »

McMenno's attack, while valiant, is a failure as the goblin king manages to easily avoid it. Unlike the goblin king, Inferno390 is not so lucky and is hit by the full force of the goblin king's greataxe.
Inferno390 is stunned for two rounds.
**Inferno390 has 9 HP left.**

James Brafin is too busy focusing on offense that he fails to see Goblalotto's attack coming. **James Brafin has 8 HP left.**

Amzela is no longer stunned.
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Post Post #227 (isolation #85) » Fri Jun 07, 2019 2:08 pm

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Yes y'all do!
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Post Post #235 (isolation #86) » Sun Jun 09, 2019 8:47 am

Post by Ircher »

James Brafin begins casting a magical spell. He hands glow bright white, and he points in the direction of Cerberus v666. White light envelopes Cerberus v666, healing him. **Cerberus v666 has 6 HP left.** At the same time, red wisps appear around James Brafin and slightly drains his life force. **James Brafin has 4 HP left.** (Well that didn't help y'all much...)

Cerberus v666 sends a powerful slash at Goblalotto. (7 on Goblalotto so far.)

Chemist1422 stabs at King Goblo, but he stumbles, which severely limits his effectiveness. (1 on King Goblo so far.) the worst attempts to help Chemist1422, but he also stumbles on the way there. (4 on King Goblo so far.)
(Defense roll:)
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1


Amzela helps Cerberus v666 and attempts to crush Goblalotto with the pummel of her sword. (7 + 5 = 12 so far.) Surprisingly, it is rather effect, and Goblalotto collapses to the ground. He then manages to stand back up, but you can tell he is exhausted. **Goblalotto has 1 HP left.**

King Goblo attempts to crush Chemist1422 with his greataxe:
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6


Goblalotto attempts to stab the worst:
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1


(Note that NotMySpamAccount's attack does not count as once again, it's the sixth action when the action threshold is five.)
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Post Post #236 (isolation #87) » Sun Jun 09, 2019 8:52 am

Post by Ircher »

Despite their clumsiness, Chemist1422 and the worst do manage to land a minor blow on King Goblo. **King Goblo has 21 hitpoints left.**

King Goblo manages to land a powerful blow on Chemist1422, but not one powerful enough to stun Chemist1422. **Chemist1422 has 9 hitpoints left.**

Goblalotto manages to stab the worst in the heart and deals major damage. **the worst has 8 hitpoints left.**

Edit: Note that Inferno390 is no longer stunned.
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Post Post #246 (isolation #88) » Mon Jun 10, 2019 7:51 am

Post by Ircher »

(Note: Chemist1422's action does not count as it was the sixth action in the round.)

James Brafin begins and charges at King Goblo. He attempts to crush the goblin king with the weight of his greatsword. (5 so far.) the worst follows up with a jump and slashes at the goblin king's neck. (9 so far.)

Cerberus v666 begins performing the ritual needed to shoot fire. His hands begin to glow a light red, and he points in the direction of Goblalotto. A red beam of light sears Goblalotto, burning him to a crisp. **Goblalotto is dead.**

Amzela attempts to smack King Goblo with the pummel of her sword. She has some success, but she also has trouble finding an opportunity to attack due to interference from other attackers. (9 + 4 - 1 = 12 so far.) NotMySpamAccount throws a tin can that he has in his backpack at the goblin king. Alas, his aim is off and the can heads in the opposite direction of where NotMySpamAccount wanted it to go. (12 + 2 - 2 = 12 so far.)
(Defense roll:)
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4


King Goblo raises his greataxe and then attempts to slice the worst into two pieces.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #247 (isolation #89) » Mon Jun 10, 2019 7:54 am

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King Goblo succeeds in ducking down to evade the worst's attack, but he still takes heavy damage from the other attackers. **King Goblo has 13 HP left.**

King Goblo comes crushing down on the worst leaving a severe head scar. **the worst has 3 HP left.**
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Post Post #253 (isolation #90) » Tue Jun 11, 2019 10:18 am

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(expired on 2019-06-11 21:18:12) until the round ends unless other people act.
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Post Post #256 (isolation #91) » Tue Jun 11, 2019 11:21 am

Post by Ircher »

the worst charges recklessly into battle despite his low health. Not only is he reckless in his charge, he also manages to trip on the way causing his attack to be rather ineffective. (2 so far.) Inferno390 follows up with an uppercut slash. (5 so far.) Chemist1422 is next to attack, and he attacks with a very slow slash to the goblin king's legs. (5 + 3 - 1 = 7 so far.) Amzela attempts to whack King Goblo with the pummel of her sword again. Alas, swords are not meant for crushing, and she barely lands a hit. (7 + 3 - 2 = 8 so far.) James Brafin attempts to channel his barbarian rage and slice King Goblo with his axe. Unfortunately, his rage clouds his ability to see, and his axe randomly slices through the air. (8 + 3 - 3 = 8 so far.)
(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3


The goblin king swings his greataxe at Chemist1422.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #257 (isolation #92) » Tue Jun 11, 2019 11:25 am

Post by Ircher »

King Goblo manages to evade the worst's attack and to partially block Inferno390's slash with his greataxe. He takes some damage from the other attackers that he could not fend off. **King Goblo has 9 HP left.**

Chemist1422 is busy attacking to recognize King Goblo's attack. The axe digs into his skin causing a major scar before Chemist1422 manages to escape the attack. **Chemist1422 has 4 HP left.**
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Post Post #265 (isolation #93) » Tue Jun 11, 2019 1:35 pm

Post by Ircher »

That should be enough damage to kill.

Should I end the round early?
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Post Post #267 (isolation #94) » Tue Jun 11, 2019 1:42 pm

Post by Ircher »

I'll give it another (expired on 2019-06-11 21:27:31). If no one objects in that timeframe, I'll end the round early. Alternatively, if everyone agrees to end it early (or at least all the level 3's), I'll end it potentially sooner.

Edit:
the worst - Okay!
Cerberus v666 - Okay!
Chemist1422 - Okay!
James Brafin - Busy, so doesn't really matter.
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Post Post #271 (isolation #95) » Tue Jun 11, 2019 2:47 pm

Post by Ircher »

the worst heads into battle and stabs King Goblo in the heart. (6 so far.) Inferno390 follows up by smashing his sword's pummel into King Goblo, knocking him onto the ground. (12 so far. 9 - (12 - 4) = 9 - 8 = 1 hp left.) Finally, NotMySpamAccount leaps into the air and slashes downward at the Goblin King, vanquishing him.

Congratulations, you are victorious!


Party Experience:

Base XP = 11 + 15 + 3 + 3 = 32 XP
Bonus XP = 4 XP
Average Enemy Level = (4 + 4 + 3 + 3) / 4 = 3.5
Number of Participants = 8
XP Awarded Per Participant = 4.5 XP at Level 3.5.

(3) Cerberus v666 gains 5 xp.
Cerberus v666 levels up from level 3 to level 4!

(2) Amzela gains 5 xp.
Amzela levels up from level 2 to level 3!

(2) Inferno390 gains 5 xp.
Inferno390 levels up from level 2 to level 3!

(3) James Brafin gains 5 xp.
James Brafin levels up from level 3 to level 4!

(3) the worst gains 5 xp.
the worst levels up from level 3 to level 4!

(2) NotMySpamAccount gains 5 xp.
NotMySpamAccount levels up from level 2 to level 3!

(2) McMenno gains 5 xp.
McMenno levels up from level 2 to level 3!

(3) Chemist1422 gains 5 xp.
Chemist1422 levels up from level 3 to level 4!


Level 4
(XP Needed: 10)
- Hitpoints = 15 |
Attack = 1d6 + 1d2
|
Defense = 1d3

-
Mana Points = 4
|
1 Stat Point

- Gain passive skill "Adrenaline Rush": If you have 1 HP or less remaining (and you are still alive), your normal attacks deal double damage, your direct-damage spells cost zero MP to cast, and your active skills have zero cooldown.
- Gain active skill "Double Slash" (4 CD): Slashes an enemy twice for {Attack Dice} and {Attack Dice} - 2 damage.
- Gain active skill "Meditate" (7 CD): Spend some time meditating to restore 1d2 hitpoints.
- Gain magic spell "Examine Creature" (1 Mana): Equivalent to using the level 1 active skill "Scry Monster". In addition, the creature's inventory will be revealed.
- Gain magic spell "Curse" (2 Mana): Curses a target giving their dice rolls a -1 modifier for 2 rounds.
- Gain magic spell "Bless" (2 Mana): Blesses a target giving their dice rolls a +1 modifier for 2 rounds.
- Upgrade active skill "Scry Monster" to level 2 (0 CD): Tells you the special skills, spells, and other abilties a monster possesses. You also gain initiative with this skill.
- Skills and spells now have levels! Be sure to indicate what level a spell or skill is when you use it. You may freely use the lower level version of spells and skills if you prefer. (I may ask you to confirm such an action though.)
- You now possess stat points! Stat points may be exchanged for 3 HP or 1 MP each, and you may reallocate them every level (or when you die and respawn, presuming your respawn level has them).

The next battle will begin after everyone who can has allocated their stat points or in (expired on 2019-06-11 22:15:33).
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Post Post #272 (isolation #96) » Tue Jun 11, 2019 3:16 pm

Post by Ircher »

Chapter 1: The Goblin King has been cleared!


Having finally slain the goblin king, the group of adventurers head back to town and celebrate their victory. Alas, their celebrations do not last. A large group of gelatinous slimes appear inside the inn. Luckily, all the other customers are able to escape by group teleportation spells prepared by the innkeeper for emergency usage. Unfortunately for the group of adventurers, now officially known as the Murderhobos, they are left behind to deal with the slimes. (The innkeeper decided not to teleport them after hearing of their battles against the goblin terrors.)

Chapter 2: The Mystical Slimes begins!


Battle #9
(Threshold
3
)
(3) Alpha : Slime : HP = 13/13 | Attack = 1d6 | Defense = 0d2
(3) Beta : Slime : HP = 13/13 | Attack = 1d6 | Defense = 0d2
(3) Charlie : Slime : HP = 13/13 | Attack = 1d6 | Defense = 0d2
(3) Delta : Slime : HP = 13/13 | Attack = 1d6 | Defense = 0d2
(3) Echo : Slime : HP = 13/13 | Attack = 1d6 | Defense = 0d2
(3) Foxtrot : Slime : HP = 13/13 | Attack = 1d6 | Defense = 0d2
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Post Post #277 (isolation #97) » Wed Jun 12, 2019 2:51 am

Post by Ircher »

two separate rolls.
Edit: So 4 rolls for double slash.
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Post Post #280 (isolation #98) » Wed Jun 12, 2019 7:50 am

Post by Ircher »

next time, do it like this for double slash:

Code: Select all

[dice]1d6 [/dice]
[dice]1d2 [/dice]

[dice]1d6 [/dice]
[dice]1d2-2 [/dice]
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Post Post #282 (isolation #99) » Wed Jun 12, 2019 8:00 am

Post by Ircher »

That's a good question, let me check....

Actually no, it doesn't qualify.

It is actually treated as 1+2=3 for the first attack and 1+1-2=0 for the second attack. Keep in mind that even though you roll the 1d6 and 1d2 separately, they are treated as if they were a single 1d6+1d2 roll.

That said, if in your next threee rolls, you roll a 2 total on two of them, that would qualify (since each double slash attack roll is considered separately).
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Post Post #289 (isolation #100) » Thu Jun 13, 2019 12:01 pm

Post by Ircher »

Inferno390 leads the charge and slashes quickly at Alpha. Unfortunately, he ends up slashing at thin air. (0 so far on Alpha.)

Cerberus v666 takes the time to analyze Alpha's movements. He learns the following information:
Spoiler: Alpha Scrying Info
Slime : HP = 13 | Attack = 1d6 | Defense = 0d2
It's just a vanilla slime creature!


