Level Up 2 - Finished

For completed/abandoned Mish Mash Games.
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Post Post #1225 (ISO) » Sun Jul 28, 2019 4:08 pm

Post by James Brafin »

Let’s do all this.
But if things start to turn south, we prob need to do a tactical retreat. I hate saying it, but we have too many players at level 4 to risk losing them.
Am I on CD? If not I’ll brutalize dear old Szyme.
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Post Post #1226 (ISO) » Sun Jul 28, 2019 4:33 pm

Post by Ircher »

Yes you are.
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Post Post #1227 (ISO) » Sun Jul 28, 2019 8:53 pm

Post by inspiratieloos »

Keep in mind that the first speed slash gets countered, so if Formerfish is going to use it other people should as well.
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Post Post #1228 (ISO) » Sun Jul 28, 2019 8:56 pm

Post by Formerfish »

Heard, like I said, I will do whatever, Ill be around between now and deadline.

Just let me know.
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Post Post #1229 (ISO) » Mon Jul 29, 2019 2:45 pm

Post by Formerfish »

In post 1215, Ircher wrote:(expired on 2019-07-30 18:39:13) until the round ends. (So far, I have seen zero actions.)
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Post Post #1230 (ISO) » Mon Jul 29, 2019 2:50 pm

Post by Gamma Emerald »

Am I on cooldown?
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Post Post #1231 (ISO) » Mon Jul 29, 2019 3:06 pm

Post by Ircher »

Yes you are.
---
In post 1, Ircher wrote:
Current Players:

MP restored in: 4 battle(s).


Party's Silver Coins: 10 Coins

Party Inventory2x Lesser Healing Potion: Heals 1d4 hitpoints of an ally.
1x Speed Potion: Grants the "Hasted" status for 1d3+1 rounds to an ally.
1x Cake: Restores 50% HP (rounded down) and 25% MP (rounded down) of the user.


the worstLevel 5 | XP = 24 | 3 CD
HP = 13/20 | MP = 3/5 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 1 MP.
Specialization level 1: Path of the Acolyte.
Spoiler: Extra Skills
None!

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

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


Cerberus v666Level 5 | XP = 24
HP = 20/20 | MP = 5/5 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 1 MP.
Specialization level 1: Path of the Magician.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
Silence (2 Mana).

Number of Deaths = 0
Spoiler: Causes of Death


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


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

Spoiler: Extra Spells
None!

Number of Deaths = 0
Spoiler: Causes of Death


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


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


James BrafinLevel 5 | XP = 21 | 3 CD
HP = 17/23 | MP = 2/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Berserker.
Spoiler: Extra Skills
Level 1 Fury Blade (4 CD).

Spoiler: Extra Spells
None!

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


Inferno390Level 5 | XP = 21 | 2 CD
HP = 20/23 | MP = 3/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Berserker.
Spoiler: Extra Skills
Level 1 Fury Blade (4 CD).

Spoiler: Extra Spells
None!

Number of Deaths = 0
Spoiler: Causes of Death


inspiratieloosLevel 5 | XP = 22 | 2 CD
HP = 9/20 | MP = 2/5 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 1 MP.
Specialization level 1.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
None!

Number of Deaths = 0
Spoiler: Causes of Death


Not Known 15Level 5 | XP = 17 | 2 CD | Scared (1 Rounds)
HP = 21/23 | MP = 3/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Warrior.
Spoiler: Extra Skills
Level 1 Cross Slash (4 CD).

Spoiler: Extra Spells
None!

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


Jackal711Level 5 | XP = 20
HP = 20/20 | MP = 3/5 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 1 MP.
Specialization level 1: Path of the Acolyte.
Spoiler: Extra Skills
None!

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

Number of Deaths = 0
Spoiler: Causes of Death


Gamma EmeraldLevel 5 | XP = 17 | 3 CD
HP = 20/20 | MP = 5/5 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 1 MP.
Specialization level 1: Path of the Magician.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
Silence (2 Mana).

Number of Deaths = 0
Spoiler: Causes of Death


FormerfishLevel 3 | XP = 7 | 2 CD
HP = 8/15 | MP = 3/3 | Attack = 1d8 | Defense = 0d2
Number of Deaths = 0
Spoiler: Causes of Death


PrivateILevel 1 | XP = 0
HP = 10/10 | Attack = 1d6 | Defense = 0d2
Number of Deaths = 0
Spoiler: Causes of Death

---
David (NPC)Level 3 | XP = 8
HP = 12/14 | Attack = 1d6 | Defense = 1d3
Spoiler: Skills
Level 1 Scry Monster (0 CD).
Level 1 Double Shot (4 CD).
Equivalent to level 1 double slash.

