Level Up 2 - Finished

For completed/abandoned Mish Mash Games.
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Post Post #2725 (ISO) » Mon Oct 05, 2020 1:27 pm

Post by Gamma Emerald »

is there an upside to using scry over examine wrt information gained?
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Post Post #2726 (ISO) » Mon Oct 05, 2020 5:32 pm

Post by Nancy Drew 39 »

How/when do we get another dice roll?
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We just need to tread carefully because if you slip up around her as scum she notices and will tear your spine out and slap you to death with it. (I'm slightly scared of Nancy)
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Post Post #2727 (ISO) » Mon Oct 05, 2020 10:22 pm

Post by dsjstr »

If you get another action then it should be good, we only have 2 more attacks left.
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Post Post #2728 (ISO) » Tue Oct 06, 2020 11:48 am

Post by Ircher »

(expired on 2020-10-07 20:00:00) left in the round.
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Post Post #2729 (ISO) » Tue Oct 06, 2020 2:48 pm

Post by Nancy Drew 39 »

In post 2727, dsjstr wrote:If you get another action then it should be good, we only have 2 more attacks left.
In post 2728, Ircher wrote:(expired on 2020-10-07 20:00:00) left in the round.
Can I take an action without a dice roll?
***
We just need to tread carefully because if you slip up around her as scum she notices and will tear your spine out and slap you to death with it. (I'm slightly scared of Nancy)
~the worst
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Post Post #2730 (ISO) » Wed Oct 07, 2020 1:08 pm

Post by Ircher »

While all the rest of the Murderhobos silently watch on fearing the cultist's tricks, inspiratieloos charges forth and slashes twice at the cultist. (6 + 2 = 8 so far on Alpha {1}.) The cultist attempts to defends himself from the blows.
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

---
The cultist then begins moving his hands in strange motions and reciting words of old. White wisps begin to form around the cultist. After circling the cultist for a while, the wisps surge inward and the cultist is surrounded by a small white glow.
Alpha is blessed (+2) for four rounds.
**Alpha has
10/12
MP left.**
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Post Post #2731 (ISO) » Wed Oct 07, 2020 1:13 pm

Post by Ircher »

Alpha succeeds in erecting a small energy shield around himself. inspiratieloos finds himself forcibly repelled from the cultist. **Alpha has
12/17
HP left.**
---
Current Monster Statuses
(Threshold 3)
(8) Alpha : Cultist Acolyte : HP =
12/17
| MP =
10/12
| Morale = 15/15 | Attack = 1d8 | Defense = 1d3 | Blessed (+2) (3 Rounds)

Active Battle Effect #1: Unable to determine information.


Active Battle Effect #2: Unable to determine information.

Counter: 1/7 (Updates at the end of every round.)
---
In post 2726, Nancy Drew 39 wrote:How/when do we get another dice roll?
You get a new action at the end of every round. Each round is defined as a sequence of the players acting and then the monsters acting; thus, for instance, you could attack again after this post. (There are some cases where the monsters act at the beginning of the round, but as a general rule, they act at the end.)
In post 2729, Nancy Drew 39 wrote:
In post 2727, dsjstr wrote:If you get another action then it should be good, we only have 2 more attacks left.
In post 2728, Ircher wrote:(expired on 2020-10-07 20:00:00) left in the round.
Can I take an action without a dice roll?
There aren't many actions that do not require a dice roll, but one such action is "Scry Monster". It's a skill that tells you more information about a monster.
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Post Post #2732 (ISO) » Wed Oct 07, 2020 2:36 pm

Post by Nancy Drew 39 »

Take Scry Monster.


Who are all the cultists? Alpha isn’t one?
***
We just need to tread carefully because if you slip up around her as scum she notices and will tear your spine out and slap you to death with it. (I'm slightly scared of Nancy)
~the worst
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Nancy is pretty heavenly ngl
~CheekyTeeky
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Nancy-scum feels like a hot knife slicing through butter. Nancy-town feels like a magnifying glass in the sun glaring down at an insect.
~Taly
***
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Post Post #2733 (ISO) » Fri Oct 09, 2020 11:42 am

Post by Ircher »

(expired on 2020-10-11 13:00:00) left in the round. Y'all have three actions left.
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Post Post #2734 (ISO) » Fri Oct 09, 2020 1:26 pm

Post by dsjstr »

Double Slash Alpha

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

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


Original Roll String: 1d6-2
1 6-Sided Dice: (5)-2 = 3

Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #2735 (ISO) » Fri Oct 09, 2020 9:46 pm

Post by inspiratieloos »

Attack Alpha
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3
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Post Post #2736 (ISO) » Fri Oct 09, 2020 10:52 pm

Post by Nancy Drew 39 »

In post 2732, Nancy Drew 39 wrote:
Take Scry Monster.


Who are all the cultists? Alpha isn’t one?
In post 2733, Ircher wrote:(expired on 2020-10-11 13:00:00) left in the round. Y'all have three actions left.
So Alpha is a cultist then?
@mod, why don’t I have any dice to attack it?
***
We just need to tread carefully because if you slip up around her as scum she notices and will tear your spine out and slap you to death with it. (I'm slightly scared of Nancy)
~the worst
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Nancy is pretty heavenly ngl
~CheekyTeeky
*******
Nancy-scum feels like a hot knife slicing through butter. Nancy-town feels like a magnifying glass in the sun glaring down at an insect.
~Taly
***
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Post Post #2737 (ISO) » Sat Oct 10, 2020 5:35 am

Post by Gamma Emerald »

You didn’t take an action the required a dice roll
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Post Post #2738 (ISO) » Sat Oct 10, 2020 5:36 am