James Brafin proceeds to slash twice at Alpha. He manages to land a hit with his first slash, but the slime manages to slither out of the way of the second slash. (0 + 3 + (2 - 2) = 3 so far on Alpha.) **Alpha has 10 HP left.**

Alpha retaliates against James Brafin:
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

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


Seeing as Alpha is already occupied by two other attackers, Amzela turns her attention to Beta. She hurries over to Beta and slashes in a downward motion. (8 so far on Beta.) Then, the worst jumps in and performs a diagonal slash at Beta. (8 + 6 = 14 so far on Beta.) Beta lets out a shrill noise and dies.

Charlie slithers toward the worst:
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

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


Delta slithers towards Inferno390:
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6


Echo attempts to coat Amzela in slime:
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6


Foxtrot attempts to coat Amzela in slime:
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #290 (isolation #101) » Thu Jun 13, 2019 12:07 pm

Post by Ircher »

Alpha manages to make contact with James Brafin, but James Brafin quickly leaps away. **James Brafin has 17 HP left.**

the worst is too busy gloating over his recent win over Beta to notice Charlie's approach. The slime covers him in a deep coat of goo before the worst moves out of the slime. **the worst has 10 HP left.**
Note: the worst also still has an unallocated stat point.


Inferno390 is busy thinking about his failure of an attack allowing Delta to take advantage of the situation. **Inferno390 has 9 HP left.**

Amzela remains alert but is unable to handle two threats at once and ends up covered with a transparent gooey substance. **Amzela has 11 HP left.**
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Post Post #297 (isolation #102) » Fri Jun 14, 2019 4:31 am

Post by Ircher »

Ah shoot.....

@James Brafin:
You were already on cooldown from using double slash last round. You can't use speed slash this round. That invalidates inspiratieloos's action this round, but I'll accept your action as a normal attack. (As a reminder, all cooldowns are global.) (If I had caught it sooner, I may have allowed a different option, but at this point, it's a bit late to change it.)
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Post Post #298 (isolation #103) » Fri Jun 14, 2019 4:38 am

Post by Ircher »

Cerberus v666 slashes twice at Alpha. He successfully cuts his blade through the slime dealing major damage. (5 + (6 - 2) = 9 so far on Alpha.) **Alpha has 1 HP left.**

Inferno390 swings his sword at Delta. He succeeds in cutting off some pieces of the slime. (4 so far on Delta.) **Delta has 9 HP left.**

James Brafin attempts to hack some pieces off of Charlie. He has a good degree of success. (7 so far on Charlie.) **Charlie has 6 HP left.**

Alpha attacks Inferno390.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3


Charlie attacks Cerberus v666 alongside Echo.
(Charlie:)
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

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

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


Delta attacks Amzela.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5


Foxtrot attempts to coat James Brafin in a layer of goo.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #299 (isolation #104) » Fri Jun 14, 2019 4:42 am

Post by Ircher »

The slime touches Inferno390 and coats him in a thick layer of goo. **Inferno390 has 3 HP left.**

Cerberus v666 is on his guard but he is mercilessly attacked by two of the slimes. **Cerberus v666 has 8 HP left.**

Amzela is unable to escape the approaching slime, but she manages to break free of the slime's grasp in a quick manner of time. **Amzela has 7 HP left.**

James Brafin sees Foxtrot coming and evades the approaching slime.
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Post Post #310 (isolation #105) » Sat Jun 15, 2019 2:16 pm

Post by Ircher »

Round ends in (expired on 2019-06-16 14:31:38).
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Post Post #312 (isolation #106) » Sun Jun 16, 2019 9:01 am

Post by Ircher »

NotMySpamAccount attempts to quickly dispatch Alpha, but he misses completely. (0 so far on Alpha.) Chemist1422 proceeds to try his luck, but he slashes thin air as well. (0 so far on Alpha.) Then, Inferno390 finally deals the killing blow to Alpha. The slime withers up and dies.

A new person runs fearlessly into the inn. He stabs his sword at the slime known as Charlie. (4 so far on Charlie.) the worst helps out and slashes the slime into little bits and pieces, killing it.

Delta creeps towards NotMySpamAccount.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2


Echo attempts to cover Chemist1422 in a deep layer of slime.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

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


Foxtrot approaches the worst.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

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


Inferno390 can use an active skill again.


Other notes:
Chemist1422 still needs to allocate their stat point.
the worst still needs to allocate their stat point.
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Post Post #313 (isolation #107) » Sun Jun 16, 2019 9:04 am

Post by Ircher »

Delta encases NotMySpamAccount in a thin layer of slime before NotMySpamAccount escapes the slime. **NotMySpamAccount has 12 HP left.**

Chemist1422, who is distracted, also gets covered in a thin layer of slime by Echo. **Chemist1422 has 12 HP left.**

Foxtrot is really intent on hugging the worst and coats the worst in a very thick layer of slime. **the worst has 6 HP left.**
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Post Post #318 (isolation #108) » Mon Jun 17, 2019 3:31 am

Post by Ircher »

James Brafin, seeing his friend is being attacked, jumps in to rescue him and slashes furiously at Foxtrot. (4 so far.) the worst follows up with another slash to the side of the gelatinous slime. (10 so far.) Finally, Chemist1422 dives in and hacks the slime to itsy bitsy pieces.

Delta moves towards Chemist1422:
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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


Echo moves towards the worst:
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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

---
James Brafin can use active skills again.

Note to Chemist1422: You should be doing the following roll as you are level 4:

Code: Select all

[dice]1d6[/dice]
[dice]1d2[/dice]


I didn't note this last time because it was too late to change and wouldn't have made a difference. Here, the roll is favorable for you, so again, I'm accepting your roll as is.

the worst still needs to allocate his stat point.
Chemist1422 still needs to allocate his stat point.
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Post Post #319 (isolation #109) » Mon Jun 17, 2019 3:36 am

Post by Ircher »

Chemist1422 makes an attempt to avoid the incoming slime, but Delta is much faster than Chemist1422, and it coats him in a very thick layer of slime. **Chemist1422 has 8 HP left.**

Echo sees its opportunity and fearlessly jumps at the worst. the worst is momentarily stunned by the sudden movement and is only able to escape the slime after accumulating a large layer of goo. **the worst has 2 HP left.**
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Post Post #321 (isolation #110) » Mon Jun 17, 2019 6:22 am

Post by Ircher »

Also, I've thought about it some, and from now on, symbiosis will heal the targeted player by 75% (rounded up) of the roll, rather than 50%.


(Half is too little from the few times people have used the spell.)
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Post Post #325 (isolation #111) » Mon Jun 17, 2019 8:55 am

Post by Ircher »

In post 324, inspiratieloos wrote:
In post 321, Ircher wrote:
Also, I've thought about it some, and from now on, symbiosis will heal the targeted player by 75% (rounded up) of the roll, rather than 50%.


(Half is too little from the few times people have used the spell.)
Honestly, even at 100% it still wouldn't be that good.

You're wasting a turn while doing net damage to the party (or doing nothing at 100%), and given the way the threshold works losing a player doesn't actually decrease damage output that much.

Cerberus dealt 4 damage to himself to heal the worst for 3, if he had instead attacked one of the slimes one more attack would likely have killed it, saving 1-6 hitpoints to someone. So the party now takes 1+1d6-1d3 (assuming the slime hits a player with defence)-> ~2.5 more damage than we would have with a normal attack instead of the 'heal'. That's not even taking into account the mana that could have been spent on something else.

I think that's a problem with most skills/spells in the game though, in most cases they're not actually better than just using a basic attack. Only the two cooldown strikes are actually good skills to use when available.

Attack Echo
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (4) = 4
Everything has their usefulness in certain situations. Honestly, I made the symbiosis spell similar to a spell in another game I've played, and it worked in a similar fashion. Nevertheless, I'm open to suggestions, so don't feel discouraged to say what you think should be said.

Also, dying is pretty significant because you don't keep all your level and experience, so the overall power of the entire party decreases.
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Post Post #326 (isolation #112) » Mon Jun 17, 2019 9:06 am

Post by Ircher »

Cerberus v666 begins casting a magic spell. Cerberus's hands begin to glow a bright white color. He points in the direction of the worst, and white light envelopes the worst. Meanwhile, red wisps drain Cerberus's own life force. **the worst has 5 HP left.** **Cerberus v666 has 4 HP left.**

James Brafin channels his inner being and strikes twice at Echo. He successfully hacks some pieces off with his first strike, but he misses his second strike. (6 so far.) inspiratieloos follows up with another slash and hacks more pieces off Echo. **Echo has 4 HP left.**

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


Echo attacks James Brafin:
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

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


Cerberus v666 can use active skills again.

NotMySpamAccount can use active skills again.

Chemist1422 can use active skills again.
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Post Post #327 (isolation #113) » Mon Jun 17, 2019 9:08 am

Post by Ircher »

Delta manages to coat inspiratieloos in a thin layer of slime. **inspiratieloos has 7 HP left.**

James Brafin sees Echo's approach, but he is unable to completely evade the incoming attack. **James Brafin has 16 HP left.**
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Post Post #330 (isolation #114) » Mon Jun 17, 2019 9:25 am

Post by Ircher »

That's to Delta I presume (correct me if I'm wrong).
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Post Post #334 (isolation #115) » Mon Jun 17, 2019 9:38 am

Post by Ircher »

RIP LOL
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Post Post #336 (isolation #116) » Mon Jun 17, 2019 9:51 am

Post by Ircher »

inspiratieloos slashes viciously at Echo, killing it.

James Brafin hacks off a large chunk of Delta. (6 so far.) Cerberus v666 goes in for the killing strike. Delta withers up and dies a sad death.

Congratulations, you won this battle!


Party Experience:

Base XP = 1 + 1 + 1 + 1 + 1 + 1 = 6 XP
Bonus XP = 6 XP
Average Enemy Level = (3 + 3 + 3 + 3 + 3 + 3) / 6 = 3.0
Number of Participants = 8
XP Awarded Per Participant = 1.5 XP at Level 3.0.

(3) Inferno390 gains 2 XP. Inferno390 stays at level 3.
(4) Cerberus v666 gains 1 XP. Cerberus v666 stays at level 4.
(4) James Brafin gains 1 XP. James Brafin stays at level 4.
(3) Amzela gains 2 XP.
Amzela levels up from level 3 to level 4!
(Please allocate your stat point at your earliest convenience.)
(4) the worst gains 1 XP. the worst stays at level 4. (Please allocate your stat point at your earliest convenience.)
(3) NotMySpamAccount gains 2 XP.
NotMySpamAccount levels up from level 3 to level 4!
(Please allocate your stat point at your earliest convenience.)
(4) Chemist1422 gains 1 XP. Chemist1422 stays at level 4. (Please allocate your stat point at your earliest convenience.)
(1) inspiratieloos gains 3 XP.
inspiratieloos levels up from level 1 to level 2!
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Post Post #338 (isolation #117) » Mon Jun 17, 2019 10:04 am

Post by Ircher »

Upon defeating the group of slimes, the townsfolk return to the inn, and before you can do otherwise, they provide you with a couple of silver coins.
The party has obtained 12 silver coins.


The innkeeper, while unable to provide all of you with a room to stay for the night, offers to sell the party some items. Here is what is on offer:

Innkeeper's Stock:

1. Lesser Healing Potion (5 Silver): Heals 1d4 hitpoints of a player.

2. Lesser Curing Potion (4 Silver): Cures a single status affliction of a player. The player may choose which one. This potion does not work against certain status afflictions such as fear and curse.

3. Power Tablet (8 Silver): Increases the result of your next roll by 1.

4. Numbing Powder (3 Silver): Roll a 1d6 and select an enemy target. If a 6 is rolled, the enemy is bound for one round. Bound status is a lesser form of stun; however, certain skills like Scry Monster can still be used while bound. (Ask the moderator for specifics.)