Level 1 Poison Weapon (3 CD): Grants you the poisoned weapon status until your next attack. If an enemy takes damage from your next attack, they are poisoned for three rounds.


---
Level 1 Player:

HP = 10/10 | Attack = 1d6 | Defense = 0d2

Level 2 Player:

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


Level 3 Player:

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

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

Checkpoint at level 3 (5 XP).

Level 4 Player:

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

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

Checkpoint at level 3 (5 XP).

Level 5 Player:

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

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

Checkpoint at level 3 (5 XP).
You can also CTRL-F your name in this post to check if you are on cooldown as well.
If you are, you'll see something like "{Name} | {Level} | {XP} | {Rounds Left on Cooldown} CD" (with things in curly braces replaced as appropriate.)
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Post Post #1232 (ISO) » Mon Jul 29, 2019 4:56 pm

Post by Jackal711 »

Double Slash Alpha
Original Roll String: 2d4
2 4-Sided Dice: (3, 1) = 4

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


(Activity note: Payday was today so I have working internet at home again. Still without a phone, so I will be out of contact from Thursday to next Monday while I'm out of town)
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Post Post #1233 (ISO) » Mon Jul 29, 2019 5:03 pm

Post by Formerfish »

I appear to be on cooldown for 2 more turns. I dont know if at lvl 3 i can hurt anyone too badly.

If I cant speed slash is there a point to attack?
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"FF, you're a dick, but you don't hit below the belt. So you're a dick about finding scum, not hurting the people who are playing the game. That's acceptable dickary." MaryJoLisa

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Post Post #1234 (ISO) » Tue Jul 30, 2019 7:50 am

Post by inspiratieloos »

Eh, it's not that much worse than the higher levels. 1d8 averages to 4.5, 2d4 averages to 5.
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Post Post #1235 (ISO) » Tue Jul 30, 2019 7:59 am

Post by Formerfish »

I was more worried about the defensive roll, but if you think me attacking would be alright, just let me know who to target and ill roll.
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"Getting lost in the details of nothing..."

"FF, you're a dick, but you don't hit below the belt. So you're a dick about finding scum, not hurting the people who are playing the game. That's acceptable dickary." MaryJoLisa

Need advice? Ask a Fish.
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Post Post #1236 (ISO) » Tue Jul 30, 2019 8:15 am

Post by Cerberus v666 »

Yo.

What should I do?
GTK a me, currently live, this may be your only chance!
viewtopic.php?f=61&t=78521&p=10688009#p10688009
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Post Post #1237 (ISO) » Tue Jul 30, 2019 8:27 am

Post by Formerfish »

In post 1236, Cerberus v666 wrote:Yo.

What should I do?
In absence of upper echelons of command you would be in charge.
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"Getting lost in the details of nothing..."

"FF, you're a dick, but you don't hit below the belt. So you're a dick about finding scum, not hurting the people who are playing the game. That's acceptable dickary." MaryJoLisa

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Post Post #1238 (ISO) » Tue Jul 30, 2019 8:43 am

Post by Gamma Emerald »

Attacking Alpha
Original Roll String: 2d4-1
2 4-Sided Dice: (3, 4)-1 = 6

Let's just stack damage on alpha probably
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Post Post #1239 (ISO) » Tue Jul 30, 2019 9:00 am

Post by Formerfish »

Attack Alpha

Original Roll String: 1d8
1 8-Sided Dice: (5) = 5
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"Getting lost in the details of nothing..."

"FF, you're a dick, but you don't hit below the belt. So you're a dick about finding scum, not hurting the people who are playing the game. That's acceptable dickary." MaryJoLisa

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Post Post #1240 (ISO) » Tue Jul 30, 2019 9:01 am

Post by Ircher »

one npc action left
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Post Post #1241 (ISO) » Tue Jul 30, 2019 9:07 am

Post by Formerfish »

Dave could do double shot?
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"FF, you're a dick, but you don't hit below the belt. So you're a dick about finding scum, not hurting the people who are playing the game. That's acceptable dickary." MaryJoLisa

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Post Post #1242 (ISO) » Tue Jul 30, 2019 9:28 am

Post by James Brafin »

Sounds good to me.
Dave Doubleshoots Szyme
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

Original Roll String: 1d6-2
1 6-Sided Dice: (2)-2 = 0
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Post Post #1243 (ISO) » Tue Jul 30, 2019 9:40 am

Post by Ircher »

the worst begins moving his hands in intricate ways and shouting words from an ancient language. Blue and white wisps form around his hands. He points towards the Alpha Slime and the Beta Slime, and the wisps combine into two swirling tornadoes of death. **The Alpha Slime has
28/43
HP left.** (2 so far on the Beta Slime.) **the worst has
2/5
MP left.**
(Alpha Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