Post by Gamma Emerald »

Cast Fire on Alpha

Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #2739 (ISO) » Sat Oct 10, 2020 5:36 am

Post by Gamma Emerald »

Activate Trick Dice special ability
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #2740 (ISO) » Sat Oct 10, 2020 5:42 am

Post by Nancy Drew 39 »

In post 2737, Gamma Emerald wrote:You didn’t take an action the required a dice roll
How do I do that? What am I doing wrong then? The initial dice roll was already in my role pm.
***
We just need to tread carefully because if you slip up around her as scum she notices and will tear your spine out and slap you to death with it. (I'm slightly scared of Nancy)
~the worst
*******
Nancy is pretty heavenly ngl
~CheekyTeeky
*******
Nancy-scum feels like a hot knife slicing through butter. Nancy-town feels like a magnifying glass in the sun glaring down at an insect.
~Taly
***
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Post Post #2741 (ISO) » Sat Oct 10, 2020 8:52 am

Post by Gamma Emerald »

??????
There are no roles here
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Post Post #2742 (ISO) » Sat Oct 10, 2020 10:24 am

Post by Ircher »

In post 2740, Nancy Drew 39 wrote:
In post 2737, Gamma Emerald wrote:You didn’t take an action the required a dice roll
How do I do that? What am I doing wrong then? The initial dice roll was already in my role pm.
That was a sample/intro pm, not a role pm. As Gamma points out, there are no "roles" here. You can use the same dice roll I sent in that pm whenever you haven't acted in a round. You have already acted this round, so you can't use it right now, but when I update thread later (maybe tonight), you will be able to use that same dice roll after that.
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Post Post #2743 (ISO) » Sat Oct 10, 2020 2:23 pm

Post by Ircher »

Nancy Drew 39 spends some time studying the motions of Alpha.
Spoiler: Alpha's Scrying Info
**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.

It's a normal cultist acolyte, but you can consider this an event battle of sorts.


dsjstr takes the opportunity to slash twice at Alpha. He lands a very powerful first strike, but he nearly misses his second one. (10 + 2 so far on Alpha {1}.) inspiratieloos follows up with a powerful uppercut slash. (10 + 2 + 6 = 10 + 8 so far on Alpha {2}.)

Gamma Emerald begins performing the motions and chants of a spell ritual. Red wisps begin to form around his hands. He mutters a few more words and then points at Alpha. The wisps leave him and drift towards Alpha where they explode. (4 more on Alpha.)

Alpha collapses to the ground exhausted. Despite his wounds, he shouts, "This is not the end!" He mutters a word of command, and the charm around his neck glows a bright light briefly. Several of the white wisps that had been idling in the sky also glow brightly for a few seconds. As the light fades, you see the cultist stand back up rejuvenated with his wounds healed.
Alpha's HP and MP have been restored.

---
Current Monster Statuses
(Threshold 3)
(8) Alpha : Cultist Acolyte : HP = 17/17 | MP = 12/12 | Morale = 15/15 | Attack = 1d8 | Defense = 1d3

Active Battle Effect #1: Whenever Alpha would otherwise die, the charm around his neck will rejuvenate him restoring his health and mana. All status afflictions will be reset to their original state.


Active Battle Effect #2: Unable to determine information.

Counter: 2/7 (Updates at the end of every round.)
---
As a reminder, this constitutes the end of a round. That means you can submit a new action. (An action could be a normal attack using the dice tags, it could be a skill, or it can be a spell (which requires mana to cast).)
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Post Post #2744 (ISO) » Sat Oct 10, 2020 11:36 pm

Post by inspiratieloos »

Wrestle Alpha to the ground and take the necklace


More seriously, seems like Alpha is immortal until the 7 turn timer runs out, so I think the strategy is to just put them at 1HP and then wait?
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Post Post #2745 (ISO) » Sun Oct 11, 2020 5:12 am

Post by dsjstr »

I think I'm just going to curse Alpha since they could use blessed again
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Post Post #2746 (ISO) » Sun Oct 11, 2020 6:33 am

Post by dsjstr »

Curse Alpha


I'm committing to it, were in no rush
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Post Post #2747 (ISO) » Tue Oct 13, 2020 10:16 am

Post by Ircher »

(expired on 2020-10-14 20:00:00) left in the round. Two actions left.
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Post Post #2748 (ISO) » Tue Oct 13, 2020 6:47 pm

Post by Gamma Emerald »

In post 2744, inspiratieloos wrote:
Wrestle Alpha to the ground and take the necklace


More seriously, seems like Alpha is immortal until the 7 turn timer runs out, so I think the strategy is to just put them at 1HP and then wait?
Is this an option? I recall this sort of non-standard action working in a prior battle
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Post Post #2749 (ISO) » Wed Oct 14, 2020 1:27 pm

Post by Ircher »

In post 2748, Gamma Emerald wrote:
In post 2744, inspiratieloos wrote:
Wrestle Alpha to the ground and take the necklace


More seriously, seems like Alpha is immortal until the 7 turn timer runs out, so I think the strategy is to just put them at 1HP and then wait?
Is this an option? I recall this sort of non-standard action working in a prior battle
(Unfortunately, no, this is not an option in this battle.)
---
dsjstr begins making motions with his hands. Black wisps begin to float around him. He points at Alpha, and the black wisps are sent flying in that direction. They disappear in a black mist.
Alpha is cursed (-2) for 3 rounds!

---
Alpha begins making exotic motions and reciting ancient chants. Purple and white wisps begin encircling the cultist. He points at dsjstr, and purple light descends from the sky onto dsjstr.
Original Roll String: 2d4-2
2 4-Sided Dice: (1, 4)-2 = 3

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