(Note that players may both use an item and perform another action in a single round. Exceptions may apply; if in doubt, please contact the game moderator.)

The next battle will commence in (expired on 2019-06-18 12:35:55) or after everyone posts or after the party runs out of money.
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Post Post #340 (isolation #118) » Mon Jun 17, 2019 10:28 am

Post by Ircher »

In post 337, inspiratieloos wrote:Okay, my analysis of all the skills:
Active Skills:

*Scry Monster - Tells you the special skills, spells, and other abilities a monster possesses.
**Level 1 (PLV 2) (0 CD): None.
Definitely not worth an action at this point, since most monsters don't have relevant information and even if they did we don't really have relevant abilities to use the info, by the time scrying might be relevant the lvl2 should be available to most players

**Level 2 (PLV 4) (0 CD): Also gain initiative.
At this point, probably not worth one of the highest level players taking a turn off, by the time it becomes relevant this would be pretty good probably


*Speed Slash - Attack an enemy and gain initiative.
**Level 1 (PLV 2) (3 CD): {Attack Dice} - 2 damage.
Free damage, the best skill available


*Guard - Decreases damage taken from the next few attacks.
**Level 1 (PLV 3) (0 CD): Half damage from 1 attack.
Lose the group an action, would be useful for low HP players if it had initiative.


*Double Slash - Slashes an enemy twice in one action.
**Level 1 (PLV 4) (4 CD): {Attack Dice} and {Attack Dice} - 2 damage.
free damage, would be good if it wasn't strictly worse than quick slash 99% of the time due to longer CD, if it had the same CD as Quick Slash they'd both be situationally better


*Meditate - Spends time meditating to regain hitpoints and mana points.
**Level 1 (PLV 4) (7 CD): 1d2 hitpoints and 0 mana points.
problem is that it runs on the same CD as QS and DS so you'd give up using them to save this, would otherwise be situationally pretty good as an escape for a player at 1 HP


Passive Skills:

*Luck Mitigation - When rolling the minimum value on an attack roll multiple times in the recent past you may reroll the attack role that triggered this skill a certain number of times (or until you get a more favorable result.)
**Level 1 (PLV 3): 3 out of 4 to trigger; 1 reroll.
nice small bonus, always good to help the players that get sucky rolls


*Adrenaline Rush - When health is critically low, normal attacks deal double damage, direct damage spells cost zero mana to cast, and skills do not have cooldowns.
**Level 1 (PLV 4): 1 HP or lower.
Actually really powerful, probably too powerful? A player can go to 1 hp, do a free huge hit with DS and then get healed before the monsters can respond. Might be more balanced if it was a choice to use and prevented being healed for a time.


Spells:

*Symbiosis - Gives HP to an ally by taking damage. 75% of the damage you take (rounded up) is given to the target in the form of HP. One cannot give so much HP that they die from using this spell, and this spell cannot kill you.
**Level 1 (PLV 3) (1 MP): 2d3 damage taken.
Really bad unless used to bring a player from 1 HP to above 1 HP, the recent buff doesn't help.


*Fire - Sears an enemy and ignores enemy defenses.
**Level 1 (PLV 3) (1 MP): 1d3 damage.
Way too weak, a normal attack vs defence hits harder than this, also only useful if you're the only person attacking otherwise the next player to hit it will trigger defence anyway. Would be situationally good (whenever you're the only person hitting an armoured enemy) if the damage was actually close to a basic attack.


*Examine Creature - Tells you the special skills, spells, and other abilities a monster possesses. In addition, reveals the monster's inventory.
**Level 1 (PLV 4) (1 MP): None.
I assume an upgrade to this will come that gives it initiative, basically the same thing as scry but slightly better at the cost of mana, though shouldn't the names be switched? Scry usually implies a spell while examine implies mundane investigation.


*Curse - Curses a target and lowers their effectiveness for some time.
**Level 1 (PLV 4) (2 MP): -1 modifier for 2 rounds.
At best 4 points (2 attacks and 2 defends) worse than a basic attack at that level. At this level increasing the length wouldn't do much because most monsters die within 2 rounds of focussed attacks anyway.


*Bless - Blesses a target and increases their effectiveness for some time.
**Level 1 (PLV 4) (2 MP): +1 modifier for 2 rounds.
Same as curse, but worse because the monsters aren't necessarily going to attack the buffed player, OTOH increasing the length would actually make this significantly better.
Thanks for the feedback.

As for meditate, it's suppose to come at a huge drawback. Healing can be pretty powerful, especially under this game's rules where players generally require at least two hits to die.

Blessing/Cursing can be useful sometimes as some attacks may have effects that only occur if some condition is met such as the attack dealing damage. I agree that they're pretty weak right now, but also, modifiers can be really useful.

Fire is more useful than you think. It's good for guaranteeing kills on enemy's with defenses. The last set of enemies didn't have defenses, so it's pretty useless then. The damage is low because it isn't meant to be spammed; I like how I've seen the spell be used in practice.

You're probably right about symbiosis, but it's the only real way of healing other players at the moment.

I liked your suggestion for guard; higher levels will see a more useful variant.

As for Scry Monster versus Examine Creature, you're right that the names should be swapped, but Scry Monster came first and then I thought of Examine Creature.

I consider Adrenaline Rush to be fine, even with the caveat you mentioned because in practice, people are going to avoid staying at 1 HP if they can help it.

That's just my perspective on the issue, and like I said, feel free to continue to provide feedback.

Pedit: You would just have to bold the purchases, although it would probably be best to confirm with the others.
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Post Post #344 (isolation #119) » Tue Jun 18, 2019 5:50 am

Post by Ircher »

The Murderhobos pay the innkeeper ten silver coins and receive two lesser healing potions in return. The innkeeper then proceeds to offer the group of brave adventurers some additional information, "This isn't the first time those slimes attacked. I think they're coming from a dark cave to the east of here." Following this lead, the group decides to hunt down these slimes so that they no longer bother the townsfolk. As the group is walking towards the cave that the innkeeper gave them information about, they are attacked by a small group of colored slimes.

Battle #10
(Threshold 3)
(4) Alpha : Blue Slime : HP = 9/9 | Attack = 1d6 | Defense = 0d2
(4) Beta : Blue Slime : HP = 9/9 | Attack = 1d6 | Defense = 0d2
(4) Charlie : White Slime : HP = 9/9 | MP = 10/10 | Attack = 1d4 | Defense = 0d2
(4) Delta : Orange Slime : HP = 9/9 | Attack = 1d6 | Defense = 0d2
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Post Post #348 (isolation #120) » Tue Jun 18, 2019 8:14 am

Post by Ircher »

Yes, it resets.
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Post Post #350 (isolation #121) » Wed Jun 19, 2019 7:35 am

Post by Ircher »

(expired on 2019-06-19 21:35:31) until the round ends.
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Post Post #352 (isolation #122) » Wed Jun 19, 2019 9:17 am

Post by Ircher »

The white-colored slime emits a menacing aura. Believing it to be the most powerful of the group, James Brafin slashes twice at it. He succeeds in hacking off several bits and pieces from the slime. (3 + 5 = 8 so far on Charlie.) Amzela proceeds to hack more pieces off of Charlie. The slime lets out a shrill sound before dying.

Cerberus v666 slashes downward at Alpha cutting off an entire section of the slime. **Alpha has 2 HP left.**

Alpha attempts to hug James Brafin:
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

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


Beta creeps towards Cerberus v666:
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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


Delta attempts to cover Amzela in a thick layer of goo:
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #353 (isolation #123) » Wed Jun 19, 2019 9:20 am

Post by Ircher »

James Brafin leaps out of the way before Alpha can reach him. Cerberus v666 manages the same against Beta.

Amzela is not so fortunate. Despite her best efforts to avoid the incoming slime, Delta still manages to contact her. As soon as the orange slime touches her, Amzela feels confused.
Amzela has been stunned for 2 rounds.
**Amzela has 15 HP left.**
Edited because I don't bother checking my own notes apparently.
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Post Post #355 (isolation #124) » Wed Jun 19, 2019 9:33 am

Post by Ircher »

Oh is it orange? Ummm... One second lol
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Post Post #356 (isolation #125) » Wed Jun 19, 2019 9:35 am

Post by Ircher »

Okay, Amzela is stunned for two rounds, not cursed.

For some reason, I automatically thought it was black and didn't double-check. (Well, now you know what black slimes do.)
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Post Post #361 (isolation #126) » Thu Jun 20, 2019 6:36 am

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(expired on 2019-06-20 18:36:01) until the round ends.
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Post Post #364 (isolation #127) » Thu Jun 20, 2019 7:16 am

Post by Ircher »

You are ninja late Chemist1422!
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Post Post #366 (isolation #128) » Thu Jun 20, 2019 7:26 am

Post by Ircher »

Fearless as ever, James Brafin leaps into battle and hacks several pieces of slime off of Delta. (6 so far.) Cerberus v666 quickly follows James Brafin and finishes off the slime. **Delta is dead.**

inspiratieloos charges towards Alpha and cuts downward with his sword, vanquishing the foul slime. **Alpha is dead.**

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


Amzela is no longer stunned.
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Post Post #367 (isolation #129) » Thu Jun 20, 2019 7:28 am

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Beta is very slow in its attack, and inspiratieloos quickly manages to get out of the grip of the slime. Despite avoiding most of the damage, inspiratieloos feels slightly drained by the blue slime. **inspiratieloos has 14 HP left.**

I didn't get the difficulty correct on this battle.
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Post Post #370 (isolation #130) » Thu Jun 20, 2019 10:53 am

Post by Ircher »

The following changes are being made:


1. Bless and curse now last for three rounds rather than two.

2. Guard is now called Defensive Slash (2 CD): Slash at an enemy for {Attack Dice} - 4 damage. You will take half damage for one round.

3. Symbiosis is being changed to the following (1 Mana): Protects an ally by taking some of the damage they would otherwise take for them. You will take half of all damage (before defenses) they receive rounded up. Your ally will take half of all damage they receive (before defenses) rounded down. This effect lasts for one round.

Edit:
One other change: If you do not post in the thread for 72 hours and you are still considered to be /inned to the game, I will send you a reminder pm. This is mainly meant to help those who may have forgotten they were in this game or that it exists. If you no longer want to play, you may /out at any time.
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Post Post #376 (isolation #131) » Fri Jun 21, 2019 4:01 am

Post by Ircher »

inspiratieloos steps towards Beta, but he fumbles his attack and barely strikes at the slime with his sword. (1 so far.) the worst joins inspiratieloos to help him. He manages to hack off some bits of slime. (5 so far.) James Brafin comes in and deals the killing blow. (5 + 5 - 1 = 9 so far.) **Beta is dead.**

Party Experience:

Base XP = 4 + 4 + 3 + 2 = 13 XP
Bonus XP = 0 XP
Average Enemy Level = (4 + 4 + 4 + 4) / 4 = 4.0
Number of Participants = 5
XP Awarded Per Participant = 2.6 XP at Level 4.0.

(4) James Brafin gains 3 XP. James Brafin stays at level 4.
(4) Amzela gains 3 XP. Amzela stays at level 4.
(4) Cerberus v666 gains 3 XP. Cerberus v666 stays at level 4.
(2) inspiratieloos gains 4 XP.
inspiratieloos levels up from level 2 to level 3!

(4) the worst gains 3 XP. the worst stays at level 4.
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Post Post #377 (isolation #132) » Fri Jun 21, 2019 4:14 am

Post by Ircher »

The group of adventurers take a short while to rest. Thankfully, no monsters attacked them while they were resting.
The party has regained all of their mana and three points of health each.
The group then finally finishes their trip to the cave of slimes. On arriving there, they are greeted by a dazzling array of colored slimes and one bigger, colorless slime. Strangely enough, not all of the slimes begin moving towards you. The bigger slime appears to be directing the smaller colored slimes.