(Beta Slime's defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

(Beta Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6


Jackal711 jumps in and slashes twice at the Alpha Slime. His first slash hacks off a significant part of the slime, but his second slash cuts a bit to the side. (4 + 1 = 5 so far on the Alpha Slime.) Gamma Emerald follows up with a powerful diagonal slash and cuts off a gigantic chunk of the slime. (5 + 8 = 13 so far on the Alpha Slime.) Formerfish jumps in last and slashes a small piece of the slime away. His effectiveness is decreased due to interference from the other attackers. (13 + 3 - 1 = 15 so far on the Alpha Slime.) **The Alpha Slime has
13/43
HP left.**

David withdraws two arrows from his quiver, loads his bow, and fires at Cultist Szyme. He then fires again at the cultist. The first arrow flys straight, but his second arrow veers off to the left. (6 + 0 = 6 so far on Cultist Szyme.) Cultist Szyme attempts to defend himself.
(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2


---
Not Known 15 is no longer scared. (Technically at the end of this round after the monsters attack.)
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Post Post #1244 (ISO) » Tue Jul 30, 2019 9:48 am

Post by Ircher »

Sadly, neither the Beta Slime nor the Alpha Slime are able to defend themselves from the stunning effects of the wisp tornadoes.
The Alpha Slime and the Beta Slime are stunned for one round.
**The Beta Slime has
30/47
HP left.**

Cultist Szyme moves too slow to attempt to dodge the incoming arrows. The first arrow embeds itself in his forehead. Cultist Szyme pulls out the arrow and a lot of blood begins to pour out from his head. Sadly, enemies in this world can survive even extreme cases of bleeding. I may add a bleeding DoT similar to poison/acid in the future, but this is just flavor. **Cultist Szyme has
28/45
HP left.**
---
Cultist Szyme begins reciting a really long ancient prayer at a rapid speed while moving his hands in complex ways. Cultist Szyme's hands are soon surrounded by a multitude of white and green wisps. He points towards the Alpha Slime, and the slime regrows to its original size. **The Alpha Slime has 43/43 HP left.**

Despite casting such an exhausting spell, Cultist Szyme is still able to load his bow and fire an arrow at Formerfish.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #1245 (ISO) » Tue Jul 30, 2019 9:49 am

Post by Ircher »

Cultist Szyme's arrow hits Formerfish with pinpoint accuracy, and blood gushes out of the wound as Formerfish removes the arrow. **Formerfish has
2/15
HP left.**
---
Current Monster Statuses
(Threshold 4)
(I)(H) (6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP =
28/45
| MP =
1/15
| Morale = 75/75 | Attack = 1d6 | Defense = 1d4
(6) Alpha Slime : White Slime : Level = 6 | HP = 43/43 | MP =
24/28
| Morale = 75/75 | Attack = 1d6 | Defense = 0d2
(6) Beta Slime : Green Slime : Level = 6 | HP =
30/47
| Morale = 75/75 | Attack = 1d4 + 1d3 | Defense = 1d2
(6) Delta Slime : Purple Slime : Level = 6 | HP =
DEAD
| MP =
10/12
| Morale = 75/75 | Attack = 2d2 | Defense = 1d3

Active Battle Effect #1: Players require and use one less mana to cast spells.
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Post Post #1246 (ISO) » Tue Jul 30, 2019 10:35 am

Post by Gamma Emerald »

Well FF needs healing, like, yesterday
I'm glad we managed to get Szyme to use the full heal on Alpha rather than rezzing Delta
Also if we have bleed added as a status I'm 100% doing whatever I can to get abilities that inflict it, bleed is badass
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Post Post #1247 (ISO) » Tue Jul 30, 2019 10:41 am

Post by Jackal711 »

(Acting on the plan discussed a few minutes ago in discord)

*makes the appropriate gestures* I call upon the power of the winds! TORNADO!

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

Beta:
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #1248 (ISO) » Tue Jul 30, 2019 10:45 am

Post by Jackal711 »

FF's at a checkpoint level so him dying isn't terrible, but we'd like to avoid it if possible.
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Post Post #1249 (ISO) » Tue Jul 30, 2019 10:53 am

Post by Cerberus v666 »

He only dies if he gets attacked twice this round; generally speaking, healing should be reserved for when someone is at 1 hp, unless they have a DoT on them.

Silence Alpha


James, TW, if you'd like to coordinate how we should work to maximize damage; Not sure if Silencing Alpha is the best move, but it works to keep him limited in his utility until we can either the other slime or the cultist out of the way, and it means we can be confident he will not do anything more than a 1d6 attack next round even if he succeeds on his roll to avoid being stunned.
GTK a me, currently live, this may be your only chance!
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