Battle #11
(Threshold
4
)
(5) Gamma Slime : Slime : Level = 5 | HP = 28/28 | Attack = 1d3 + 1d2 | Defense = 0d2
(4) Alpha : Red Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Beta : Red Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Charlie : Orange Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Delta : Orange Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Echo : Yellow Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Foxtrot : Green Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Golf : Blue Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Hotel : Blue Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) India : Purple Slime : HP = 10/10 | MP = 6 | Attack = 1d6 | Defense = 0d2
(4) Juliet : White Slime : HP = 10/10 | MP = 10/10 | Attack = 1d4 | Defense = 0d2
(4) Kilo : White Slime : HP = 10/10 | MP = 10/10 | Attack = 1d4 | Defense = 0d2
(4) Lima : Black Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Mike : Black Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2

Active Battle Effect: In a single round, only seven of the slimes may attack.
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Post Post #400 (isolation #133) » Sun Jun 23, 2019 8:24 am

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pagetop.

Y'all have one action left.
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Post Post #402 (isolation #134) » Sun Jun 23, 2019 9:19 am

Post by Ircher »

James Brafin leaps into battle and slashes twice quickly at Charlie. Charlie tries to back away, but James Brafin is too fast. The slime takes heavy damage from the first strike before dying to the second one. **Charlie is dead.**

the worst begins studying the movements of the large slime. It takes awhile, but he learns the following information. He also suspects that there may be additional information that he is unable to gleam from performing a non-magical scry.
Spoiler: Gamma Slime Scrying Info
**Gamma Slime : Slime : Level = 5 | HP = 28 | Attack = 1d3 + 1d2 | Defense = 0d2
- Passive Skill "Leader": While this creature is alive, this creature's allies follow its orders. (The specifics of this effect are hidden. This skill may be beneficial to its enemies... or it may be harmful, who knows?)
- 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 "Stun Immunity": This creature is immune to stuns.
- Active Skill "Quick Slime" (3 CD): Coats an enemy in slime quickly for {Attack Dice} - 2 damage. This skill also grants initiative.
- Active Skill "Slime Ball" (2 CD): Spits a ball of slime at an enemy for {Attack Dice} + 1 damage.
- Active Skill "Slime Field" (4 CD): Increases everyone's cooldowns (both friendly and hostile, but excluding this creature) by two rounds. This skill deals no damage.


Cerberus v666, a very courageous man, attacks twice at Delta. While his first strike is a bit of a flop, his second strike hits accurately and hacks off a large chunk of Delta. (8 so far on Delta.)

Inferno390 takes the opportunity to catch the Gamma Slime by surprise and attacks it swiftly. He manages to land a hit. (2 so far on Gamma Slime.) **Gamma Slime has 26 HP left.**

inspiratieloos enters the battle and quickly slices a small chunk off of Delta, killing the slime. **Delta is dead.**

Chemist1422 runs towards Lima and slashes twice with his sword. He hacks off large pieces of the slime with each strike, killing it with the second strike. **Lima is dead.**

Not Known 15 is walking randomly along the road when he comes across a cave. Feeling a bit curious, he decides to enter the cave only to find a battle is already ongoing. He decides to join the Murderhobos in their battle and slashes at India. He stumbles on the way there, but he still manages to deal some damage. **India has 8 HP left.**
----
The Gamma Slime begins emitting a foul substance from its mouth. It fills the surrounding air, and while it is not poisonous, it makes it much harder to concentrate.
Everyone's cooldown timers have increased by 2 rounds.


Echo, the yellow-colored slime, moves towards James Brafin:
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4


Foxtrot, the green-colored slime, creeps towards NotMySpamAccount:
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

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


India, the purple-colored slime, begins moving in strange motions and uttering incoherent sounds. Purple wisps form around the slime. India then makes a movement towards James Brafin, and the wisps fly towards him. James Brafin is suddenly consumed by a wave of fear.
James Brafin is scared for three rounds. Scared players are unable to act and unable to defend.


Juliet also begins making the motions and sounds needed to cast a spell. Angry white wisps coelesce around the slime before flying towards Chemist1422 and the worst.
(Chemist1422:)
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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

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

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


Kilo begins casting yet another spell. This time, red wisps form around Kilo before moving towards the worst.
(This roll ignores defenses.)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Golf attacks Not Known 15.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #403 (isolation #135) » Sun Jun 23, 2019 9:26 am

Post by Ircher »

James Brafin is too afraid to move and takes major damage from Echo. **James Brafin has 12 HP left.** He also finds himself covered in a nasty acidic substance, causing him to take further damage.
James Brafin is covered in acid for 1 round. Acid deals 1d4 damage every round it is active and ignores defenses.

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


NotMySpamAccount leaps out of the way just in time to avoid Foxtrot's slimy touch.

Both Chemist1422 and the worst take four damage from the whirling tornado that comes flying that way. They are also stunned for two rounds. **Chemist1422 has 10 HP left. the worst has 4 HP left.**

The red wisps are very faded, and the worst is only slightly burned by them. **the worst has 3 HP left.**

Not Known 15, not knowing what to do, just stands there as Golf closes in on him. **Not Known 15 has 4 HP left.**
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Post Post #404 (isolation #136) » Sun Jun 23, 2019 9:27 am

Post by Ircher »

James Brafin takes an additional one damage from acid. He is no longer covered in acid. **James Brafin has 11 HP left.**

Current Enemy Statuses
(Threshold 4)
(5) Gamma Slime : Slime : Level = 5 | HP = 26/28 | Attack = 1d3 + 1d2 | Defense = 0d2 | 3 CD
(4) Alpha : Red Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2 | 1 CD
(4) Beta : Red Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2 | 1 CD
(4) Charlie : Orange Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Delta : Orange Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Echo : Yellow Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2 | 1 CD
(4) Foxtrot : Green Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2 | 1 CD
(4) Golf : Blue Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2 | 1 CD
(4) Hotel : Blue Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2 | 1 CD
(4) India : Purple Slime : HP = 8/10 | MP = 3/6 | Attack = 1d6 | Defense = 0d2 | 1 CD
(4) Juliet : White Slime : HP = 10/10 | MP = 8/10 | Attack = 1d4 | Defense = 0d2 | 1 CD
(4) Kilo : White Slime : HP = 10/10 | MP = 9/10 | Attack = 1d4 | Defense = 0d2 | 1 CD
(4) Lima : Black Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Mike : Black Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2 | 1 CD

Active Battle Effect: In a single round, only seven of the slimes may attack.
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Post Post #410 (isolation #137) » Sun Jun 23, 2019 10:30 am

Post by Ircher »

Pretty sure you're stunned @the worst.
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Post Post #414 (isolation #138) » Sun Jun 23, 2019 11:01 am

Post by Ircher »

I'll consider doing a bestiary... No promises there.

Actually, I might do it off of observed scrying info rather than observed skills. I like to keep some things a bit on the more mysterious side.
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Post Post #416 (isolation #139) » Sun Jun 23, 2019 12:29 pm

Post by Ircher »

The spell stuns. You remember tornado from last time? That's the spell that was used.
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Post Post #418 (isolation #140) » Sun Jun 23, 2019 12:37 pm

Post by Ircher »

Ircher wrote:Both Chemist1422 and the worst take four damage from the whirling tornado that comes flying that way.
They are also stunned for two rounds.
**Chemist1422 has 10 HP left. the worst has 4 HP left.**
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Post Post #421 (isolation #141) » Mon Jun 24, 2019 7:03 am

Post by Ircher »

Perfect timing!
Symbiosis is being changed yet again after further feedback. It is now called "Redirection Shield" (1 Mana): Protects an ally by taking some of the damage they would otherwise take for them and by giving your ally a protective shield. You will take half of all damage (before defenses) they receive rounded up. Your ally will take half of all damage they receive (before defenses) rounded down. In addition, enemies that attack players who have this spell active (target, not caster) receive 1d2 damage (ignores defenses). This effect lasts for one round.
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Post Post #422 (isolation #142) » Mon Jun 24, 2019 7:25 am

Post by Ircher »

Inferno390 boldly attacks India. He manages to hack a few chunks off of the slime. (5 so far on India.) Not Known 15 joins him and finishes the job. **India is dead.**

inspiratieloos performs an uppercut slash at Kilo. Alas, he stumbles and almost misses the slime completely. (1 so far on Kilo.) Cerberus v666 follows up with a powerful horizontal slash. (8 so far on Kilo.) **Kilo has 2 HP left.**
----
The large Gamma Slime creeps towards Cerberus v666.
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

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


Mike attempts to hug Not Known 15.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5


Seeing James Brafin cowering in fear, Golf takes the opportunity to attack.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2


The yellow slime Echo slithers towards inspiratieloos.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4


Juliet begins performing a spell ritual. Red wisps form around the slime who then makes a movement in the direction of McMenno. The wisps begin traveling in McMenno's direction.
(Ignores defenses:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


India also begins performing a spell ritual. White light briefly envelopes the slime's body, and you notice that the slime's size seems to have increased.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3


The other blue slime, Hotel, starts moving towards Inferno390.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

----
Recovery Information:

the worst is no longer stunned. the worst may use active skills again.
NotMySpamAccount may use active skills again.
Amzela may use active skills again.
McMenno may use active skills again.
Chemist1422 is no longer stunned.
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Post Post #423 (isolation #143) » Mon Jun 24, 2019 7:37 am

Post by Ircher »

Cerberus v666 is not paying much attention to the Gamma Slime's movements, but as soon as the slime contacts him, he leaps away. **Cerberus v666 has 5 HP left.**

Mike barely gets a chance to hug Not Known 15 before he moves out of the way. **Not Known 15 has 3 HP left.** Not Known 15 suddenly feels something is different, though he can't quite tell what it is.
Not Known 15 is cursed for two rounds and has a -2 modifier on all roles.


Golf manages to coat James Brafin in a small layer of goo before changing its mind and moving back towards the other slimes. The slime's touch makes James Brafin feel a little tired and drained. **James Brafin has 8 HP left and 3 MP left.**

Echo manages to succeed in its goal of touching inspiratieloos, but it doesn't manage to do much more than that. Alas, a brief moment of contact is all that is needed for the acid in the slime to seep into inspiratieloos's skin. **inspiratieloos has 14 HP left.**
(Acid damage:)
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4


A brilliant red light envelopes McMenno causes him to take some damage. **McMenno has 13 HP left.**

(I got the name wrong earlier, please excuse my error. It should've been fairly clear what I meant.)
The white slime Kilo seems to move with increased vigor and strength. It's also bigger than before. **Kilo has 5 HP left.**

The blue slime Hotel also succeeds in its goal and leaves Inferno390 feeling mentally drained. **Inferno390 has 4 HP left and 2 MP left.**
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Post Post #424 (isolation #144) » Mon Jun 24, 2019 7:39 am

Post by Ircher »

inspiratieloos takes a further one damage from acid.
inspiratieloos is no longer covered in acid.
**inspiratieloos has 13 HP left.**
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Post Post #425 (isolation #145) » Mon Jun 24, 2019 7:39 am

Post by Ircher »

Current Enemy Statuses:
(Threshold 4)
(5) Gamma Slime : Slime : Level = 5 | HP = 26/28 | Attack = 1d3 + 1d2 | Defense = 0d2 | 2 CD
(4) Alpha : Red Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Beta : Red Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Charlie : Orange Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Delta : Orange Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Echo : Yellow Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Foxtrot : Green Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Golf : Blue Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Hotel : Blue Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) India : Purple Slime : HP = DEAD | MP = 3/6 | Attack = 1d6 | Defense = 0d2
(4) Juliet : White Slime : HP = 10/10 | MP = 7/10 | Attack = 1d4 | Defense = 0d2
(4) Kilo : White Slime : HP = 5/10 | MP = 9/10 | Attack = 1d4 | Defense = 0d2
(4) Lima : Black Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Mike : Black Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2

Active Battle Effect: In a single round, only seven of the slimes may attack.
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Post Post #440 (isolation #146) » Tue Jun 25, 2019 5:24 am

Post by Ircher »

I'll start color-coding the health numbers for enemies as an experiment to see how it goes. Gray for dead, red for dangerously low, yellow for about medium, green for high health, and normal color for full health. If any of these colors are hard to see, let me know.


Inferno390 leads the charge and slashes at Kilo. The slime shrivels up and lets out one final screetch. **Kilo is
dead
.**

inspiratieloos focuses on Juliet next and sends a slash that way. Though at first he stumbles, by some miracle, he manages to hack a huge chunk of Juliet off. (5 so far on Juliet.) Another adventurer by the name of Jackal711 is walking down the road when he hears the sounds of battle. Feeling pity on the poor group, he jumps in and hacks at Juliet, killing the slime. **Juliet is
dead
.**

Last but not least, Amzela charges in and hacks at Foxtrot. She manages to deal some damage. (3 so far on Foxtrot.) **Foxtrot has
7
HP left.**
----
The Gamma Slime sees James Brafin is still cowering in fear and takes the opportunity to attack:
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


The yellow slime Echo looks in Chemist1422's direction and sends a yellow ball of
doom
acid his way.
Chemist1422 is covered in acid for three rounds.

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


Golf creeps towards Cerberus v666.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

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


The green slime Foxtrot also summons a huge green ball and spits it in Amzela's direction.
Amzela is poisoned for three rounds.

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


Mike moves its black body towards Amzela as well.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

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


Hotel slithers towards Not Known 15.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3


Alpha attempts to give inspiratieloos a hug.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

----
James Brafin is no longer scared.

Not Known 15 is no longer cursed.
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Post Post #441 (isolation #147) » Tue Jun 25, 2019 5:32 am

Post by Ircher »

The defenseless James Brafin is consumed by the large Gamma Slime and takes heavy damage. **James Brafin has
3/18
HP left.**

Chemist1422 takes three damage from the acid that is seeping into his skin. **Chemist1422 has
7/18
HP left.**

Cerberus v666 sees Golf from a mile away and manages to escape its grasp.

Amzela can feel the poison coursing through her body and takes two damage from poison. Despite trying to run away, her legs could not outrace Mike and she takes an additional two damage. She also feels different, but she is unsure what it is.
Amzela is cursed (-2) for two rounds.
**Amzela has
14/18
HP left.**

Not Known 15 is not paying any attention to the battlefield and is utterly consumed by Hotel. He collapses to the ground; however, thanks to a mysterious force, he is able to stand back up.
**Not Known 15 has
1/10
HP left!**


inspiratieloos is hugged very tightly by Alpha before he escapes. **inspirateloos has
7/15
HP left.**
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Post Post #442 (isolation #148) » Tue Jun 25, 2019 5:33 am

Post by Ircher »

Current Monster Statuses
(Threshold 4)
(5) Gamma Slime : Slime : Level = 5 | HP =
26
/28 | Attack = 1d3 + 1d2 | Defense = 0d2
(4) Alpha : Red Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Beta : Red Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Charlie : Orange Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Delta : Orange Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Echo : Yellow Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2 | 2 CD
(4) Foxtrot : Green Slime : HP =
7/10
| Attack = 1d6 | Defense = 0d2 | 1 CD
(4) Golf : Blue Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Hotel : Blue Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) India : Purple Slime : HP =
DEAD
| MP = 3/6 | Attack = 1d6 | Defense = 0d2
(4) Juliet : White Slime : HP =
DEAD
| MP = 7/10 | Attack = 1d4 | Defense = 0d2
(4) Kilo : White Slime : HP =
DEAD
| MP = 7/10 | Attack = 1d4 | Defense = 0d2
(4) Lima : Black Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Mike : Black Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2

Active Battle Effect: In a single round, only seven of the slimes may attack.
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Post Post #446 (isolation #149) » Tue Jun 25, 2019 6:30 am

Post by Ircher »

TYou can attack as well, just as a reminder.

Edit: Also, regardless if you attack, that action does count towards the threshold, so keep that in mind.
Last edited by Ircher on Tue Jun 25, 2019 7:14 am, edited 1 time in total.
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Post Post #449 (isolation #150) » Tue Jun 25, 2019 7:42 am

Post by Ircher »

Umm... What's the -1 for? You aren't cursed and even if you were, it would be -2.
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Post Post #453 (isolation #151) » Tue Jun 25, 2019 8:29 am

Post by Ircher »

Cerberus v666 leads the charge and slashes at the yellow slime, Echo. He manages to hack a few pieces off of the slime. (4 so far on Echo.) Jackal711 follows up with an uppercut slash hacking more chunks off. (7 so far on Echo.) Not Known 15 gulps down a Lesser Healing Potion and feels slightly revitalized. **Not Known 15 has
2/10
HP left.** He then jumps in and attacks Echo as well. (9 so far on Echo.) **Echo has
1/10
HP left.**

Inferno390 sends a mighty slash downward at Foxtrot, killing the slime in one fell swoop. **Foxtrot is
dead
.
----
The Gamma Slime shoots a ball of slime at Not Known 15. (Dice roll skipped because it matters not.)

The yellow slime Foxtrot attempts to hug Amzela.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

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


Mike attacks NotMySpamAccount.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

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


Golf creeps towards inspiratieloos.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3


Hotel slithers towards Inferno390.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5


Alpha attacks James Brafin.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

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


Beta attacks Not Known 15 as well. The combined efforts of the Gamma Slime and Beta are enough to overpower Not Known 15, killing him.
Not Known 15 has died. You may re-/in at level 1 in 3 rounds. You will automatically be revived if the battle ends before then.


Amzela takes poison damage.
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Chemist1422 takes acid damage.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

----
Amzela is no longer cursed.
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Post Post #454 (isolation #152) » Tue Jun 25, 2019 8:38 am

Post by Ircher »

Amzela sprints far away from Echo, completely avoiding Echo*. NotMySpamAccount manages a similar outcome against Mike. Amzela does take minor damage from the poison within her. **Amzela has
13/18
HP left.**

Golf hugs inspiratieloos for a moment before letting him go. inspiratieloos feels somewhat tired. **inspiratieloos has
4/15
HP left and 2 MP left.**

Hotel sneakily gets behind Inferno390 and gives him a huge hug. Inferno390 feels very tired and collapses to the ground momentarily before getting back up.
**Inferno390 has
1/15
HP left and 1 MP left.**


James Brafin sees Alpha approaching him just in time to jump out of the way.

Chemist1422 takes some damage from the acid that is running in his system. **Chemist1422 has
6/18
HP left.**

(* - Once again, I wrote the wrong name down. When you have a lot of them, it's easy to do I guess. Please excuse my error again.)

----
Current Monster Statuses
(Threshold 4)
(5) Gamma Slime : Slime : Level = 5 | HP =
26/28
| Attack = 1d3 + 1d2 | Defense = 0d2
(4) Alpha : Red Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Beta : Red Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Charlie : Orange Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Delta : Orange Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Echo : Yellow Slime : HP =
1/10
| Attack = 1d6 | Defense = 0d2 | 1 CD
(4) Foxtrot : Green Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Golf : Blue Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Hotel : Blue Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) India : Purple Slime : HP =
DEAD
| MP = 3/6 | Attack = 1d6 | Defense = 0d2
(4) Juliet : White Slime : HP =
DEAD
| MP = 7/10 | Attack = 1d4 | Defense = 0d2
(4) Kilo : White Slime : HP =
DEAD
| MP = 7/10 | Attack = 1d4 | Defense = 0d2
(4) Lima : Black Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Mike : Black Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2

Active Battle Effect: In a single round, only seven of the slimes may attack.


Death Count = 1
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Post Post #459 (isolation #153) » Tue Jun 25, 2019 10:40 am

Post by Ircher »

James Brafin leaps into battle and slashes at Hotel. He trips on the way and only manages to hack off a small piece of the blue slime. (3 so far on Hotel.)

Jackal711 performs a horizontal slash against Echo, finishing the slime. **Echo is
dead
.**

the worst joins with James Brafin and cuts off a large chunk from Hotel. (8 so far on Hotel.) Cerberus v666 throws Inferno390 a lesser healing potion that he gulps down greedily. **Inferno390 has
3/15
HP left.** Cerberus v666 then performs the killing slash against Hotel. **Hotel is dead.**
----
The Gamma Slime moves towards Jackal711.
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


Mike teams up with the large slime in the attack.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5


Golf attempts to hug James Brafin.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

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


Alpha creeps towards McMenno.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1


Beta moves towards inspiratieloos.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6


Amzela takes further damage from poison.
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


Chemist1422 takes further damage from acid.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2


----
Amzela is no longer poisoned.

Chemist1422 is no longer covered in acid.

Inferno390 can use active skills again.

inspiratieloos can use active skills again.
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Post Post #460 (isolation #154) » Tue Jun 25, 2019 10:49 am

Post by Ircher »

Jackal711 is able to react to the Gamma Slime's attack quickly taking minor damage, but Mike who was approaching from the other side takes advantage of the opportunity. **Jackal711 has
5/10
HP left.** Jackal711 feels different, but he isn't quite sure why.
Jackal711 is cursed for two rounds and has a -2 modifier on all dice rolls.


James Brafin sees Golf trying to hug him and hurriedly moves out out of reach.

Alpha touches McMenno and then rethinks his decision and leaves McMenno alone. **McMenno has
12/15
HP left.**

As soon as Beta touches inspiratieloo's skin, inspiratieloos leaps into the air and out of the range of the slime, thus suffering minor damage. **inspiratieloos has
3/15
HP left.**

Amzela takes high damage from the poison running in her blood. **Amzela has
10/18
HP left.**

Chemist1422 likewise takes high damage from acid. **Chemist1422 has
3/18
HP left.**
----
Current Monster Statuses
(Threshold 4)
(5) Gamma Slime : Slime : Level = 5 | HP =
26/28
| Attack = 1d3 + 1d2 | Defense = 0d2
(4) Alpha : Red Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Beta : Red Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Charlie : Orange Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Delta : Orange Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Echo : Yellow Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2 | 1 CD
(4) Foxtrot : Green Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Golf : Blue Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Hotel : Blue Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) India : Purple Slime : HP =
DEAD
| MP = 3/6 | Attack = 1d6 | Defense = 0d2
(4) Juliet : White Slime : HP =
DEAD
| MP = 7/10 | Attack = 1d4 | Defense = 0d2
(4) Kilo : White Slime : HP =
DEAD
| MP = 7/10 | Attack = 1d4 | Defense = 0d2
(4) Lima : Black Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Mike : Black Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2

Active Battle Effect: In a single round, only seven of the slimes may attack.


Death Count = 1
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Post Post #462 (isolation #155) » Tue Jun 25, 2019 11:03 am

Post by Ircher »

You mean Mike, right?
And oof, that die roll....
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Post Post #472 (isolation #156) » Tue Jun 25, 2019 2:43 pm

Post by Ircher »

Yep!
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Post Post #473 (isolation #157) » Wed Jun 26, 2019 8:24 am

Post by Ircher »

(expired on 2019-06-26 19:24:33) until the round ends.
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Post Post #475 (isolation #158) » Wed Jun 26, 2019 11:44 am

Post by Ircher »

Cerberus enters the battlefield and cuts a minor piece off of Mike while shouting a battle cry. (3 so far on Mike.) the worst follows up with a vertical slash, but he uses poor form, decreasing the effectiveness of the attack. (6 so far on Mike.)

inspiratieloos slashes quickly at Alpha. He manages to knock some bits off the slime. (2 so far on Alpha.) **Alpha has
8/10
HP left.**

James Brafin tries swinging his greataxe at Beta, but the weight is too much and he only slices off a small sliver of the slime. (3 so far on Beta.) **Beta has
7/10
HP left.**

Amzela attempts to finish off Mike with one last diagonal slash. She would've succeeded if it were not for interference from Cerberus v666 and the worst. (6 + 4 - 1 = 9 so far on Mike.) **Mike has
1/10
HP left.**
----
The Gamma Slime quickly moves towards the worst.
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

Original Roll String: 1d2-2
1 2-Sided Dice: (1)-2 = -1

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


Mike slithers towards Inferno390.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6


Golf attempts to give inspiratieloos a hug.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6


Alpha tries to sneak up on Cerberus v666.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

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


Beta attacks McMenno.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3


----
Cerberus v666 can use active skills again.

Chemist1422 can use active skills again.

James Brafin can use active skills again.

Jackal711 is no longer cursed.

Not Known 15 may re-/in to the game.
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Post Post #476 (isolation #159) » Wed Jun 26, 2019 11:55 am

Post by Ircher »

Perhaps because it was in such a rush, the Gamma Slime fails to move towards the worst; instead, it moves away from him.

Meanwhile, Mike gives Inferno390 a huge, gooey hug. Inferno390 suddenly feels different. He also collapses to the ground momentarily before getting back up.
Inferno390 is cursed for two rounds with a -2 modifier.
**Inferno390 has
1/15
HP left.**


inspiratieloos does not let Golf share its love with him and only obtains a brief moment of contact before inspiratieloos runs away. **inspiratieloos has
2/15
HP and 1/3 MP left.**

Perhaps tired from the long battle, Cerberus v666 passively watches as the red slime approaches him and consumes him. At last, he comes to his senses and moves out of the way, but not until after collapsing to the ground exhausted. On the other hand, the red slime Alpha seems to be revitalized and grows in size. **Alpha has 10/10 HP left.**
Cerberus v666 has
1/15
HP left.**


Beta touches McMenno for a few seconds before moving away. Like Alpha, the slime grows a little bigger after the encounter. **Beta has
9/10
HP left.** **McMenno has
10/15
HP left.**
----
Current Monster Statuses
(Threshold 4)
(I) (5) Gamma Slime : Slime : Level = 5 | HP =
26/28
| Attack = 1d3 + 1d2 | Defense = 0d2 | 2 CD
(4) Alpha : Red Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Beta : Red Slime : HP =
9/10
| Attack = 1d6 | Defense = 0d2
(4) Charlie : Orange Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Delta : Orange Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Echo : Yellow Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2 | 1 CD
(4) Foxtrot : Green Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Golf : Blue Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Hotel : Blue Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) India : Purple Slime : HP =
DEAD
| MP = 3/6 | Attack = 1d6 | Defense = 0d2
(4) Juliet : White Slime : HP =
DEAD
| MP = 7/10 | Attack = 1d4 | Defense = 0d2
(4) Kilo : White Slime : HP =
DEAD
| MP = 7/10 | Attack = 1d4 | Defense = 0d2
(4) Lima : Black Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Mike : Black Slime : HP =
1/10
| Attack = 1d6 | Defense = 0d2

Active Battle Effect: In a single round, only seven of the slimes may attack.


Death Count = 1
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Post Post #478 (isolation #160) » Wed Jun 26, 2019 12:08 pm

Post by Ircher »

You had a reduced chance of being attacked, but it wasn't zero. Basically everyone who attacked got their name entered in twice rather than once in my list. That's how I've been randing it since the start of this battle.

Part of the reason for doing this is the ratio of enemy attackers to players acting.
Last edited by Ircher on Wed Jun 26, 2019 12:09 pm, edited 1 time in total.
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Post Post #483 (isolation #161) » Wed Jun 26, 2019 12:51 pm

Post by Ircher »

Oh, the following change is being made to fix a potentially very broken combination. Meditate will have an internal cooldown of 3 rounds which is specific to that skill. While the skill is on internal cooldown, you cannot use it even if you are not on global cooldown. Unless explicitly overriden by another skill's description, using an active skill will always activate its internal cooldown. (What this means for you the player is that Adrenaline Rush, while it gives 0 global cooldown for all active skills, does not allow you to spam Meditate because Meditate's internal cooldown of 3 rounds will activate.)


Let me know if you need a more concrete example of this change.
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Post Post #487 (isolation #162) » Thu Jun 27, 2019 5:38 am

Post by Ircher »

In post 486, Inferno390 wrote:Okay I rescind my attack.
Normally speaking, I do not allow players to change and/or rescind their actions as per the rules. However, I will allow it in this particular instance.
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Post Post #491 (isolation #163) » Fri Jun 28, 2019 5:58 am

Post by Ircher »

(expired on 2019-06-28 16:13:24) until the round ends.

Sorry for the somewhat late notice; I would've posted earlier if I realized it was this close.
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Post Post #493 (isolation #164) » Fri Jun 28, 2019 6:52 am

Post by Ircher »

James Brafin, reckless as always, charges in slashes twice at Beta and dispatches the slime in two clean blows. **Beta is dead.**

Even though Chemist1422 utterly fails in performing a clean attack on Mike, he still succeeds in killing the slime. The slime lets out a high-pitched squeal before dying. **Mike is dead.**

Though critically injured, Cerberus v666 is still willing to attack. His heart rate has increased dramatically, and with this increased heart rate, Cerberus v666 finds new strength. He leaps forward to where Alpha is and powerfully slices his blade right through the slime, doing massive damage. (8 so far on Alpha.) Jackal711 then swoops in and cleans up. **Alpha is dead.**
----
The Gamma Slime moves swiftly towards James Brafin, and even though it may be a slime, you are able to tell by its movements that it is angrier than it has been in the rest of the fight.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

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


Golf, the sole remaining colored slime, timidly creeps towards NotMySpamAccount.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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

----
Inferno390 is no longer cursed.
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Post Post #494 (isolation #165) » Fri Jun 28, 2019 6:56 am

Post by Ircher »

Perhaps due to its anger, the Gamma Slime stops for a moment before quickly resuming its movements towards James Brafin. Alas, that was all James Brafin needed to move out of the way.

Golf on the other hand succeeds in contacting NotMySpamAccount, but NotMySpamAccount quickly breaks free of its grasp. Nevertheless, the blue slime's touch makes NotMySpamAccount feel drained mentally. **NotMySpamAccount has
13/15
HP left and 3 MP left.**
----
Current Monster Statuses
(Threshold 4)
(5) Gamma Slime : Slime : Level = 5 | HP =
26/28
| Attack = 1d3 + 1d2 | Defense = 0d2 | 1 CD
(4) Alpha : Red Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Beta : Red Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Charlie : Orange Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Delta : Orange Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Echo : Yellow Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2 | 1 CD
(4) Foxtrot : Green Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Golf : Blue Slime : HP = 10/10 | Attack = 1d6 | Defense = 0d2
(4) Hotel : Blue Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) India : Purple Slime : HP =
DEAD
| MP = 3/6 | Attack = 1d6 | Defense = 0d2
(4) Juliet : White Slime : HP =
DEAD
| MP = 7/10 | Attack = 1d4 | Defense = 0d2
(4) Kilo : White Slime : HP =
DEAD
| MP = 7/10 | Attack = 1d4 | Defense = 0d2
(4) Lima : Black Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Mike : Black Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2

Active Battle Effect: In a single round, only seven of the slimes may attack.


Death Count = 1
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Post Post #505 (isolation #166) » Sat Jun 29, 2019 5:43 am

Post by Ircher »

(expired on 2019-06-29 19:43:09) until the round ends.

Feel free to ping people on the Discord if you want them to act.
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Post Post #507 (isolation #167) » Sat Jun 29, 2019 9:34 am

Post by Ircher »

inspiratieloos rushes in and hacks at Golf. The blue slime becomes visibly smaller after the attack. (6 so far on Golf.)

Inferno390 slashes as fast as light at the Gamma Slime. His slash connects and deals damage! (2 so far on the Gamma Slime.)

Maybe it is due to the magic of this world, but Not Known 15 manages to stand back up at full strength. He quickly dispatches Golf, sending the slime to the void. **Golf is
dead
.**

James Brafin leaps in and attempts to body slam the Gamma Slime. This does not go as well as he hoped as the slime is barely phased. (James Brafin is lucky he didn't get any of the slime's slime on him.) (5 so far on the Gamma Slime.) **The Gamma Slime has
21/28
HP left.**
----
The Gamma Slime, enraged by the death of its fellow slimes, begins moving towards a certain crate to the right of all of you that none of you had noticed until now. It opens the crate and manages to grab a yellow bottle that it proceeds to open and pour all over itself. You notice that the slime begins to move faster from the liquid.
Original Roll String: 1d3+1
1 3-Sided Dice: (2)+1 = 3


It then proceeds to move aggressively towards James Brafin.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #508 (isolation #168) » Sat Jun 29, 2019 9:38 am

Post by Ircher »

(I forgot this one... Just pretend it happened before the Gamma Slime did anything....) Cerberus v666 meanwhile takes a moment to refocus and meditate. **Cerberus v666 has
2/15
HP left.**

The slime slams its body into James Brafin who then scrambles away from the slime. **James Brafin has
2/18
HP left.**
----
Current Monster Statuses
(Threshold 4)
(5) Gamma Slime : Slime : Level = 5 | HP =
21/28
| Attack = 1d3 + 1d2 | Defense = 0d2 | Hasted (1 Round)
(4) Alpha : Red Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Beta : Red Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Charlie : Orange Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Delta : Orange Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Echo : Yellow Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2 | 1 CD
(4) Foxtrot : Green Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Golf : Blue Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Hotel : Blue Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) India : Purple Slime : HP =
DEAD
| MP = 3/6 | Attack = 1d6 | Defense = 0d2
(4) Juliet : White Slime : HP =
DEAD
| MP = 7/10 | Attack = 1d4 | Defense = 0d2
(4) Kilo : White Slime : HP =
DEAD
| MP = 7/10 | Attack = 1d4 | Defense = 0d2
(4) Lima : Black Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Mike : Black Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2

Active Battle Effect: In a single round, only seven of the slimes may attack.


Death Count = 1
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Post Post #514 (isolation #169) » Sat Jun 29, 2019 11:42 am

Post by Ircher »

In post 513, inspiratieloos wrote:Meditate
Original Roll String: 1d2 (STATIC)
1 2-Sided Dice: (1) = 1


Inferno should probably meditate as well?

James Brafin is next most critical but he still has cooldown.
That's a level 4 skill unfortunately, and you are currently level 3. Inferno390 is also level 3.
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Post Post #519 (isolation #170) » Sat Jun 29, 2019 1:55 pm

Post by Ircher »

Four actions had already been posted by the time Gamma Emerald posted, so unfortunately, his does not count.

Jackal711 jumps in with a vertical slash at the large Gamma Slime. He hacks off a tiny piece of it. (2 so far on the Gamma Slime.) Cerberus v666 follows up with two horizontal slashes. His first slash slices partially through air while the second one cuts off a huge chunk of the slime. (2 + 3 + 5 = 10 so far on the Gamma Slime.) James Brafin then leaps into the air and slashes downward in a diagonal fashion, hacking off even more bits from the slime. (10 + 8 - 1 = 17 so far on the Gamma Slime.) Not Known 15 attempts to help out, but he is unable to do anything among all the commotion.
**The Gamma Slime has
4/28
HP left.**
----
The Gamma Slime, heavily weakened by the Murderhobos' blows, moves toward the crate again. This time, it grabs and opens a red bottle that it pours on itself.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3


Intent on getting one more kill, the Gamma Slime spits a ball of slime at James Brafin.
Original Roll String: 1d3+1
1 3-Sided Dice: (3)+1 = 4

Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

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


It then lurches towards James Brafin.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


(Note: I deleted my first post because I didn't roll the second attack correctly. It's in the player's favor anyway.)
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Post Post #520 (isolation #171) » Sat Jun 29, 2019 2:00 pm

Post by Ircher »

The Gamma Slime grows in size a good bit. The potion seems to have rejuvenated it. **The Gamma Slime has
7/28
HP left.**

James Brafin, a brave and noble warrior, collapses to the ground from the Gamma's Slime's ball of slime. As he struggles to get back up, the Gamma Slime strikes again, killing him. **Alas, James Brafin is dead. You may re-/in at level 3 in 3 rounds or when the battle is over (more likely the latter.)**
----
Current Monster Statuses
(Threshold 4)
(5) Gamma Slime : Slime : Level = 5 | HP =
7/28
| Attack = 1d3 + 1d2 | Defense = 0d2 | 1 CD
(4) Alpha : Red Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Beta : Red Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Charlie : Orange Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Delta : Orange Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Echo : Yellow Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2 | 1 CD
(4) Foxtrot : Green Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Golf : Blue Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Hotel : Blue Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) India : Purple Slime : HP =
DEAD
| MP = 3/6 | Attack = 1d6 | Defense = 0d2
(4) Juliet : White Slime : HP =
DEAD
| MP = 7/10 | Attack = 1d4 | Defense = 0d2
(4) Kilo : White Slime : HP =
DEAD
| MP = 7/10 | Attack = 1d4 | Defense = 0d2
(4) Lima : Black Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(4) Mike : Black Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2

Active Battle Effect: In a single round, only seven of the slimes may attack.


Death Count = 2
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Post Post #525 (isolation #172) » Sat Jun 29, 2019 2:23 pm

Post by Ircher »

pagetop. 2 actions left and the slime is at 1 HP.
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Post Post #528 (isolation #173) » Sat Jun 29, 2019 3:55 pm

Post by Ircher »

So it's like 11 PM my time, so I'll be resolving this tomorrow afternoon.
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Post Post #529 (isolation #174) » Sun Jun 30, 2019 9:12 am

Post by Ircher »

Inferno390 attacks the large Gamma Slime, but he slashes a little too far to the right and only hacks off a small piece of the slime. (3 so far on the Gamma Slime.) Not Known 15 joins him and powerfully cuts right through the middle of the slime. The big slime screetches in pain. (9 so far on the Gamma Slime.) Just as the battle is about finished, yet another adventurer comes trampling into the entrance of the cave of slimes. He walks up to the slime and swings his sword at it, stealing the killing blow. "Well that was easy," he said, not knowing the blood, sweat, and tears that it took to dispatch the entrance slimes. **The Gamma Slime is
dead
.**

Cerberus v666, oblivious to the fact that the slime is dead, slices his sword wildly about in thin air.
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Post Post #530 (isolation #175) » Sun Jun 30, 2019 9:47 am

Post by Ircher »

Party Experience:

Base XP = 8 + (2 + 2) + (2 + 2) + (3) + (2) + (2 + 2) + (3) + (3 + 3) + (2 + 2) = 38 XP
XP Adjustment = 13 XP
Average Enemy Level = (5 + 4 * 13) / (1 + 13) ~4.1
Number of Participants = 10
XP Awarded Per Participant = 5.1 XP at Level 4.1.

(3) James Brafin gains 6 XP.
James Brafin levels up from level 3 to level 4!
(You may reallocate your stat point if you like. For now, I'll assume you will keep it at HP.)
(4) the worst gains 5 XP.
the worst levels up from level 4 to level 5!
Please allocate your stat point at your earliest convenience. In addition, please choose a specialization path (see below).

(4) Cerberus v666 gains 5 XP.
Cerberus v666 levels up from level 4 to level 5!
Please choose a specialization path.
You may reallocate your stat point if you like.
(3) Inferno390 gains 6 XP.
Inferno390 levels up from level 3 to level 4!
Please allocate your stat point at your earliest convenience.
(3) inspiratieloos gains 6 XP.
inspiratieloos levels up from level 3 to level 4!
Please allocate your stat point at your earliest convenience.

(4) Chemist1422 gains 5 XP. Chemist1422 stays at level 4.
(1) Not Known 15 gains 8 XP.
Not Known 15 levels up from level 1 to level 3!

(1) Jackal711 gains 8 XP.
Jackal711 levels up from level 1 to level 3!

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

(1) Gamma Emerald gains 8 XP.
Gamma Emerald levels up from level 1 to level 3!


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

Level 5.A: Path of the Berserker

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

Level 5.B: Path of the Warrior

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

Level 5.C: Path of the Magician

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

Level 5.D: Path of the Acoylyte

- Gain magic spell "Minor Heal All" (4 Mana): Heals all allies by 1d2 hitpoints. (You should only roll once for this spell.)
----
The band of adventurers search the nearby crate from which the Gamma Slime withdrew the potions for any loot. Inside, they found another Lesser Healing Potion and junk items that are worth a total of four silver coins. **The party now possesses six silver coins.** Just as the group finishes grabbing the items, another band of slimes appear. Compared to the colorful rainbow of slimes the group had just fought, all of these slimes have a dull, silver color to them.

Battle #12
(Threshold
3
)
(5) Alpha : Silver Slime : HP = 15/15 | Attack = 1d6 | Defense = 1d2
(5) Beta : Silver Slime : HP = 15/15 | Attack = 1d6 | Defense = 1d2
(5) Charlie : Silver Slime : HP = 15/15 | Attack = 1d6 | Defense = 1d2
(5) Delta : Silver Slime : HP = 15/15 | Attack = 1d6 | Defense = 1d2
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Post Post #533 (isolation #176) » Sun Jun 30, 2019 10:05 am

Post by Ircher »

You could use fury blade then cast a healing spell or something like that. Basically, path of the berserker gives great utility, which admittedly is a bit strange.
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Post Post #537 (isolation #177) » Sun Jun 30, 2019 10:13 am

Post by Ircher »

Fury Blade is also likely to be really strong with adrenaline rush as you won't trigger Fury Blade's cooldown in that case. So you could do Fury Blade + Double Slash then or Fury Blade + Meditate then with 0 cooldown.
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Post Post #539 (isolation #178) » Sun Jun 30, 2019 10:34 am

Post by Ircher »

Not Known 15 stops for a moment and examines Charlie's movements. They learn the following information:
Spoiler: Charlie Scrying Info
**Silver Slime : HP = 15 | Attack = 1d6 | Defense = 1d2
- Active Skill "Spit Coin" (3 CD): Spits a silver coin at the player for {Attack Dice} + 1 damage. The coin then enters the party's inventory.


James Brafin slashes twice at Alpha. (5 + 4 = 9 so far on Alpha.) Gamma Emerald joins him to help out. (9 + 1 = 10.) The silver slime's skin begins to harden.
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

----
A silver cylindrical item escapes from Alpha. While it is translucent at first, it hardens and becomes more opaque as it flies through the air towards Not Known 15.
Original Roll String: 1d6+1
1 6-Sided Dice: (5)+1 = 6


A similar thing flies off of Beta towards Gamma Emerald.
Original Roll String: 1d6+1
1 6-Sided Dice: (1)+1 = 2


Charlie moves towards Cerberus v666.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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


Delta attempts to give James Brafin a hug.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #540 (isolation #179) » Sun Jun 30, 2019 10:43 am

Post by Ircher »

James Brafin and Gamma Emerald manage to slice off a large chunk of Alpha, but due to the thickness of the slime's skin, it was not as big as they'd hoped. **Alpha has
7/15
HP left.**

Not Known 15 is unable to move out of the way of the incoming object. It hits them directly on the forehead. Once they recovered from the impact, they notice that the object is made of solid silver and is shaped like a silver coin. He places the coin into his pocket. **Not Known 15 has
9/15
HP left.**

Gamma Emerald does not see the silver object coming and is hit in the nose by it. Like the object that Not Known 15 was hit by, this one too is shaped like a coin. Gamma Emerald pockets the object. **The party has gained two silver coins!** **Gamma Emerald has
9/15
HP left.**

Cerberus v666 sees Charlie from a mile away and quickly moves out of the way.

James Brafin runs as far away from Delta as he can, preventing the slime from reaching him.
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Post Post #549 (isolation #180) » Sun Jun 30, 2019 11:28 am

Post by Ircher »

inspiratieloos charges in and slashes twice at Alpha. The slime is hacked to tiny bits and pieces, killing it. **Alpha is
dead
.**

James Brafin charges in and attacks Beta. But perhaps he was focusing too much on his battle cry as his axe barely slices through the slime. (3 so far on Beta.) Inferno390 leaps in and with two powerful slashes, he manages to shred Beta to tiny bits and pieces. **Beta is
dead
.**
----
Charlie spits a silver object towards James Brafin.
Original Roll String: 1d6+1
1 6-Sided Dice: (3)+1 = 4

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


A similar object is sent flying away from Delta and towards Inferno390.
Original Roll String: 1d6+1
1 6-Sided Dice: (6)+1 = 7

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #550 (isolation #181) » Sun Jun 30, 2019 11:31 am

Post by Ircher »

James Brafin is able to step aside from the incoming projectile at the last moment. He notes that it looks like a silver coin, and he puts it into his pocket.

Inferno390 is not so lucky. The silver object hits him in the chest and deals some damage. **Inferno390 has
16/18
HP left.** **The party gained two silver coins!**
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Post Post #554 (isolation #182) » Sun Jun 30, 2019 11:43 am

Post by Ircher »

In post 551, Not Known 15 wrote:Speed Slash Delta
Original Roll String: 1d6-2 (STATIC)
1 6-Sided Dice: (2)-2 = 0


we should get 3 more attacks in:
If I am dealing more than 0 damage, then 1 attack should go towards Delta next. If it doesn't look like we can finish it off then, switch to Charlie.

If I deal 0 damage, attack Charlie with everything.
I'll reroll for you since you are level 3 and should've done 1d8-2.
Original Roll String: 1d8-2
1 8-Sided Dice: (8)-2 = 6
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Post Post #561 (isolation #183) » Mon Jul 01, 2019 5:53 am

Post by Ircher »

(expired on 2019-07-01 23:23:42) until the round ends.
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Post Post #564 (isolation #184) » Mon Jul 01, 2019 6:41 am

Post by Ircher »

Not Known 15 leads this attack and attempts to slash quickly at Delta. Alas, he is not paying attention to where he is going and ends up slashing thin air. (0 so far on Delta.)

Inferno390 decides to refocus the group's efforts on Charlie after seeing Not Known 15's failed attack. Inferno390 ends up misstepping causing him to attack at the wrong angle. (3 so far on Charlie.) Jackal711 joins Inferno390 and slashes violently downward. (9 so far on Charlie.) James Brafin then swoops in and slashes horizontally. His effectiveness is slightly decreased due to the number of attackers. (13 so far on Charlie.) Charlie's skin begins to thicken...
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

---
Charlie slides towards Jackal711.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1


Delta attempts to hug James Brafin.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #565 (isolation #185) » Mon Jul 01, 2019 6:46 am

Post by Ircher »

The silver slime's skin thickens slightly, reducing the effectiveness of the group's attacks. **Charlie has
3/15
HP left.**

Not seeing Charlie approach, Jackal711 stands still and lets the silver slime engulf him. Eventually, he returns to his senses and escapes Charlie's gooey grasp. **Jackal711 has
12/15
HP left.**

James Brafin is paying even less attention to the battlefield, and it takes him a long time to realize that Delta is hugging him before he moves. **James Brafin has
14/18
HP left.**
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Post Post #570 (isolation #186) » Mon Jul 01, 2019 7:26 am

Post by Ircher »

Not Known 15 swings his sword at Charlie. With one powerful blow, he manages to decimate the slime. **Charlie is
dead
.**

Inferno390 leaps toward Delta with a slanted downward swing. (5 so far on Delta.) James Brafin attempt to help out, but he trips on the way there. (8 so far on Delta.) Delta's skin begins to thicken.
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2

---
James Brafin cam use active skills again.
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Post Post #571 (isolation #187) » Mon Jul 01, 2019 7:27 am

Post by Ircher »

Ah shoot, forgot the attack roll....

Delta creeps towards Inferno390.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #572 (isolation #188) » Mon Jul 01, 2019 7:30 am

Post by Ircher »

James Brafin's blade barely cuts through the slime, but Inferno390's blade is able to slice off a sizeable chunk from Delta. **Delta has
8/15
HP left.**

Inferno390 sees Delta coming and runs far away.
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Post Post #573 (isolation #189) » Mon Jul 01, 2019 7:45 am

Post by Ircher »

Formatting Update:

Before this update, the player statuses post was rather long as I duplicated a lot of information for each player. In particular, the skill set and spell set for each player was duplicated even though they are basically the same for levels 1-4 and have only minor differences from level 5+.

Thus, the new format deletes a lot of this excess bloat, and you can see the stats and skills of a player of your level at the end of the post which provides a standard "template" for players of a certain level.

Let me know if you find this new format confusing and would rather I stick to the old format.
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Post Post #578 (isolation #190) » Mon Jul 01, 2019 10:53 am

Post by Ircher »

Once again, Not Known 15 leads the charge against Delta. He slices a mid-sized chunk from the slime. (4 so far on Delta.) Inferno390 joins with a side slash. Once again, another piece of the slime is hacked off. (8 so far on Delta.) James Brafin then slays the pitiful creature with two powerful swings. **Delta is
dead
.**

Party Experience:

Base XP = 3 + 3 + 3 + 3 = 12 XP
XP Adjustment = -1 XP
Average Enemy Level = (5 + 5 + 5 + 5) / 4 = 5.0
Number of Participants = 6
XP Awarded Per Participant = 1.8 XP at Level 5.0.

(3) Not Known 15 gains 3 XP.
Not Known 15 levels up from level 3 to level 4! Please allocate your stat point at your earliest convenience.

(4) James Brafin gains 2 XP. James Brafin stays at level 4.
(3) Gamma Emerald gains 3 XP.
Gamma Emerald levels up from level 3 to level 4! Please allocate your stat point at your earliest convenience.

(4) inspiratieloos gains 2 XP. inspiratieloos stays at level 4.
Don't forget to allocate your stat point!

(4) Inferno390 gains 2 XP.
Inferno390 levels up from level 4 to level 5! Please choose a specialization path at your earliest convenience.
You may reallocate your stat point if you like.
(3) Jackal711 gains 3 XP.
Jackal711 levels up from level 3 to level 4! Please allocate your stat point at your earliest convenience.
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Post Post #579 (isolation #191) » Mon Jul 01, 2019 10:54 am

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I have to decide on the next battle, so we will have a short intermission.
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Post Post #581 (isolation #192) » Mon Jul 01, 2019 11:29 am

Post by Ircher »

Out of nowhere, a slice of cake magically is magically teleported in front of all of you. The person nearest to it picks up and stows it away in the group's magical inventory. **Cake is an item that restores 50% (rounded down) of a player's health as well as 25% (rounded down) of a player's mana. It goes without saying that cake is both rare and super valuable.** All of you then proceed deeper into the cave.

As you go deeper into the cave, you come across a few more groups of slimes that you dispatch with ease. At last, you come across a brightly lit room with torches in each of the corners of the room. As soon as all of you step into the room, the cave immediately becomes pitch black.

"Who turned off the lights?" one of you yell. Another yells, "This can't be good!" All of you freeze in your tracks, unsure of what to do. It is at that moment that you begin to hear movement. "Oh no! Slimes are incoming!" a third person yells. Each of you reflexively withdraw your weapon from your sheath... Or at least you try to. To your utter amazement, your hands grasp air! "Hey, where did my weapon go!" "This isn't funny!" Each of you make a similar shout in anguish. It is at this point that you hear another sound. The sound of cackling from deeper within the cave.

At last, one of you comes up with the bright idea of casting "Fire" at each of the torches to relight them. As that person does such, the room lights back up. As expected, none of your weapons can be found anywhere.

"Hmm... That's strange," states the person who lit up the room, "I don't feel tired at all after casting four "Fire" spells. It must be the air; I can feel an energizing quality to it." Though you do not have swords and other weapons, you do have the power of magic to overcome this trial.

Battle #13
(Threshold
6
)
(5) Alpha : Green Slime : HP = 12/12 | Attack = 1d6 | Defense = 0d2
(5) Beta : Green Slime : HP = 12/12 | Attack = 1d6 | Defense = 0d2
(5) Charlie : Green Slime : HP = 12/12 | Attack = 1d6 | Defense = 0d2
(5) Delta : Orange Slime : HP = 12/12 | Attack = 1d6 | Defense = 0d2
(5) Echo : Orange Slime : HP = 12/12 | Attack = 1d6 | Defense = 0d2
(5) Foxtrot : Yellow Slime : HP = 12/12 | Attack = 1d6 | Defense = 0d2

Active Battle Effect #1: Players may not use normal attacks or skills.
Exception: If a new player joins, they may perform a normal attack that deals 1d2 damage.
Active Battle Effect #2: Players require one less mana to cast spells.
Last edited by Ircher on Mon Jul 01, 2019 11:34 am, edited 1 time in total.
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Post Post #583 (isolation #193) » Mon Jul 01, 2019 11:34 am

Post by Ircher »

Actually, the second battle effect is being changed to "Players require and use one less mana to cast spells."
Last edited by Ircher on Mon Jul 01, 2019 11:35 am, edited 1 time in total.
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Post Post #584 (isolation #194) » Mon Jul 01, 2019 11:34 am

Post by Ircher »

Tornado is level 5 I believe James Brafin.
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Post Post #607 (isolation #195) » Tue Jul 02, 2019 6:02 am

Post by Ircher »

James Brafin begins casting the spell "Fire". Red wisps form around him, and he points toward Alpha, causing Alpha to be engulfed by a red light. **Alpha has
11/12
HP left.**

the worst is the next to begin chanting a spell. White and blue wisps form around the worst. He then points towards Alpha and Beta, and the wisps begin flying their way followed by a swirling tornado.
Alpha and Beta have been stunned for one round.
**Alpha has
6/12
HP left.** **Beta has
6/12
HP left.** **the worst has
4/5
MP left.**

Inferno390 begins waving his hands and chanting a spell. It does not take long for more blue and white wisps to encircle Inferno390. He then points towards Delta and Echo and the wisps fly towards the slimes pointed at by Inferno390.
Charlie has been stunned for one round.
**Charlie has
7/12
HP left.** **Beta has
8/12
HP left.** **Inferno390 has
3/4
MP left.**

inspiratieloos also begins casting the "Fire" spell. The red wisps barely get a chance to form before inspiratieloos sends them towards Alpha who is engulfed by a red light. **Alpha has
3/12
HP left.**

Not Known 15 begins making the gestures and shouts needed to cast a spell. Red wisps form around his hands; he then points at Alpha and the red wisps fly in that direction. Alpha is once more engulfed by a red light. The smell of burnt slime fills the air. **Alpha is
dead
.**

Gamma Emerald begins moving his hands. They move in all sorts of directions, and he even throws some shouts in. Red wisps form around him, and he points his faintly glowing hands in Beta's direction. A weak red light engulfs Beta dealing minor damage. **Beta has
5/12
HP left.**
---
Foxtrot spits a yellow liquid towards James Brafin. James Brafin, being unable to dodge the liquid, is covered by the corrosive substance.
James Brafin is covered in acid for three rounds!


Delta begins moving towards Not Known 15:
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

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


Echo begins moving towards the worst:
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

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


Acid damage for James Brafin:
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #608 (isolation #196) » Tue Jul 02, 2019 6:07 am

Post by Ircher »

Not Known 15 is unable to evade Delta's incoming approach and suffers minor damage. He also feels dizzy from the slime's touch.
Not Known 15 is stunned for two rounds.
**Not Known 15 has
13/15
HP left.**

the worst sees Echo's approach and quickly makes the necessary movements to avoid being touched.

The powerful acid coursing through James Brafin's blood deals major damage to him. **James Brafin has
10/18
HP left.**
---
Current Monster Statuses:
(Threshold 6)
(5) Alpha : Green Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(5) Beta : Green Slime : HP =
5/12
| Attack = 1d6 | Defense = 0d2
(5) Charlie : Green Slime : HP =
7/12
| Attack = 1d6 | Defense = 0d2
(5) Delta : Orange Slime : HP =
8/12
| Attack = 1d6 | Defense = 0d2
(5) Echo : Orange Slime : HP = 12/12 | Attack = 1d6 | Defense = 0d2
(5) Foxtrot : Yellow Slime : HP = 12/12 | Attack = 1d6 | Defense = 0d2 | 2 CD

Active Battle Effect #1: Players may not use normal attacks or skills.
Exception: If a new player joins, they may perform a normal attack that deals 1d2 damage.
Active Battle Effect #2: Players require and use one less mana to cast spells.
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Post Post #612 (isolation #197) » Tue Jul 02, 2019 6:30 am

Post by Ircher »

Acid counts as negative status affliction. In general, if it's harmful to you, you can cure it using "Cure".
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Post Post #622 (isolation #198) » Tue Jul 02, 2019 2:06 pm

Post by Ircher »

Inferno390 casts "Tornado" once again. This time, he points towards Charlie and Foxtrot. A swirl of blue and white wisps are sent flying in their direction.
Charlie and Foxtrot are stunned for one round.
**Inferno390 has
2/4
MP left.** **Charlie has
6/12
HP left.** **Foxtrot has
10/12
HP left.**

inspiratieloos begins chanting and performing a spell ritual. As the ritual concludes, his hands glow a bright red and is encircled by red wisps. He points in the direction of Beta and the angry red wisps are sent flying in that direction. Beta is engulfed by an intense red light. **Beta has
2/12
HP left.**

Jackal711 repeats the same spell as inspiratieloos, but unlike inspiratieloos, Beta is engulfed by a weak red light. **Beta has
1/12
HP left.**

James Brafin casts "Fire" on Beta, finishing off the slime. **Beta is
dead
.

Cerberus begins making the gestures and chants needed to cast a certain spell. Yellow and white wisps form around him and his hands begin to glow a bright yellow color. He points in the direction of James Brafin, and a yellow light engulfs James Brafin.
James Brafin is no longer covered in acid.


the worst follows Inferno390's lead and casts "Tornado" on Charlie and Foxtrot. The two slimes are blown away by the whirling wisps that formed. Unfortunately, stun and similar effects do not stack cumulatively. The strongest effect takes precedence. **the worst has
3/5
MP left.** **Charlie has
3/12
HP left.** **Foxtrot has
9/12
HP left.**
---
Delta attacks the worst. Echo teams up with him.
(Delta:)
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

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

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


---
Not Known 15 is no longer stunned.
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Post Post #623 (isolation #199) » Tue Jul 02, 2019 2:08 pm

Post by Ircher »

Alas, the worst was not ready for the two slimes' combined attack. While he tried his best to escape one of him, he found himself backing up into the other slime! He feels dizzy after coming in contact with the two slimes.
the worst is stunned for two rounds.
**the worst has
10/20
HP left.**
---
Current Monster Statuses
(Threshold 6)
(5) Alpha : Green Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(5) Beta : Green Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(5) Charlie : Green Slime : HP =
3/12
| Attack = 1d6 | Defense = 0d2
(5) Delta : Orange Slime : HP =
8/12
| Attack = 1d6 | Defense = 0d2
(5) Echo : Orange Slime : HP = 12/12 | Attack = 1d6 | Defense = 0d2
(5) Foxtrot : Yellow Slime : HP =
9/12
| Attack = 1d6 | Defense = 0d2 | 1 CD

Active Battle Effect #1: Players may not use normal attacks or skills.
Exception: If a new player joins, they may perform a normal attack that deals 1d2 damage.
Active Battle Effect #2: Players require and use one less mana to cast spells.
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